// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef RENDER_MESH_ACTOR_DESC_H #define RENDER_MESH_ACTOR_DESC_H /*! \file \brief class RenderMeshActorDesc */ #include "ApexDesc.h" #include "UserRenderResourceManager.h" namespace nvidia { namespace apex { PX_PUSH_PACK_DEFAULT /** \brief Descriptor for creating a rendering mesh (collection of parts and submesh extra data) */ class RenderMeshActorDesc : public ApexDesc { public: /** \brief constructor sets to default. */ PX_INLINE RenderMeshActorDesc() { setToDefault(); } /** \brief (re)sets the structure to the default. */ PX_INLINE void setToDefault() { visible = true; bufferVisibility = false; keepVisibleBonesPacked = false; renderWithoutSkinning = false; forceFallbackSkinning = false; maxInstanceCount = 0; indexBufferHint = RenderBufferHint::STATIC; overrideMaterials = NULL; overrideMaterialCount = 0; keepPreviousFrameBoneBuffer = false; forceBoneIndexChannel = false; } /** \brief Returns true if the descriptor is valid. \return true if the current settings are valid. */ PX_INLINE bool isValid() const { if (overrideMaterialCount != 0 && overrideMaterials == NULL) { return false; } return ApexDesc::isValid(); } /** \brief Initial visibility of all parts. */ bool visible; /** \brief If this set to true, render visibility will not be updated until the user calls syncVisibility(). */ bool bufferVisibility; /** \brief Pack visible bones If set, bone transform order will be maitained in an order that keeps visible bones contiguous. This is more efficient for cases where there are large number of nonvisible parts (it reduces the number of bone transforms that need to be updated in writeBuffer). This only works when vertices are single-weighted, and the number of bones equals the number of parts. */ bool keepVisibleBonesPacked; /** \brief Render without skinning If set, all vertices will be transformed by one transform, set using RenderMeshActor::setTM with boneIndex = 0 (the default). */ bool renderWithoutSkinning; /** \brief Enforce the use of fallback skinning This will not create render resources with bone buffers since all the skinning will be done on the CPU already. Does not work if keepVisibleBones is set. These two features are mutually exclusive. */ bool forceFallbackSkinning; /** \brief If maxInstanceCount = 0, mesh will be renedered without instancing. Otherwise, instance buffers (below) will be used. */ uint32_t maxInstanceCount; /** \brief Hint passed along to the user describing whether the index buffer of this render mesh can be modified. */ RenderBufferHint::Enum indexBufferHint; /** \brief Per-actor material names, to override those in the asset. The number of override material names is given by overrideMaterialCount. */ const char** overrideMaterials; /** \brief Number of override material names in the overrideMaterials array. If this number is less than the number of materials in the asset, only the first overrideMaterialCount names will be overridden. If this number is greater than the number of materials in the asset, the extra override material names will be ignored. */ uint32_t overrideMaterialCount; /** \brief If true, the previous frame's bone buffer is kept and delivered during updateRenderResources as a second bone buffer. */ bool keepPreviousFrameBoneBuffer; /** \brief If true, a static runtime bone index channel will be created. */ bool forceBoneIndexChannel; }; PX_POP_PACK } } // end namespace nvidia::apex #endif // RENDER_MESH_ACTOR_DESC_H