// // 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 USER_RENDER_BONE_BUFFER_DESC_H #define USER_RENDER_BONE_BUFFER_DESC_H /*! \file \brief class UserRenderBoneBufferDesc, structs RenderDataFormat and RenderBoneSemantic */ #include "RenderDataFormat.h" #include "UserRenderResourceManager.h" namespace nvidia { namespace apex { PX_PUSH_PACK_DEFAULT /** \brief The semantics available for bone buffers */ struct RenderBoneSemantic { /** \brief Enum of the semantics available for bone buffers */ enum Enum { POSE = 0, //!< A matrix that transforms from object space into animated object space or even world space PREVIOUS_POSE, //!< The corresponding poses from the last frame NUM_SEMANTICS //!< Count of semantics, not a valid semantic. }; }; /** \brief Descriptor to generate a bone buffer This descriptor is filled out by APEX and helps as a guide how the bone buffer should be generated. */ class UserRenderBoneBufferDesc { public: UserRenderBoneBufferDesc(void) { maxBones = 0; hint = RenderBufferHint::STATIC; for (uint32_t i = 0; i < RenderBoneSemantic::NUM_SEMANTICS; i++) { buffersRequest[i] = RenderDataFormat::UNSPECIFIED; } } /** \brief Check if parameter's values are correct */ bool isValid(void) const { uint32_t numFailed = 0; return (numFailed == 0); } public: /** \brief The maximum amount of bones this buffer will ever hold. */ uint32_t maxBones; /** \brief Hint on how often this buffer is updated. */ RenderBufferHint::Enum hint; /** \brief Array of semantics with the corresponding format. RenderDataFormat::UNSPECIFIED is used for semantics that are disabled */ RenderDataFormat::Enum buffersRequest[RenderBoneSemantic::NUM_SEMANTICS]; }; PX_POP_PACK } } // end namespace nvidia::apex #endif