// // 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 VERTEX_FORMAT_H #define VERTEX_FORMAT_H /*! \file \brief class VertexFormat and struct VertexFormatFlag */ #include "ApexUsingNamespace.h" #include "UserRenderResourceManager.h" #include "UserRenderVertexBufferDesc.h" namespace nvidia { namespace apex { PX_PUSH_PACK_DEFAULT /** \brief Color stored in 32 bits */ struct ColorRGBA { ///Constructor ColorRGBA() : r(0xFF), g(0xFF), b(0xFF), a(0xFF) {} ///Constructor ColorRGBA(uint8_t _r, uint8_t _g, uint8_t _b, uint8_t _a) : r(_r), g(_g), b(_b), a(_a) {} ///color uint8_t r; ///color uint8_t g; ///color uint8_t b; ///color uint8_t a; }; /** \brief Type of render data */ struct RenderDataAccess { /** \brief Enum of type of render data */ enum Enum { STATIC = 0, DYNAMIC, STREAMING, ACCESS_TYPE_COUNT }; }; /** \brief Describes the format of an VertexBuffer. */ class VertexFormat { public: enum { MAX_UV_COUNT = 4, MAX_BONE_PER_VERTEX_COUNT = 4, }; /** \brief Buffer ID */ typedef uint32_t BufferID; /** \brief Resets the format to the initial state */ virtual void reset() = 0; /** \brief Sets the winding (cull mode) for this format */ virtual void setWinding(RenderCullMode::Enum winding) = 0; /** \brief Sets whether or not a separate bone buffer is used */ virtual void setHasSeparateBoneBuffer(bool hasSeparateBoneBuffer) = 0; /** \brief Accessor to read winding (cull mode) */ virtual RenderCullMode::Enum getWinding() const = 0; /** \brief Accessor to read if a seperate vertex buffer for bone indices and weights is generated */ virtual bool hasSeparateBoneBuffer() const = 0; /** \brief Returns a buffer name for a semantic. Returns NULL if the semantic is invalid */ virtual const char* getSemanticName(RenderVertexSemantic::Enum semantic) const = 0; /** \brief Returns a buffer ID for a semantic. For custom buffers, use the getID() function. */ virtual BufferID getSemanticID(RenderVertexSemantic::Enum semantic) const = 0; /** \brief Returns a buffer ID for a named buffer. For standard semantics, the getSemanticID( semantic ) function is faster, but is equivalent to getID( getSemanticName( semantic ) ). Returns 0 if name == NULL */ virtual BufferID getID(const char* name) const = 0; /** \brief Adds a vertex buffer channel to this format \param [in] name the name of a new buffer (use getSemanticName for standard semantics) \return The buffer index. If the buffer for the semantic already exists, the index of the existing buffer is returned. Returns -1 if there is an error (e.g. name == NULL). */ virtual int32_t addBuffer(const char* name) = 0; /** \brief Removes a buffer \param [in] index the buffer to remove \return True if successful, false otherwise (if the buffer index was invalid) */ virtual bool bufferReplaceWithLast(uint32_t index) = 0; /** \brief Set the format for a semantic \return True if successful, false otherwise (if the buffer index was invalid) */ virtual bool setBufferFormat(uint32_t index, RenderDataFormat::Enum format) = 0; /** \brief Set the access type for a buffer (static, dynamic, etc.) \return True if successful, false otherwise (if the buffer index was invalid) */ virtual bool setBufferAccess(uint32_t index, RenderDataAccess::Enum access) = 0; /** \brief Set whether or not the buffer should be serialized \return True if successful, false otherwise (if the buffer index was invalid) */ virtual bool setBufferSerialize(uint32_t index, bool serialize) = 0; /** \brief Accessor to read the name of a given buffer \return The buffer name if successful, NULL otherwise. */ virtual const char* getBufferName(uint32_t index) const = 0; /** \brief Accessor to read the semantic of a given buffer \return The buffer semantic if successful, RenderVertexSemantic::NUM_SEMANTICS otherwise. */ virtual RenderVertexSemantic::Enum getBufferSemantic(uint32_t index) const = 0; /** \brief Accessor to read the ID of a given buffer \return The buffer semantic if successful, 0 otherwise. */ virtual BufferID getBufferID(uint32_t index) const = 0; /** \brief Get the format for a buffer \return The buffer format if successful, RenderDataFormat::UNSPECIFIED otherwise. */ virtual RenderDataFormat::Enum getBufferFormat(uint32_t index) const = 0; /** \brief Get the access type for a buffer (static, dynamic, etc.) \return The buffer access if successful, RenderDataAccess::ACCESS_TYPE_COUNT otherwise. */ virtual RenderDataAccess::Enum getBufferAccess(uint32_t index) const = 0; /** \brief Get whether or not the buffer should be serialized \return Whether or not the buffer should be serialized if successful, false otherwise. */ virtual bool getBufferSerialize(uint32_t index) const = 0; /** \brief Accessor to read the number of buffers */ virtual uint32_t getBufferCount() const = 0; /** \brief Returns the number of buffers that are user-specified */ virtual uint32_t getCustomBufferCount() const = 0; /** \brief Accessor to get the buffer index If the buffer is not found, -1 is returned */ virtual int32_t getBufferIndexFromID(BufferID id) const = 0; protected: VertexFormat() {} virtual ~VertexFormat() {} }; PX_POP_PACK } } // end namespace nvidia::apex #endif // VERTEX_FORMAT_H