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//
// 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
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