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/*
* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#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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