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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_VERTEX_BUFFER_DESC_H
#define USER_RENDER_VERTEX_BUFFER_DESC_H
/*!
\file
\brief class UserRenderVertexBufferDesc, structs RenderDataFormat and RenderVertexSemantic
*/
#include "ApexUsingNamespace.h"
#include "UserRenderResourceManager.h"
#include "RenderDataFormat.h"
#include "ApexSDK.h"
namespace physx
{
class PxCudaContextManager;
};
namespace nvidia
{
namespace apex
{
PX_PUSH_PACK_DEFAULT
/**
\brief Potential semantics of a vertex buffer
*/
struct RenderVertexSemantic
{
/**
\brief Enum of vertex buffer semantics types
*/
enum Enum
{
CUSTOM = -1, //!< User-defined
POSITION = 0, //!< Position of vertex
NORMAL, //!< Normal at vertex
TANGENT, //!< Tangent at vertex
BINORMAL, //!< Binormal at vertex
COLOR, //!< Color at vertex
TEXCOORD0, //!< Texture coord 0 of vertex
TEXCOORD1, //!< Texture coord 1 of vertex
TEXCOORD2, //!< Texture coord 2 of vertex
TEXCOORD3, //!< Texture coord 3 of vertex
BONE_INDEX, //!< Bone index of vertex
BONE_WEIGHT, //!< Bone weight of vertex
DISPLACEMENT_TEXCOORD, //!< X Displacement map texture coord of vertex
DISPLACEMENT_FLAGS, //!< Displacement map flags of vertex
NUM_SEMANTICS //!< Count of standard semantics, not a valid semantic
};
};
/**
\brief Texture UV direction convention
*/
struct TextureUVOrigin
{
/**
\brief Enum of texture UV directions types
*/
enum Enum
{
ORIGIN_TOP_LEFT = 0, //!< Origin is at top left
ORIGIN_TOP_RIGHT = 1, //!< Origin is at top right
ORIGIN_BOTTOM_LEFT = 2, //!< Origin is at bottom left
ORIGIN_BOTTOM_RIGHT = 3, //!< Origin is at bottom right
ORIGIN_UNKNOWN = 0xFFFFFFFF //!< Unknown origin
};
};
/**
\brief Describes the semantics and layout of a vertex buffer
*/
class UserRenderVertexBufferDesc
{
public:
UserRenderVertexBufferDesc(void)
{
interopContext = 0;
registerInCUDA = false;
maxVerts = 0;
hint = RenderBufferHint::STATIC;
for (uint32_t i = 0; i < RenderVertexSemantic::NUM_SEMANTICS; i++)
{
buffersRequest[i] = RenderDataFormat::UNSPECIFIED;
}
moduleIdentifier = 0;
numCustomBuffers = 0;
customBuffersIdents = NULL;
customBuffersRequest = NULL;
uvOrigin = TextureUVOrigin::ORIGIN_TOP_LEFT;
canBeShared = true;
}
/**
\brief Checks if dsta is correct
*/
bool isValid(void) const
{
uint32_t numFailed = 0;
if (maxVerts == 0)
{
numFailed++;
}
if (!customBuffersRequest)
{
uint32_t vertexSize = 0;
for (uint32_t i = 0; i < RenderVertexSemantic::NUM_SEMANTICS; i++)
{
vertexSize += RenderDataFormat::getFormatDataSize(buffersRequest[i]);
}
if (vertexSize == 0)
{
numFailed++;
}
}
return (numFailed == 0);
}
public:
/**
\brief The maximum number of vertices that APEX will store in this buffer.
*/
uint32_t maxVerts;
/**
\brief A hint about the update frequency of this buffer
*/
RenderBufferHint::Enum hint;
/**
\brief Array of semantics with the corresponding format.
RenderDataFormat::UNSPECIFIED is used for semantics that are disabled
*/
RenderDataFormat::Enum buffersRequest[RenderVertexSemantic::NUM_SEMANTICS];
/**
\brief List of custom semantics that will be provided for this VB.
*/
/**
\brief The number of custom VB semantics.
*/
uint32_t numCustomBuffers;
/**
\brief Array of custom buffer identifiers
*/
void** customBuffersIdents;
/**
\brief Array of custom VB format types
*/
RenderDataFormat::Enum* customBuffersRequest;
/**
\brief Identifier of module generating this request
*/
AuthObjTypeID moduleIdentifier;
/**
\brief Texture UV direction convention.
*/
TextureUVOrigin::Enum uvOrigin;
/**
\brief Buffer can be shared by multiple render resources
*/
bool canBeShared;
/**
\brief Declare if the resource must be registered in CUDA upon creation
*/
bool registerInCUDA;
/**
\brief The CUDA context
This context must be used to register and unregister the resource every time the
device is lost and recreated.
*/
PxCudaContextManager* interopContext;
};
PX_POP_PACK
}
} // end namespace nvidia::apex
#endif // USER_RENDER_VERTEX_BUFFER_DESC_H
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