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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 TURBULENCE_RENDER_CALLBACK_H
#define TURBULENCE_RENDER_CALLBACK_H

#include "foundation/Px.h"
#include "UserRenderCallback.h"

namespace nvidia
{
namespace apex
{

PX_PUSH_PACK_DEFAULT

class TurbulenceRenderable;

/**
\brief Velocity format for Turbulence rendering
*/
struct TurbulenceVelocityFormat
{
	/**
	 \brief Enum of velocity format for Turbulence rendering
	 */
	enum Enum
	{
		DEFAULT = 0,
		HALF4 = RenderDataFormat::HALF4,
		FLOAT4 = RenderDataFormat::FLOAT4,
	};
};

/**
\brief Density format for Turbulence rendering
*/
struct TurbulenceDensityFormat
{
	/**
	\brief Enum of density format for Turbulence rendering
	*/
	enum Enum
	{
		DEFAULT = 0,
		UBYTE1 = RenderDataFormat::UBYTE1,
		HALF1 = RenderDataFormat::HALF1,
		FLOAT1 = RenderDataFormat::FLOAT1,
	};
};

/**
\brief Flame format for Turbulence rendering
*/
struct TurbulenceFlameFormat
{
	/**
	\brief Enum of flame format for Turbulence rendering
	*/
	enum Enum
	{
		DEFAULT = 0,
		HALF4 = RenderDataFormat::HALF4,
		FLOAT4 = RenderDataFormat::FLOAT4,
	};
};

/**
\brief Render layout for Turbulence rendering
*/
struct TurbulenceRenderLayout
{
	TurbulenceRenderLayout()
	{
		setDefaults();
	}

	///set default formats
	void setDefaults()
	{
		velocityFormat = TurbulenceVelocityFormat::DEFAULT;
		densityFormat = TurbulenceDensityFormat::DEFAULT;
		flameFormat = TurbulenceFlameFormat::DEFAULT;
	}

	///Velocity format
	TurbulenceVelocityFormat::Enum	velocityFormat;
	
	///Density format
	TurbulenceDensityFormat::Enum	densityFormat;
	
	///Flame format
	TurbulenceFlameFormat::Enum		flameFormat;
};

/**
\brief User defined callback for Turbulence rendering
*/
class TurbulenceRenderCallback : public UserRenderCallback
{
public:
	///Called just after a new Turbulence renderable was created
	virtual void onCreatedTurbulenceRenderable(TurbulenceRenderable& ) {}

	///Called just after an Turbulence renderable was updated
	virtual void onUpdatedTurbulenceRenderable(TurbulenceRenderable& ) {}

	///Called just before an Turbulence renderable is going to be released
	virtual void onReleasingTurbulenceRenderable(TurbulenceRenderable& ) {}

	///Returns render layout
	virtual bool getTurbulenceRenderLayout(TurbulenceRenderLayout& renderLayout, uint32_t sizeX, uint32_t sizeY, uint32_t sizeZ, uint32_t densitySizeMultiplier, uint32_t flameSizeMultiplier)
	{
		PX_UNUSED(renderLayout);
		PX_UNUSED(sizeX);
		PX_UNUSED(sizeY);
		PX_UNUSED(sizeZ);
		PX_UNUSED(densitySizeMultiplier);
		PX_UNUSED(flameSizeMultiplier);
		return false;
	}
};

PX_POP_PACK

}
} // end namespace nvidia

#endif // TURBULENCE_RENDER_CALLBACK_H