00001 // 00002 // Redistribution and use in source and binary forms, with or without 00003 // modification, are permitted provided that the following conditions 00004 // are met: 00005 // * Redistributions of source code must retain the above copyright 00006 // notice, this list of conditions and the following disclaimer. 00007 // * Redistributions in binary form must reproduce the above copyright 00008 // notice, this list of conditions and the following disclaimer in the 00009 // documentation and/or other materials provided with the distribution. 00010 // * Neither the name of NVIDIA CORPORATION nor the names of its 00011 // contributors may be used to endorse or promote products derived 00012 // from this software without specific prior written permission. 00013 // 00014 // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY 00015 // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 00016 // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 00017 // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR 00018 // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 00019 // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 00020 // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 00021 // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY 00022 // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 00023 // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 00024 // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 00025 // 00026 // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. 00027 00028 00029 00030 #ifndef RENDER_MESH_ACTOR_DESC_H 00031 #define RENDER_MESH_ACTOR_DESC_H 00032 00038 #include "ApexDesc.h" 00039 #include "UserRenderResourceManager.h" 00040 00041 namespace nvidia 00042 { 00043 namespace apex 00044 { 00045 00046 PX_PUSH_PACK_DEFAULT 00047 00051 class RenderMeshActorDesc : public ApexDesc 00052 { 00053 public: 00054 00058 PX_INLINE RenderMeshActorDesc() 00059 { 00060 setToDefault(); 00061 } 00062 00066 PX_INLINE void setToDefault() 00067 { 00068 visible = true; 00069 bufferVisibility = false; 00070 keepVisibleBonesPacked = false; 00071 renderWithoutSkinning = false; 00072 forceFallbackSkinning = false; 00073 maxInstanceCount = 0; 00074 indexBufferHint = RenderBufferHint::STATIC; 00075 overrideMaterials = NULL; 00076 overrideMaterialCount = 0; 00077 keepPreviousFrameBoneBuffer = false; 00078 forceBoneIndexChannel = false; 00079 } 00080 00085 PX_INLINE bool isValid() const 00086 { 00087 if (overrideMaterialCount != 0 && overrideMaterials == NULL) 00088 { 00089 return false; 00090 } 00091 return ApexDesc::isValid(); 00092 } 00093 00097 bool visible; 00098 00103 bool bufferVisibility; 00104 00114 bool keepVisibleBonesPacked; 00115 00122 bool renderWithoutSkinning; 00123 00130 bool forceFallbackSkinning; 00131 00136 uint32_t maxInstanceCount; 00137 00142 RenderBufferHint::Enum indexBufferHint; 00143 00148 const char** overrideMaterials; 00149 00157 uint32_t overrideMaterialCount; 00158 00163 bool keepPreviousFrameBoneBuffer; 00164 00168 bool forceBoneIndexChannel; 00169 }; 00170 00171 PX_POP_PACK 00172 00173 } 00174 } // end namespace nvidia::apex 00175 00176 #endif // RENDER_MESH_ACTOR_DESC_H