update external headers

This commit is contained in:
Nick Fisher
2022-02-06 13:28:28 +08:00
parent 6d5a63d398
commit bd3d0d080b
150 changed files with 27445 additions and 14805 deletions

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/*
* Copyright (C) 2019 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef TNT_GEOMETRY_SURFACEORIENTATION_H
#define TNT_GEOMETRY_SURFACEORIENTATION_H
#include <math/quat.h>
#include <math/vec3.h>
#include <math/vec4.h>
#include <utils/compiler.h>
namespace filament {
/**
* Mesh-related utilities.
*/
namespace geometry {
struct OrientationBuilderImpl;
struct OrientationImpl;
/**
* The surface orientation helper can be used to populate Filament-style TANGENTS buffers.
*/
class UTILS_PUBLIC SurfaceOrientation {
public:
/**
* The Builder is used to construct an immutable surface orientation helper.
*
* Clients provide pointers into their own data, which is synchronously consumed during build().
* At a minimum, clients must supply a vertex count. They can supply data in any of the
* following combinations:
*
* 1. normals only ........................... not recommended, selects arbitrary orientation
* 2. normals + tangents ..................... sign of W determines bitangent orientation
* 3. normals + uvs + positions + indices .... selects Lengyels Method
* 4. positions + indices .................... generates normals for flat shading only
*
* Additionally, the client-side data has the following type constraints:
*
* - Normals must be float3
* - Tangents must be float4
* - UVs must be float2
* - Positions must be float3
* - Triangles must be uint3 or ushort3
*
* Currently, mikktspace is not supported because it requires re-indexing the mesh. Instead
* we use the method described by Eric Lengyel in "Foundations of Game Engine Development"
* (Volume 2, Chapter 7).
*/
class Builder {
public:
Builder() noexcept;
~Builder() noexcept;
Builder(Builder&& that) noexcept;
Builder& operator=(Builder&& that) noexcept;
/**
* This attribute is required.
*/
Builder& vertexCount(size_t vertexCount) noexcept;
Builder& normals(const filament::math::float3*, size_t stride = 0) noexcept;
Builder& tangents(const filament::math::float4*, size_t stride = 0) noexcept;
Builder& uvs(const filament::math::float2*, size_t stride = 0) noexcept;
Builder& positions(const filament::math::float3*, size_t stride = 0) noexcept;
Builder& triangleCount(size_t triangleCount) noexcept;
Builder& triangles(const filament::math::uint3*) noexcept;
Builder& triangles(const filament::math::ushort3*) noexcept;
/**
* Generates quats or returns null if the submitted data is an incomplete combination.
*/
SurfaceOrientation* build();
private:
OrientationBuilderImpl* mImpl;
Builder(const Builder&) = delete;
Builder& operator=(const Builder&) = delete;
};
~SurfaceOrientation() noexcept;
SurfaceOrientation(SurfaceOrientation&& that) noexcept;
SurfaceOrientation& operator=(SurfaceOrientation&& that) noexcept;
/**
* Returns the vertex count.
*/
size_t getVertexCount() const noexcept;
/**
* Converts quaternions into the desired output format and writes up to "quatCount"
* to the given output pointer. Normally quatCount should be equal to the vertex count.
* The optional stride is the desired quat-to-quat stride in bytes.
* @{
*/
void getQuats(filament::math::quatf* out, size_t quatCount, size_t stride = 0) const noexcept;
void getQuats(filament::math::short4* out, size_t quatCount, size_t stride = 0) const noexcept;
void getQuats(filament::math::quath* out, size_t quatCount, size_t stride = 0) const noexcept;
/**
* @}
*/
private:
SurfaceOrientation(OrientationImpl*) noexcept;
SurfaceOrientation(const SurfaceOrientation&) = delete;
SurfaceOrientation& operator=(const SurfaceOrientation&) = delete;
OrientationImpl* mImpl;
friend struct OrientationBuilderImpl;
};
} // namespace geometry
} // namespace filament
#endif // TNT_GEOMETRY_SURFACEORIENTATION_H

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/*
* Copyright (C) 2021 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef TNT_GEOMETRY_TRANSCODER_H
#define TNT_GEOMETRY_TRANSCODER_H
#include <utils/compiler.h>
#include <stddef.h>
#include <stdint.h>
namespace filament {
namespace geometry {
enum class ComponentType {
BYTE, //!< If normalization is enabled, this maps from [-127,127] to [-1,+1]
UBYTE, //!< If normalization is enabled, this maps from [0,255] to [0, +1]
SHORT, //!< If normalization is enabled, this maps from [-32767,32767] to [-1,+1]
USHORT, //!< If normalization is enabled, this maps from [0,65535] to [0, +1]
HALF, //!< 1 sign bit, 5 exponent bits, and 5 mantissa bits.
};
/**
* Creates a function object that can convert vertex attribute data into tightly packed floats.
*
* This is especially useful for 3-component formats which are not supported by all backends.
* e.g. The Vulkan minspec includes float3 but not short3.
*
* Usage Example:
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* using filament::geometry::Transcoder;
* using filament::geometry::ComponentType;
*
* Transcoder transcode({
* .componentType = ComponentType::BYTE,
* .normalized = true,
* .componentCount = 3,
* .inputStrideBytes = 0
* });
*
* transcode(outputPtr, inputPtr, count);
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*
* The interpretation of signed normalized data is consistent with Vulkan and OpenGL ES 3.0+.
* Note that this slightly differs from earlier versions of OpenGL ES. For example, a signed byte
* value of -127 maps exactly to -1.0f under ES3 and VK rules, but not ES2.
*/
class UTILS_PUBLIC Transcoder {
public:
/**
* Describes the format of all input data that get passed to this transcoder object.
*/
struct Config {
ComponentType componentType;
bool normalized;
uint32_t componentCount;
uint32_t inputStrideBytes = 0; //!< If stride is 0, the transcoder assumes tight packing.
};
/**
* Creates an immutable function object with the specified configuration.
*
* The config is not passed by const reference to allow for type inference at the call site.
*/
Transcoder(Config config) noexcept : mConfig(config) {}
/**
* Converts arbitrary data into tightly packed 32-bit floating point values.
*
* If target is non-null, writes up to "count" items into target and returns the number of bytes
* actually written.
*
* If target is null, returns the number of bytes required.
*
* @param target Client owned area to write into, or null for a size query
* @param source Pointer to the data to read from (does not get retained)
* @param count The maximum number of items to write (i.e. number of float3 values, not bytes)
* @return Number of bytes required to contain "count" items after conversion to packed floats
*
*/
size_t operator()(float* UTILS_RESTRICT target, void const* UTILS_RESTRICT source,
size_t count) const noexcept;
private:
const Config mConfig;
};
} // namespace geometry
} // namespace filament
#endif // TNT_GEOMETRY_TRANSCODER_H