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cup_edit/ios/include/filament/SkinningBuffer.h
2022-07-10 17:49:56 +10:00

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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_FILAMENT_SKINNINGBUFFER_H
#define TNT_FILAMENT_SKINNINGBUFFER_H
#include <filament/FilamentAPI.h>
#include <filament/RenderableManager.h>
#include <utils/compiler.h>
#include <math/mathfwd.h>
#include <stddef.h>
namespace filament {
/**
* SkinningBuffer is used to hold skinning data (bones). It is a simple wraper around
* a structured UBO.
* @see RenderableManager::setSkinningBuffer
*/
class UTILS_PUBLIC SkinningBuffer : public FilamentAPI {
struct BuilderDetails;
public:
class Builder : public BuilderBase<BuilderDetails> {
friend struct BuilderDetails;
public:
Builder() noexcept;
Builder(Builder const& rhs) noexcept;
Builder(Builder&& rhs) noexcept;
~Builder() noexcept;
Builder& operator=(Builder const& rhs) noexcept;
Builder& operator=(Builder&& rhs) noexcept;
/**
* Size of the skinning buffer in bones.
*
* Due to limitation in the GLSL, the SkinningBuffer must always by a multiple of
* 256, this adjustment is done automatically, but can cause
* some memory overhead. This memory overhead can be mitigated by using the same
* SkinningBuffer to store the bone information for multiple RenderPrimitives.
*
* @param boneCount Number of bones the skinning buffer can hold.
* @return A reference to this Builder for chaining calls.
*/
Builder& boneCount(uint32_t boneCount) noexcept;
/**
* The new buffer is created with identity bones
* @param initialize true to initializing the buffer, false to not.
* @return A reference to this Builder for chaining calls.
*/
Builder& initialize(bool initialize = true) noexcept;
/**
* Creates the SkinningBuffer object and returns a pointer to it.
*
* @param engine Reference to the filament::Engine to associate this SkinningBuffer with.
*
* @return pointer to the newly created object or nullptr if exceptions are disabled and
* an error occurred.
*
* @exception utils::PostConditionPanic if a runtime error occurred, such as running out of
* memory or other resources.
* @exception utils::PreConditionPanic if a parameter to a builder function was invalid.
*
* @see SkinningBuffer::setBones
*/
SkinningBuffer* build(Engine& engine);
private:
friend class FSkinningBuffer;
};
/**
* Updates the bone transforms in the range [offset, offset + count).
* @param engine Reference to the filament::Engine to associate this SkinningBuffer with.
* @param transforms pointer to at least count Bone
* @param count number of Bone elements in transforms
* @param offset offset in elements (not bytes) in the SkinningBuffer (not in transforms)
* @see RenderableManager::setSkinningBuffer
*/
void setBones(Engine& engine, RenderableManager::Bone const* transforms,
size_t count, size_t offset = 0);
/**
* Updates the bone transforms in the range [offset, offset + count).
* @param engine Reference to the filament::Engine to associate this SkinningBuffer with.
* @param transforms pointer to at least count mat4f
* @param count number of mat4f elements in transforms
* @param offset offset in elements (not bytes) in the SkinningBuffer (not in transforms)
* @see RenderableManager::setSkinningBuffer
*/
void setBones(Engine& engine, math::mat4f const* transforms,
size_t count, size_t offset = 0);
/**
* Returns the size of this SkinningBuffer in elements.
* @return The number of bones the SkinningBuffer holds.
*/
size_t getBoneCount() const noexcept;
};
} // namespace filament
#endif //TNT_FILAMENT_SKINNINGBUFFER_H