123 lines
4.4 KiB
C++
123 lines
4.4 KiB
C++
/*
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* Copyright (C) 2021 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef TNT_FILAMENT_SKINNINGBUFFER_H
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#define TNT_FILAMENT_SKINNINGBUFFER_H
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#include <filament/FilamentAPI.h>
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#include <filament/RenderableManager.h>
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#include <utils/compiler.h>
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#include <math/mathfwd.h>
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#include <stddef.h>
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namespace filament {
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/**
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* SkinningBuffer is used to hold skinning data (bones). It is a simple wraper around
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* a structured UBO.
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* @see RenderableManager::setSkinningBuffer
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*/
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class UTILS_PUBLIC SkinningBuffer : public FilamentAPI {
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struct BuilderDetails;
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public:
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class Builder : public BuilderBase<BuilderDetails> {
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friend struct BuilderDetails;
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public:
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Builder() noexcept;
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Builder(Builder const& rhs) noexcept;
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Builder(Builder&& rhs) noexcept;
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~Builder() noexcept;
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Builder& operator=(Builder const& rhs) noexcept;
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Builder& operator=(Builder&& rhs) noexcept;
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/**
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* Size of the skinning buffer in bones.
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*
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* Due to limitation in the GLSL, the SkinningBuffer must always by a multiple of
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* 256, this adjustment is done automatically, but can cause
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* some memory overhead. This memory overhead can be mitigated by using the same
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* SkinningBuffer to store the bone information for multiple RenderPrimitives.
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*
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* @param boneCount Number of bones the skinning buffer can hold.
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* @return A reference to this Builder for chaining calls.
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*/
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Builder& boneCount(uint32_t boneCount) noexcept;
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/**
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* The new buffer is created with identity bones
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* @param initialize true to initializing the buffer, false to not.
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* @return A reference to this Builder for chaining calls.
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*/
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Builder& initialize(bool initialize = true) noexcept;
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/**
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* Creates the SkinningBuffer object and returns a pointer to it.
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*
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* @param engine Reference to the filament::Engine to associate this SkinningBuffer with.
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*
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* @return pointer to the newly created object or nullptr if exceptions are disabled and
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* an error occurred.
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*
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* @exception utils::PostConditionPanic if a runtime error occurred, such as running out of
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* memory or other resources.
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* @exception utils::PreConditionPanic if a parameter to a builder function was invalid.
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*
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* @see SkinningBuffer::setBones
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*/
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SkinningBuffer* build(Engine& engine);
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private:
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friend class FSkinningBuffer;
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};
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/**
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* Updates the bone transforms in the range [offset, offset + count).
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* @param engine Reference to the filament::Engine to associate this SkinningBuffer with.
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* @param transforms pointer to at least count Bone
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* @param count number of Bone elements in transforms
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* @param offset offset in elements (not bytes) in the SkinningBuffer (not in transforms)
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* @see RenderableManager::setSkinningBuffer
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*/
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void setBones(Engine& engine, RenderableManager::Bone const* transforms,
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size_t count, size_t offset = 0);
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/**
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* Updates the bone transforms in the range [offset, offset + count).
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* @param engine Reference to the filament::Engine to associate this SkinningBuffer with.
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* @param transforms pointer to at least count mat4f
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* @param count number of mat4f elements in transforms
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* @param offset offset in elements (not bytes) in the SkinningBuffer (not in transforms)
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* @see RenderableManager::setSkinningBuffer
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*/
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void setBones(Engine& engine, math::mat4f const* transforms,
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size_t count, size_t offset = 0);
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/**
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* Returns the size of this SkinningBuffer in elements.
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* @return The number of bones the SkinningBuffer holds.
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*/
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size_t getBoneCount() const noexcept;
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};
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} // namespace filament
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#endif //TNT_FILAMENT_SKINNINGBUFFER_H
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