APEX TurbulenceFS Module: TurbulenceRenderCallback.h Source File

NVIDIA APEX

TurbulenceRenderCallback.h
Go to the documentation of this file.
00001 /*
00002  * Copyright (c) 2008-2017, NVIDIA CORPORATION.  All rights reserved.
00003  *
00004  * NVIDIA CORPORATION and its licensors retain all intellectual property
00005  * and proprietary rights in and to this software, related documentation
00006  * and any modifications thereto.  Any use, reproduction, disclosure or
00007  * distribution of this software and related documentation without an express
00008  * license agreement from NVIDIA CORPORATION is strictly prohibited.
00009  */
00010 
00011 
00012 #ifndef TURBULENCE_RENDER_CALLBACK_H
00013 #define TURBULENCE_RENDER_CALLBACK_H
00014 
00015 #include "foundation/Px.h"
00016 #include "UserRenderCallback.h"
00017 
00018 namespace nvidia
00019 {
00020 namespace apex
00021 {
00022 
00023 PX_PUSH_PACK_DEFAULT
00024 
00025 class TurbulenceRenderable;
00026 
00030 struct TurbulenceVelocityFormat
00031 {
00035     enum Enum
00036     {
00037         DEFAULT = 0,
00038         HALF4 = RenderDataFormat::HALF4,
00039         FLOAT4 = RenderDataFormat::FLOAT4,
00040     };
00041 };
00042 
00046 struct TurbulenceDensityFormat
00047 {
00051     enum Enum
00052     {
00053         DEFAULT = 0,
00054         UBYTE1 = RenderDataFormat::UBYTE1,
00055         HALF1 = RenderDataFormat::HALF1,
00056         FLOAT1 = RenderDataFormat::FLOAT1,
00057     };
00058 };
00059 
00063 struct TurbulenceFlameFormat
00064 {
00068     enum Enum
00069     {
00070         DEFAULT = 0,
00071         HALF4 = RenderDataFormat::HALF4,
00072         FLOAT4 = RenderDataFormat::FLOAT4,
00073     };
00074 };
00075 
00079 struct TurbulenceRenderLayout
00080 {
00081     TurbulenceRenderLayout()
00082     {
00083         setDefaults();
00084     }
00085 
00087     void setDefaults()
00088     {
00089         velocityFormat = TurbulenceVelocityFormat::DEFAULT;
00090         densityFormat = TurbulenceDensityFormat::DEFAULT;
00091         flameFormat = TurbulenceFlameFormat::DEFAULT;
00092     }
00093 
00095     TurbulenceVelocityFormat::Enum  velocityFormat;
00096     
00098     TurbulenceDensityFormat::Enum   densityFormat;
00099     
00101     TurbulenceFlameFormat::Enum     flameFormat;
00102 };
00103 
00107 class TurbulenceRenderCallback : public UserRenderCallback
00108 {
00109 public:
00111     virtual void onCreatedTurbulenceRenderable(TurbulenceRenderable& ) {}
00112 
00114     virtual void onUpdatedTurbulenceRenderable(TurbulenceRenderable& ) {}
00115 
00117     virtual void onReleasingTurbulenceRenderable(TurbulenceRenderable& ) {}
00118 
00120     virtual bool getTurbulenceRenderLayout(TurbulenceRenderLayout& renderLayout, uint32_t sizeX, uint32_t sizeY, uint32_t sizeZ, uint32_t densitySizeMultiplier, uint32_t flameSizeMultiplier)
00121     {
00122         PX_UNUSED(renderLayout);
00123         PX_UNUSED(sizeX);
00124         PX_UNUSED(sizeY);
00125         PX_UNUSED(sizeZ);
00126         PX_UNUSED(densitySizeMultiplier);
00127         PX_UNUSED(flameSizeMultiplier);
00128         return false;
00129     }
00130 };
00131 
00132 PX_POP_PACK
00133 
00134 }
00135 } // end namespace nvidia
00136 
00137 #endif // TURBULENCE_RENDER_CALLBACK_H

Generated on Fri Dec 15 2017 13:59:24
Copyright © 2012-2017 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved.