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# sdk/extensions/shaders/include/NvBlastExtDamageShaders.h

Go to the documentation of this file.

    00001 // This code contains NVIDIA Confidential Information and is disclosed to you
    00002 // under a form of NVIDIA software license agreement provided separately to you.
    00003 //
    00004 // Notice
    00005 // NVIDIA Corporation and its licensors retain all intellectual property and
    00006 // proprietary rights in and to this software and related documentation and
    00007 // any modifications thereto. Any use, reproduction, disclosure, or
    00008 // distribution of this software and related documentation without an express
    00009 // license agreement from NVIDIA Corporation is strictly prohibited.
    00010 //
    00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
    00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
    00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
    00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
    00015 //
    00016 // Information and code furnished is believed to be accurate and reliable.
    00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
    00018 // information or for any infringement of patents or other rights of third parties that may
    00019 // result from its use. No license is granted by implication or otherwise under any patent
    00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice.
    00021 // This code supersedes and replaces all information previously supplied.
    00022 // NVIDIA Corporation products are not authorized for use as critical
    00023 // components in life support devices or systems without express written approval of
    00024 // NVIDIA Corporation.
    00025 //
    00026 // Copyright (c) 2016-2020 NVIDIA Corporation. All rights reserved.
    00027
    00028
    00029 #ifndef NVBLASTEXTDAMAGESHADERS_H
    00030 #define NVBLASTEXTDAMAGESHADERS_H
    00031
    00032 #include "NvBlastTypes.h"
    00033 #include "NvBlastDebugRender.h"
    00034
    00035
    00041
    00042 //  Damage Accelerator
    00044
    00045 class NvBlastExtDamageAccelerator
    00046 {
    00047 public:
    00048     virtual void release() = 0;
    00049
    00050     virtual Nv::Blast::DebugBuffer fillDebugRender(int depth = -1, bool segments = false) = 0;
    00051 };
    00052
    00053 NVBLAST_API NvBlastExtDamageAccelerator* NvBlastExtDamageAcceleratorCreate(const NvBlastAsset* asset, int type);
    00054
    00055
    00057 //  Damage Program
    00059
    00073 struct NvBlastExtProgramParams
    00074 {
    00075     NvBlastExtProgramParams(const void* desc, const void* material_ = nullptr, NvBlastExtDamageAccelerator* accelerator_ = nullptr)
    00076         : damageDesc(desc), material(material_), accelerator(accelerator_) {}
    00077
    00078     const void* damageDesc;
    00079     const void* material;
    00080     NvBlastExtDamageAccelerator*    accelerator;
    00081 };
    00082
    00083
    00085 //  Common Material
    00087
    00094 struct NvBlastExtMaterial
    00095 {
    00096     NvBlastExtMaterial() : health(100.f), minDamageThreshold(0.0f), maxDamageThreshold(1.0f) {}
    00097
    00098     float   health;
    00099     float   minDamageThreshold;
    00100     float   maxDamageThreshold;
    00101
    00112     float getNormalizedDamage(float damageInHealth) const
    00113     {
    00114         const float damage = health > 0.f ? damageInHealth / health : 1.0f;
    00115         return damage > minDamageThreshold ? (damage < maxDamageThreshold ? damage : maxDamageThreshold) : 0.f;
    00116     }
    00117 };
    00118
    00119
    00121 //  Point Radial Damage
    00123
    00127 struct NvBlastExtRadialDamageDesc
    00128 {
    00129     float   damage;
    00130     float   position[3];
    00131     float   minRadius;
    00132     float   maxRadius;
    00133 };
    00134
    00142 NVBLAST_API void NvBlastExtFalloffGraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastGraphShaderActor* actor, const void* params);
    00143 NVBLAST_API void NvBlastExtFalloffSubgraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastSubgraphShaderActor* actor, const void* params);
    00144 NVBLAST_API void NvBlastExtCutterGraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastGraphShaderActor* actor, const void* params);
    00145 NVBLAST_API void NvBlastExtCutterSubgraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastSubgraphShaderActor* actor, const void* params);
    00146
    00147
    00149 //  Capsule Radial Damage
    00151
    00155 struct NvBlastExtCapsuleRadialDamageDesc
    00156 {
    00157     float   damage;
    00158     float   position0[3];
    00159     float   position1[3];
    00160     float   minRadius;
    00161     float   maxRadius;
    00162 };
    00163
    00174 NVBLAST_API void NvBlastExtCapsuleFalloffGraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastGraphShaderActor* actor, const void* params);
    00175 NVBLAST_API void NvBlastExtCapsuleFalloffSubgraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastSubgraphShaderActor* actor, const void* params);
    00176
    00177
    00179 //  Shear Damage
    00181
    00185 struct NvBlastExtShearDamageDesc
    00186 {
    00187     float   damage;
    00188
    00189     float   normal[3];
    00190     float   position[3];
    00191
    00192     float   minRadius;
    00193     float   maxRadius;
    00194 };
    00195
    00203 NVBLAST_API void NvBlastExtShearGraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastGraphShaderActor* actor, const void* params);
    00204 NVBLAST_API void NvBlastExtShearSubgraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastSubgraphShaderActor* actor, const void* params);
    00205
    00206
    00208 //  Triangle Intersection Damage
    00210
    00214 struct NvBlastExtTriangleIntersectionDamageDesc
    00215 {
    00216     float   damage;
    00217     NvcVec3 position0;
    00218     NvcVec3 position1;
    00219     NvcVec3 position2;
    00220 };
    00221
    00236 NVBLAST_API void NvBlastExtTriangleIntersectionGraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastGraphShaderActor* actor, const void* params);
    00237 NVBLAST_API void NvBlastExtTriangleIntersectionSubgraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastSubgraphShaderActor* actor, const void* params);
    00238
    00239
    00241 //  Impact Spread
    00243
    00247 struct NvBlastExtImpactSpreadDamageDesc
    00248 {
    00249     float   damage;
    00250     float   position[3];
    00251
    00252     float   minRadius;
    00253     float   maxRadius;
    00254 };
    00255
    00273 NVBLAST_API void NvBlastExtImpactSpreadGraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastGraphShaderActor* actor, const void* params);
    00274 NVBLAST_API void NvBlastExtImpactSpreadSubgraphShader(NvBlastFractureBuffers* commandBuffers, const NvBlastSubgraphShaderActor* actor, const void* params);
    00275
    00276
    00277 #endif // NVBLASTEXTDAMAGESHADERS_H

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