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#ifndef __GPUSKINNINGINFO_H__
#define __GPUSKINNINGINFO_H__
class VBO;
class ThreadedStreamBuffer;
class Matrix4x4f;
struct BoneInfluence;
/**
* Abstract class for GPU skinning, implemented in each GfxDevice
*/
class GPUSkinningInfo
{
protected:
//! Number of vertices in the skin
UInt32 m_VertexCount;
//! Channel map for the VBO
UInt32 m_ChannelMap;
//! Destination VBO stride
int m_Stride;
//! Destination VBO
VBO *m_DestVBO;
//! Bones per vertex, must be 1, 2 or 4
UInt32 m_BonesPerVertex;
// Protected constructor and destructor, can only be created and deleted from GfxDevice impl.
// For threading purposes, constructor should not perform any GL operations (called directly from main thread).
GPUSkinningInfo() : m_VertexCount(0), m_ChannelMap(0), m_Stride(0), m_DestVBO(NULL), m_BonesPerVertex(4) {}
virtual ~GPUSkinningInfo() {};
public:
virtual UInt32 GetVertexCount() const { return m_VertexCount; }
virtual UInt32 GetChannelMap() const { return m_ChannelMap; }
virtual int GetStride() const { return m_Stride; }
virtual VBO * GetDestVBO() const { return m_DestVBO; }
virtual UInt32 GetBonesPerVertex() const { return m_BonesPerVertex; }
/** Update vertex count */
virtual void SetVertexCount(UInt32 count) { m_VertexCount = count; }
/** Update channel map */
virtual void SetChannelMap(UInt32 channelmap) { m_ChannelMap = channelmap; }
/** Update stride of the vertices in bytes (not including skin data). */
virtual void SetStride(int stride) { m_Stride = stride; }
/** Update destination VBO */
virtual void SetDestVBO(VBO *vbo) { m_DestVBO = vbo; }
/** Update bones-per-vertex */
virtual void SetBonesPerVertex(UInt32 bones) { m_BonesPerVertex = bones; }
};
#endif
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