Netcode Bootstrap
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#ifndef GPU_STRUCTURES_HLSL_
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#define GPU_STRUCTURES_HLSL_
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/////////////////////////////////////////////////////////////////////////////////
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// struct RigDefinition
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ByteAddressBuffer rigDefinitions;
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// struct RigBone
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ByteAddressBuffer rigBones;
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// struct AnimationClip
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ByteAddressBuffer animationClips;
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// struct HumanRotationData
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ByteAddressBuffer humanRotationDataBuffer;
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int animatedBonesCount;
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/////////////////////////////////////////////////////////////////////////////////
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#include "Packages/com.rukhanka.animation/Rukhanka.Runtime/Common/Shaders/Debug.hlsl"
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#include "Packages/com.rukhanka.animation/Rukhanka.Runtime/Common/Shaders/GPUStructures/BoneTransform.hlsl"
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#include "Packages/com.rukhanka.animation/Rukhanka.Runtime/Common/Shaders/GPUStructures/AnimationClip.hlsl"
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#include "Packages/com.rukhanka.animation/Rukhanka.Runtime/Common/Shaders/GPUStructures/Track.hlsl"
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#include "Packages/com.rukhanka.animation/Rukhanka.Runtime/Common/Shaders/GPUStructures/SkinnedMeshBone.hlsl"
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#include "Packages/com.rukhanka.animation/Rukhanka.Runtime/Common/Shaders/GPUStructures/RigDefinition.hlsl"
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#include "Packages/com.rukhanka.animation/Rukhanka.Runtime/Common/Shaders/GPUStructures/RigBone.hlsl"
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#include "Packages/com.rukhanka.animation/Rukhanka.Runtime/Common/Shaders/GPUStructures/HumanRotationData.hlsl"
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#include "Packages/com.rukhanka.animation/Rukhanka.Runtime/Common/Shaders/GPUStructures/AnimationToProcess.hlsl"
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#include "Packages/com.rukhanka.animation/Rukhanka.Runtime/Common/Shaders/GPUStructures/AvatarMask.hlsl"
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#include "Packages/com.rukhanka.animation/Rukhanka.Runtime/Common/Shaders/GPUStructures/PerfectHashTable.hlsl"
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#include "Packages/com.rukhanka.animation/Rukhanka.Runtime/Common/Shaders/GPUStructures/SkinMatrix.hlsl"
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/////////////////////////////////////////////////////////////////////////////////
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struct AnimationJob
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{
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int rigDefinitionIndex;
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int animatedBoneIndexOffset;
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int2 animationsToProcessRange;
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};
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/////////////////////////////////////////////////////////////////////////////////
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struct SkinnedMeshWorkload
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{
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int skinMatrixBaseOutIndex;
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int boneRemapTableIndex;
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int skinMatricesCount;
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int rootBoneIndex;
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int animatedBoneIndexOffset;
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float4x4 skinnedRootBoneToEntityTransform;
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};
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/////////////////////////////////////////////////////////////////////////////////
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struct AnimatedBoneWorkload
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{
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int boneIndexInRig;
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int animationJobIndex;
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};
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/////////////////////////////////////////////////////////////////////////////////
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StructuredBuffer<AnimatedBoneWorkload> animatedBoneWorkload;
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StructuredBuffer<AnimationJob> animationJobs;
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StructuredBuffer<AnimationToProcess> animationsToProcess;
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#endif
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