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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/include/RenderDataProvider.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+/*
+ * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+ *
+ * NVIDIA CORPORATION and its licensors retain all intellectual property
+ * and proprietary rights in and to this software, related documentation
+ * and any modifications thereto. Any use, reproduction, disclosure or
+ * distribution of this software and related documentation without an express
+ * license agreement from NVIDIA CORPORATION is strictly prohibited.
+ */
+
+
+#ifndef RENDER_DATA_PROVIDER_H
+#define RENDER_DATA_PROVIDER_H
+
+/*!
+\file
+\brief class RenderDataProvider
+*/
+
+#include "ApexUsingNamespace.h"
+
+namespace nvidia
+{
+namespace apex
+{
+
+PX_PUSH_PACK_DEFAULT
+
+/**
+\brief An actor instance that provides renderable data
+*/
+class RenderDataProvider
+{
+public:
+ /**
+ \brief Lock the renderable resources of this Renderable actor
+
+ Locks the renderable data of this Renderable actor. If the user uses an RenderableIterator
+ to retrieve the list of Renderables, then locking is handled for them automatically by APEX. If the
+ user is storing Renderable pointers and using them ad-hoc, then they must use this API to lock the
+ actor while updateRenderResources() and/or dispatchRenderResources() is called. If an iterator is not being
+ used, the user is also responsible for insuring the Renderable has not been deleted by another game
+ thread.
+ */
+ virtual void lockRenderResources() = 0;
+
+ /**
+ \brief Unlocks the renderable data of this Renderable actor.
+
+ See locking semantics for RenderDataProvider::lockRenderResources().
+ */
+ virtual void unlockRenderResources() = 0;
+
+ /**
+ \brief Update the renderable data of this Renderable actor.
+
+ When called, this method will use the UserRenderResourceManager interface to inform the user
+ about its render resource needs. It will also call the writeBuffer() methods of various graphics
+ buffers. It must be called by the user each frame before any calls to dispatchRenderResources().
+ If the actor is not being rendered, this function may also be skipped.
+
+ \param [in] rewriteBuffers If true then static buffers will be rewritten (in the case of a graphics
+ device context being lost if managed buffers aren't being used)
+
+ \param [in] userRenderData A pointer used by the application for context information which will be sent in
+ the UserRenderResourceManager::createResource() method as a member of the UserRenderResourceDesc class.
+ */
+ virtual void updateRenderResources(bool rewriteBuffers = false, void* userRenderData = 0) = 0;
+};
+
+PX_POP_PACK
+
+}
+} // end namespace nvidia::apex
+
+#endif // RENDER_DATA_PROVIDER_H