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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/UserRenderResourceDesc.h
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physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
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 USER_RENDER_RESOURCE_DESC_H
+#define USER_RENDER_RESOURCE_DESC_H
+
+/*!
+\file
+\brief class UserRenderResourceDesc
+*/
+
+#include "UserRenderResourceManager.h"
+#include "foundation/PxAssert.h"
+
+namespace nvidia
+{
+namespace apex
+{
+
+PX_PUSH_PACK_DEFAULT
+
+class Renderable;
+class UserOpaqueMesh;
+class UserRenderVertexBuffer;
+class UserRenderIndexBuffer;
+class UserRenderBoneBuffer;
+class UserRenderInstanceBuffer;
+class UserRenderSpriteBuffer;
+
+/**
+\brief Describes all the data that makes up a renderable resource
+*/
+class UserRenderResourceDesc
+{
+public:
+ UserRenderResourceDesc(void)
+ {
+ firstVertex = 0;
+ numVerts = 0;
+
+ indexBuffer = 0;
+ firstIndex = 0;
+ numIndices = 0;
+
+ boneBuffer = 0;
+ firstBone = 0;
+ numBones = 0;
+
+ instanceBuffer = 0;
+ firstInstance = 0;
+ numInstances = 0;
+
+ spriteBuffer = 0;
+ firstSprite = 0;
+ numSprites = 0;
+ visibleSpriteCount = 0;
+
+ material = 0;
+ submeshIndex = 0;
+
+ userRenderData = 0;
+
+ numVertexBuffers = 0;
+ vertexBuffers = NULL;
+
+ cullMode = RenderCullMode::CLOCKWISE;
+ primitives = RenderPrimitiveType::UNKNOWN;
+
+ opaqueMesh = NULL;
+ }
+
+ /**
+ \brief Checks if the resource is valid
+ */
+ bool isValid(void) const
+ {
+ uint32_t numFailed = 0;
+ if (numVertexBuffers >= 255)
+ {
+ numFailed++;
+ }
+ if (numIndices && !indexBuffer)
+ {
+ numFailed++;
+ }
+ if (numBones && !boneBuffer)
+ {
+ numFailed++;
+ }
+ if (numInstances && !instanceBuffer)
+ {
+ numFailed++;
+ }
+ if (numSprites && !spriteBuffer)
+ {
+ numFailed++;
+ }
+ PX_ASSERT(numFailed == 0);
+ return numFailed == 0;
+ }
+
+public:
+ UserOpaqueMesh* opaqueMesh; //!< A user specified opaque mesh interface.
+ UserRenderVertexBuffer** vertexBuffers; //!< vertex buffers used when rendering this resource.
+ //!< there should be no overlap in semantics between any two VBs.
+ uint32_t numVertexBuffers; //!< number of vertex buffers used when rendering this resource.
+
+ uint32_t firstVertex; //!< First vertex to render
+ uint32_t numVerts; //!< Number of vertices to render
+
+ UserRenderIndexBuffer* indexBuffer; //!< optional index buffer used when rendering this resource.
+ uint32_t firstIndex; //!< First index to render
+ uint32_t numIndices; //!< Number of indices to render
+
+ UserRenderBoneBuffer* boneBuffer; //!< optional bone buffer used for skinned meshes.
+ uint32_t firstBone; //!< First bone to render
+ uint32_t numBones; //!< Number of bones to render
+
+ UserRenderInstanceBuffer* instanceBuffer; //!< optional instance buffer if rendering multiple instances of the same resource.
+ uint32_t firstInstance; //!< First instance to render
+ uint32_t numInstances; //!< Number of instances to render
+
+ UserRenderSpriteBuffer* spriteBuffer; //!< optional sprite buffer if rendering sprites
+ uint32_t firstSprite; //!< First sprite to render
+ uint32_t numSprites; //!< Number of sprites to render
+ uint32_t visibleSpriteCount; //!< If the sprite buffer is using the view direction modifier; this will represent the number of sprites visible in front of the camera (Not necessarily in the frustum but in front of the camera)
+
+ UserRenderSurfaceBuffer** surfaceBuffers; //!< optional surface buffer for transferring variable to texture
+ uint32_t numSurfaceBuffers; //!< Number of surface buffers to render
+ uint32_t widthSurfaceBuffers;//!< The surface buffer width
+ uint32_t heightSurfaceBuffers;//!< The surface buffer height
+
+ void* material; //!< user defined material used when rendering this resource.
+ uint32_t submeshIndex; //!< the index of the submesh that render resource belongs to
+
+ //! user defined pointer originally passed in to Renderable::updateRenderResources(..)
+ void* userRenderData;
+
+ RenderCullMode::Enum cullMode; //!< Triangle culling mode
+ RenderPrimitiveType::Enum primitives; //!< Rendering primitive type (triangle, line strip, etc)
+};
+
+PX_POP_PACK
+
+}
+} // end namespace nvidia::apex
+
+#endif