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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/shared/external/include/SampleApexRenderResources.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'APEX_1.4/shared/external/include/SampleApexRenderResources.h')
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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.
+ */
+
+
+// This define will use RendererMaterial instead of SampleMaterialAsset
+#ifndef USE_RENDERER_MATERIAL
+#define USE_RENDERER_MATERIAL 0
+#endif
+
+#include <UserRenderer.h>
+#include <UserRenderResourceManager.h>
+
+#include <RenderContext.h>
+#include <UserRenderBoneBuffer.h>
+#include <UserRenderIndexBuffer.h>
+#include <UserRenderInstanceBuffer.h>
+#include <UserRenderResource.h>
+#include <UserRenderSpriteBuffer.h>
+#include <UserRenderSurfaceBuffer.h>
+#include <UserRenderVertexBuffer.h>
+#include <UserRenderSpriteBufferDesc.h>
+
+#include <RendererInstanceBuffer.h>
+#include <RendererMeshContext.h>
+
+#define USE_RENDER_SPRITE_BUFFER 1
+#if USE_RENDER_SPRITE_BUFFER
+#include <RendererMaterial.h>
+#endif
+
+#pragma warning(push)
+#pragma warning(disable:4512)
+
+namespace SampleRenderer
+{
+ class Renderer;
+ class RendererVertexBuffer;
+ class RendererIndexBuffer;
+ class RendererMesh;
+ class RendererMeshContext;
+ class RendererTexture;
+}
+
+namespace SampleFramework
+{
+ class SampleMaterialAsset;
+}
+
+using SampleRenderer::RendererVertexBuffer;
+using SampleRenderer::RendererIndexBuffer;
+using SampleRenderer::RendererInstanceBuffer;
+using SampleRenderer::RendererMesh;
+using SampleRenderer::RendererTexture;
+
+
+/*********************************
+* SampleApexRendererVertexBuffer *
+*********************************/
+
+class SampleApexRendererVertexBuffer : public nvidia::apex::UserRenderVertexBuffer
+{
+ friend class SampleApexRendererMesh;
+public:
+ SampleApexRendererVertexBuffer(SampleRenderer::Renderer& renderer, const nvidia::apex::UserRenderVertexBufferDesc& desc);
+ virtual ~SampleApexRendererVertexBuffer(void);
+
+ virtual bool getInteropResourceHandle(CUgraphicsResource& handle);
+
+protected:
+ void fixUVOrigin(void* uvdata, uint32_t stride, uint32_t num);
+ void flipColors(void* uvData, uint32_t stride, uint32_t num);
+
+ virtual void writeBuffer(const nvidia::apex::RenderVertexBufferData& data, uint32_t firstVertex, uint32_t numVerts);
+
+ bool writeBufferFastPath(const nvidia::apex::RenderVertexBufferData& data, uint32_t firstVertex, uint32_t numVerts);
+
+protected:
+ SampleRenderer::Renderer& m_renderer;
+ SampleRenderer::RendererVertexBuffer* m_vertexbuffer;
+ nvidia::apex::TextureUVOrigin::Enum m_uvOrigin;
+};
+
+
+/********************************
+* SampleApexRendererIndexBuffer *
+********************************/
+
+class SampleApexRendererIndexBuffer : public nvidia::apex::UserRenderIndexBuffer
+{
+ friend class SampleApexRendererMesh;
+public:
+ SampleApexRendererIndexBuffer(SampleRenderer::Renderer& renderer, const nvidia::apex::UserRenderIndexBufferDesc& desc);
+ virtual ~SampleApexRendererIndexBuffer(void);
+
+ virtual bool getInteropResourceHandle(CUgraphicsResource& handle);
+
+private:
+ virtual void writeBuffer(const void* srcData, uint32_t srcStride, uint32_t firstDestElement, uint32_t numElements);
+
+private:
+ SampleRenderer::Renderer& m_renderer;
+ SampleRenderer::RendererIndexBuffer* m_indexbuffer;
+ nvidia::apex::RenderPrimitiveType::Enum m_primitives;
+};
+
+
+/********************************
+* SampleApexRendererSurfaceBuffer *
+********************************/
+
+class SampleApexRendererSurfaceBuffer : public nvidia::apex::UserRenderSurfaceBuffer
+{
+public:
+ SampleApexRendererSurfaceBuffer(SampleRenderer::Renderer& renderer, const nvidia::apex::UserRenderSurfaceBufferDesc& desc);
+ virtual ~SampleApexRendererSurfaceBuffer(void);
+
+ virtual bool getInteropResourceHandle(CUgraphicsResource& handle);
+
+private:
+ virtual void writeBuffer(const void* srcData, uint32_t srcPitch, uint32_t srcHeight, uint32_t dstX, uint32_t dstY, uint32_t dstZ, uint32_t width, uint32_t height, uint32_t depth = 1);
+
+private:
+ SampleRenderer::Renderer& m_renderer;
+ SampleRenderer::RendererTexture* m_texture;
+};
+
+
+/*******************************
+* SampleApexRendererBoneBuffer *
+*******************************/
+
+class SampleApexRendererBoneBuffer : public nvidia::apex::UserRenderBoneBuffer
+{
+ friend class SampleApexRendererMesh;
+public:
+ SampleApexRendererBoneBuffer(SampleRenderer::Renderer& renderer, const nvidia::apex::UserRenderBoneBufferDesc& desc);
+ virtual ~SampleApexRendererBoneBuffer(void);
+
+ const physx::PxMat44* getBones() const { return m_bones; }
+
+public:
+ virtual void writeBuffer(const nvidia::apex::RenderBoneBufferData& data, uint32_t firstBone, uint32_t numBones);
+
+private:
+ SampleRenderer::Renderer& m_renderer;
+
+ SampleRenderer::RendererTexture* m_boneTexture; // Vertex texture to hold bone matrices
+ uint32_t m_maxBones;
+ physx::PxMat44* m_bones;
+};
+
+
+/***********************************
+* SampleApexRendererInstanceBuffer *
+***********************************/
+
+class SampleApexRendererInstanceBuffer : public nvidia::apex::UserRenderInstanceBuffer
+{
+ friend class SampleApexRendererMesh;
+public:
+
+ SampleApexRendererInstanceBuffer(SampleRenderer::Renderer& renderer, const nvidia::apex::UserRenderInstanceBufferDesc& desc);
+ virtual ~SampleApexRendererInstanceBuffer(void);
+
+ uint32_t getMaxInstances(void) const
+ {
+ return m_maxInstances;
+ }
+
+public:
+ virtual void writeBuffer(const void* data, uint32_t firstInstance, uint32_t numInstances);
+ bool writeBufferFastPath(const nvidia::apex::RenderInstanceBufferData& data, uint32_t firstInstance, uint32_t numInstances);
+
+ virtual bool getInteropResourceHandle(CUgraphicsResource& handle);
+protected:
+ template<typename ElemType>
+ void internalWriteSemantic(SampleRenderer::RendererInstanceBuffer::Semantic semantic, const void* srcData, uint32_t srcStride, uint32_t firstDestElement, uint32_t numElements)
+ {
+ uint32_t destStride = 0;
+ uint8_t* destData = (uint8_t*)m_instanceBuffer->lockSemantic(semantic, destStride);
+ if (destData)
+ {
+ destData += firstDestElement * destStride;
+ for (uint32_t i = 0; i < numElements; i++)
+ {
+ ElemType* srcElemPtr = (ElemType*)(((uint8_t*)srcData) + srcStride * i);
+
+ *((ElemType*)destData) = *srcElemPtr;
+
+ destData += destStride;
+ }
+ m_instanceBuffer->unlockSemantic(semantic);
+ }
+ }
+private:
+ void internalWriteBuffer(nvidia::apex::RenderInstanceSemantic::Enum semantic,
+ const void* srcData, uint32_t srcStride,
+ uint32_t firstDestElement, uint32_t numElements);
+
+ uint32_t m_maxInstances;
+ SampleRenderer::RendererInstanceBuffer* m_instanceBuffer;
+};
+
+
+#if USE_RENDER_SPRITE_BUFFER
+
+/*********************************
+* SampleApexRendererSpriteBuffer *
+*********************************/
+
+/*
+ * This class is just a wrapper around the vertex buffer class because there is already
+ * a point sprite implementation using vertex buffers. It takes the sprite buffer semantics
+ * and just converts them to vertex buffer semantics and ignores everything but position and color.
+ * Well, not really, it takes the lifetime and translates it to color.
+ */
+class SampleApexRendererSpriteBuffer : public nvidia::apex::UserRenderSpriteBuffer
+{
+public:
+ SampleApexRendererSpriteBuffer(SampleRenderer::Renderer& renderer, const nvidia::apex::UserRenderSpriteBufferDesc& desc);
+ virtual ~SampleApexRendererSpriteBuffer(void);
+
+ SampleRenderer::RendererTexture* getTexture(const nvidia::apex::RenderSpriteTextureLayout::Enum e) const;
+ uint32_t getTexturesCount() const;
+
+ virtual bool getInteropResourceHandle(CUgraphicsResource& handle);
+ virtual bool getInteropTextureHandleList(CUgraphicsResource* handleList);
+ virtual void writeBuffer(const void* data, uint32_t firstSprite, uint32_t numSprites);
+ virtual void writeTexture(uint32_t textureId, uint32_t numSprites, const void* srcData, size_t srcSize);
+
+private:
+ void flipColors(void* uvData, uint32_t stride, uint32_t num);
+public:
+ SampleRenderer::Renderer& m_renderer;
+ SampleRenderer::RendererVertexBuffer* m_vertexbuffer;
+ SampleRenderer::RendererTexture* m_textures[nvidia::apex::UserRenderSpriteBufferDesc::MAX_SPRITE_TEXTURES];
+ uint32_t m_texturesCount;
+ uint32_t m_textureIndexFromLayoutType[nvidia::apex::RenderSpriteTextureLayout::NUM_LAYOUTS];
+};
+
+#endif /* USE_RENDER_SPRITE_BUFFER */
+
+
+/*************************
+* SampleApexRendererMesh *
+*************************/
+
+/*
+ * There is some sprite hackery in here now. Basically, if a sprite buffer is used
+ * we just treat is as a vertex buffer (because it really is a vertex buffer).
+ */
+class SampleApexRendererMesh : public nvidia::apex::UserRenderResource
+{
+ friend class SampleApexRenderer;
+public:
+ SampleApexRendererMesh(SampleRenderer::Renderer& renderer, const nvidia::apex::UserRenderResourceDesc& desc);
+ virtual ~SampleApexRendererMesh();
+
+ enum BlendType
+ {
+ BLENDING_ENABLED = 0,
+ BLENDING_DISABLED,
+ BLENDING_ANY,
+ BLENDING_DEFAULT = BLENDING_ANY
+ };
+
+public:
+ void setVertexBufferRange(uint32_t firstVertex, uint32_t numVerts);
+ void setIndexBufferRange(uint32_t firstIndex, uint32_t numIndices);
+ void setBoneBufferRange(uint32_t firstBone, uint32_t numBones);
+ void setInstanceBufferRange(uint32_t firstInstance, uint32_t numInstances);
+
+#if USE_RENDER_SPRITE_BUFFER
+ void setSpriteBufferRange(uint32_t firstSprite, uint32_t numSprites)
+ {
+ setVertexBufferRange(firstSprite, numSprites);
+ }
+#endif
+
+#if !USE_RENDERER_MATERIAL
+ static void pickMaterial(SampleRenderer::RendererMeshContext& context, bool hasBones, SampleFramework::SampleMaterialAsset& material, BlendType hasBlending = BLENDING_DEFAULT);
+#endif
+
+ virtual void setMaterial(void* material) { setMaterial(material, BLENDING_DEFAULT); }
+ void setMaterial(void* material, BlendType hasBlending);
+ void setScreenSpace(bool ss);
+
+ uint32_t getNbVertexBuffers() const
+ {
+ return m_numVertexBuffers;
+ }
+
+ nvidia::apex::UserRenderVertexBuffer* getVertexBuffer(uint32_t index) const
+ {
+ nvidia::apex::UserRenderVertexBuffer* buffer = 0;
+ PX_ASSERT(index < m_numVertexBuffers);
+ if (index < m_numVertexBuffers)
+ {
+ buffer = m_vertexBuffers[index];
+ }
+ return buffer;
+ }
+
+ nvidia::apex::UserRenderIndexBuffer* getIndexBuffer() const
+ {
+ return m_indexBuffer;
+ }
+
+ nvidia::apex::UserRenderBoneBuffer* getBoneBuffer() const
+ {
+ return m_boneBuffer;
+ }
+
+ nvidia::apex::UserRenderInstanceBuffer* getInstanceBuffer() const
+ {
+ return m_instanceBuffer;
+ }
+
+#if USE_RENDER_SPRITE_BUFFER
+ nvidia::apex::UserRenderSpriteBuffer* getSpriteBuffer() const
+ {
+ return m_spriteBuffer;
+ }
+#endif
+
+protected:
+ void render(const nvidia::apex::RenderContext& context, bool forceWireframe = false, SampleFramework::SampleMaterialAsset* overrideMaterial = NULL);
+
+protected:
+ SampleRenderer::Renderer& m_renderer;
+
+#if USE_RENDER_SPRITE_BUFFER
+ SampleApexRendererSpriteBuffer* m_spriteBuffer;
+
+ // currently this renderer's sprite shaders take 5 variables:
+ // particleSize
+ // windowWidth
+ // positionTexture
+ // colorTexture
+ // transformTexture
+ // vertexTextureWidth
+ // vertexTextureHeight
+ const SampleRenderer::RendererMaterial::Variable* m_spriteShaderVariables[7];
+#endif
+
+ SampleApexRendererVertexBuffer** m_vertexBuffers;
+ uint32_t m_numVertexBuffers;
+
+ SampleApexRendererIndexBuffer* m_indexBuffer;
+
+ SampleApexRendererBoneBuffer* m_boneBuffer;
+ uint32_t m_firstBone;
+ uint32_t m_numBones;
+
+ SampleApexRendererInstanceBuffer* m_instanceBuffer;
+
+ SampleRenderer::RendererMesh* m_mesh;
+ SampleRenderer::RendererMeshContext m_meshContext;
+ physx::PxMat44 m_meshTransform;
+ nvidia::apex::RenderCullMode::Enum m_cullMode;
+};
+
+#pragma warning(pop)
+