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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/SampleApexRenderer.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]
Diffstat (limited to 'APEX_1.4/shared/external/include/SampleApexRenderer.h')
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1 files changed, 106 insertions, 0 deletions
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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 SAMPLE_APEX_RENDERER_H
+#define SAMPLE_APEX_RENDERER_H
+
+#include <UserRenderer.h>
+#include <UserRenderResourceManager.h>
+
+
+#pragma warning(push)
+#pragma warning(disable:4512)
+
+class UserRenderSpriteTextureDesc;
+
+namespace SampleRenderer
+{
+class Renderer;
+}
+
+namespace SampleFramework
+{
+class SampleMaterialAsset;
+}
+
+
+class SampleApexRenderResourceManager : public nvidia::apex::UserRenderResourceManager
+{
+public:
+ /* We either store particle position/color/transform in the texture
+ and fetch it in the vertex shader OR we store them in the VBO */
+ enum ParticleRenderingMechanism {
+ VERTEX_TEXTURE_FETCH,
+ VERTEX_BUFFER_OBJECT
+ };
+
+ SampleApexRenderResourceManager(SampleRenderer::Renderer& renderer);
+ virtual ~SampleApexRenderResourceManager(void);
+
+public:
+ virtual nvidia::apex::UserRenderVertexBuffer* createVertexBuffer(const nvidia::apex::UserRenderVertexBufferDesc& desc);
+ virtual void releaseVertexBuffer(nvidia::apex::UserRenderVertexBuffer& buffer);
+
+ virtual nvidia::apex::UserRenderIndexBuffer* createIndexBuffer(const nvidia::apex::UserRenderIndexBufferDesc& desc);
+ virtual void releaseIndexBuffer(nvidia::apex::UserRenderIndexBuffer& buffer);
+
+ virtual nvidia::apex::UserRenderSurfaceBuffer* createSurfaceBuffer(const nvidia::apex::UserRenderSurfaceBufferDesc& desc);
+ virtual void releaseSurfaceBuffer(nvidia::apex::UserRenderSurfaceBuffer& buffer);
+
+ virtual nvidia::apex::UserRenderBoneBuffer* createBoneBuffer(const nvidia::apex::UserRenderBoneBufferDesc& desc);
+ virtual void releaseBoneBuffer(nvidia::apex::UserRenderBoneBuffer& buffer);
+
+ virtual nvidia::apex::UserRenderInstanceBuffer* createInstanceBuffer(const nvidia::apex::UserRenderInstanceBufferDesc& desc);
+ virtual void releaseInstanceBuffer(nvidia::apex::UserRenderInstanceBuffer& buffer);
+
+ virtual nvidia::apex::UserRenderSpriteBuffer* createSpriteBuffer(const nvidia::apex::UserRenderSpriteBufferDesc& desc);
+ virtual void releaseSpriteBuffer(nvidia::apex::UserRenderSpriteBuffer& buffer);
+
+ virtual nvidia::apex::UserRenderResource* createResource(const nvidia::apex::UserRenderResourceDesc& desc);
+ virtual void releaseResource(nvidia::apex::UserRenderResource& resource);
+
+ virtual uint32_t getMaxBonesForMaterial(void* material);
+
+ virtual bool getSpriteLayoutData(uint32_t spriteCount,
+ uint32_t spriteSemanticsBitmap,
+ nvidia::apex::UserRenderSpriteBufferDesc* vertexDescArray);
+
+ virtual bool getInstanceLayoutData(uint32_t spriteCount,
+ uint32_t particleSemanticsBitmap,
+ nvidia::apex::UserRenderInstanceBufferDesc* instanceDescArray);
+
+ // change the material of a render resource
+ void setMaterial(nvidia::apex::UserRenderResource& resource, void* material);
+
+ void setParticleRenderingMechanism(ParticleRenderingMechanism m) { m_particleRenderingMechanism = m; }
+protected:
+ SampleRenderer::Renderer& m_renderer;
+ ParticleRenderingMechanism m_particleRenderingMechanism;
+ uint32_t m_numVertexBuffers;
+ uint32_t m_numIndexBuffers;
+ uint32_t m_numSurfaceBuffers; //?
+ uint32_t m_numBoneBuffers;
+ uint32_t m_numInstanceBuffers;
+ uint32_t m_numResources;
+};
+
+class SampleApexRenderer : public nvidia::apex::UserRenderer
+{
+public:
+ SampleApexRenderer() : mForceWireframe(false), mOverrideMaterial(NULL) {}
+ virtual void renderResource(const nvidia::apex::RenderContext& context);
+
+ bool mForceWireframe;
+ SampleFramework::SampleMaterialAsset* mOverrideMaterial;
+};
+
+#pragma warning(pop)
+
+#endif