diff options
| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/shared/external/include/SampleApexRenderer.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz 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')
| -rw-r--r-- | APEX_1.4/shared/external/include/SampleApexRenderer.h | 106 |
1 files changed, 106 insertions, 0 deletions
diff --git a/APEX_1.4/shared/external/include/SampleApexRenderer.h b/APEX_1.4/shared/external/include/SampleApexRenderer.h new file mode 100644 index 00000000..1e043de9 --- /dev/null +++ b/APEX_1.4/shared/external/include/SampleApexRenderer.h @@ -0,0 +1,106 @@ +/* + * 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 |