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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/src/SampleApexRenderer.cpp
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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/src/SampleApexRenderer.cpp')
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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.
+ */
+
+#include <SampleApexRenderer.h>
+
+#include <SampleApexRenderResources.h>
+
+#if !USE_RENDERER_MATERIAL
+#include <SampleMaterialAsset.h>
+#endif
+
+#include <RenderContext.h>
+#include <UserRenderIndexBufferDesc.h>
+#include <UserRenderInstanceBuffer.h>
+#include <UserRenderResourceDesc.h>
+#include <UserRenderBoneBufferDesc.h>
+#include <UserRenderSpriteBufferDesc.h>
+#include <UserRenderSurfaceBufferDesc.h>
+#include <UserRenderVertexBufferDesc.h>
+#include <UserRenderSpriteBufferDesc.h>
+#include <algorithm> // for std::min
+
+/**********************************
+* SampleApexRenderResourceManager *
+**********************************/
+
+SampleApexRenderResourceManager::SampleApexRenderResourceManager(SampleRenderer::Renderer& renderer) :
+ m_renderer(renderer), m_particleRenderingMechanism(VERTEX_BUFFER_OBJECT)
+{
+ m_numVertexBuffers = 0;
+ m_numIndexBuffers = 0;
+ m_numSurfaceBuffers = 0;
+ m_numBoneBuffers = 0;
+ m_numInstanceBuffers = 0;
+ m_numResources = 0;
+}
+
+SampleApexRenderResourceManager::~SampleApexRenderResourceManager(void)
+{
+ RENDERER_ASSERT(m_numVertexBuffers == 0, "Not all Vertex Buffers were released prior to Render Resource Manager destruction!");
+ RENDERER_ASSERT(m_numIndexBuffers == 0, "Not all Index Buffers were released prior to Render Resource Manager destruction!");
+ RENDERER_ASSERT(m_numSurfaceBuffers == 0, "Not all Surface Buffers were released prior to Render Resource Manager destruction!");
+ RENDERER_ASSERT(m_numBoneBuffers == 0, "Not all Bone Buffers were released prior to Render Resource Manager destruction!");
+ RENDERER_ASSERT(m_numInstanceBuffers == 0, "Not all Instance Buffers were released prior to Render Resource Manager destruction!");
+ RENDERER_ASSERT(m_numResources == 0, "Not all Resources were released prior to Render Resource Manager destruction!");
+}
+
+nvidia::apex::UserRenderVertexBuffer* SampleApexRenderResourceManager::createVertexBuffer(const nvidia::apex::UserRenderVertexBufferDesc& desc)
+{
+ SampleApexRendererVertexBuffer* vb = 0;
+
+ unsigned int numSemantics = 0;
+ for (unsigned int i = 0; i < nvidia::apex::RenderVertexSemantic::NUM_SEMANTICS; i++)
+ {
+ numSemantics += desc.buffersRequest[i] != nvidia::apex::RenderDataFormat::UNSPECIFIED ? 1 : 0;
+ }
+ PX_ASSERT(desc.isValid());
+ if (desc.isValid() && numSemantics > 0)
+ {
+ vb = new SampleApexRendererVertexBuffer(m_renderer, desc);
+ m_numVertexBuffers++;
+ }
+ return vb;
+}
+
+void SampleApexRenderResourceManager::releaseVertexBuffer(nvidia::apex::UserRenderVertexBuffer& buffer)
+{
+ PX_ASSERT(m_numVertexBuffers > 0);
+ m_numVertexBuffers--;
+ delete &buffer;
+}
+
+nvidia::apex::UserRenderIndexBuffer* SampleApexRenderResourceManager::createIndexBuffer(const nvidia::apex::UserRenderIndexBufferDesc& desc)
+{
+ SampleApexRendererIndexBuffer* ib = 0;
+ PX_ASSERT(desc.isValid());
+ if (desc.isValid())
+ {
+ ib = new SampleApexRendererIndexBuffer(m_renderer, desc);
+ m_numIndexBuffers++;
+ }
+ return ib;
+}
+
+void SampleApexRenderResourceManager::releaseIndexBuffer(nvidia::apex::UserRenderIndexBuffer& buffer)
+{
+ PX_ASSERT(m_numIndexBuffers > 0);
+ m_numIndexBuffers--;
+ delete &buffer;
+}
+
+nvidia::apex::UserRenderSurfaceBuffer* SampleApexRenderResourceManager::createSurfaceBuffer(const nvidia::apex::UserRenderSurfaceBufferDesc& desc)
+{
+ SampleApexRendererSurfaceBuffer* sb = 0;
+ PX_ASSERT(desc.isValid());
+ if (desc.isValid())
+ {
+ sb = new SampleApexRendererSurfaceBuffer(m_renderer, desc);
+ m_numSurfaceBuffers++;
+ }
+ return sb;
+}
+
+void SampleApexRenderResourceManager::releaseSurfaceBuffer(nvidia::apex::UserRenderSurfaceBuffer& buffer)
+{
+ PX_ASSERT(m_numSurfaceBuffers > 0);
+ m_numSurfaceBuffers--;
+ delete &buffer;
+}
+
+nvidia::apex::UserRenderBoneBuffer* SampleApexRenderResourceManager::createBoneBuffer(const nvidia::apex::UserRenderBoneBufferDesc& desc)
+{
+ SampleApexRendererBoneBuffer* bb = 0;
+ PX_ASSERT(desc.isValid());
+ if (desc.isValid())
+ {
+ bb = new SampleApexRendererBoneBuffer(m_renderer, desc);
+ m_numBoneBuffers++;
+ }
+ return bb;
+}
+
+void SampleApexRenderResourceManager::releaseBoneBuffer(nvidia::apex::UserRenderBoneBuffer& buffer)
+{
+ PX_ASSERT(m_numBoneBuffers > 0);
+ m_numBoneBuffers--;
+ delete &buffer;
+}
+
+nvidia::apex::UserRenderInstanceBuffer* SampleApexRenderResourceManager::createInstanceBuffer(const nvidia::apex::UserRenderInstanceBufferDesc& desc)
+{
+ SampleApexRendererInstanceBuffer* ib = 0;
+ PX_ASSERT(desc.isValid());
+ if (desc.isValid())
+ {
+ ib = new SampleApexRendererInstanceBuffer(m_renderer, desc);
+ m_numInstanceBuffers++;
+ }
+ return ib;
+}
+
+void SampleApexRenderResourceManager::releaseInstanceBuffer(nvidia::apex::UserRenderInstanceBuffer& buffer)
+{
+ PX_ASSERT(m_numInstanceBuffers > 0);
+ m_numInstanceBuffers--;
+ delete &buffer;
+}
+
+nvidia::apex::UserRenderSpriteBuffer* SampleApexRenderResourceManager::createSpriteBuffer(const nvidia::apex::UserRenderSpriteBufferDesc& desc)
+{
+#if USE_RENDER_SPRITE_BUFFER
+ SampleApexRendererSpriteBuffer* sb = 0;
+ PX_ASSERT(desc.isValid());
+ if (desc.isValid())
+ {
+ // convert SB to VB
+ sb = new SampleApexRendererSpriteBuffer(m_renderer, desc);
+ m_numVertexBuffers++;
+ }
+ return sb;
+#else
+ return NULL;
+#endif
+}
+
+void SampleApexRenderResourceManager::releaseSpriteBuffer(nvidia::apex::UserRenderSpriteBuffer& buffer)
+{
+#if USE_RENDER_SPRITE_BUFFER
+ // LRR: for now, just use a VB
+ PX_ASSERT(m_numVertexBuffers > 0);
+ m_numVertexBuffers--;
+ delete &buffer;
+#endif
+}
+
+nvidia::apex::UserRenderResource* SampleApexRenderResourceManager::createResource(const nvidia::apex::UserRenderResourceDesc& desc)
+{
+ SampleApexRendererMesh* mesh = 0;
+ PX_ASSERT(desc.isValid());
+ if (desc.isValid())
+ {
+ mesh = new SampleApexRendererMesh(m_renderer, desc);
+ m_numResources++;
+ }
+ return mesh;
+}
+
+void SampleApexRenderResourceManager::releaseResource(nvidia::apex::UserRenderResource& resource)
+{
+ PX_ASSERT(m_numResources > 0);
+ m_numResources--;
+ delete &resource;
+}
+
+uint32_t SampleApexRenderResourceManager::getMaxBonesForMaterial(void* material)
+{
+ if (material != NULL)
+ {
+ unsigned int maxBones = 0xffffffff;
+#if USE_RENDERER_MATERIAL
+ // don't yet know if this material even supports bones, but this would be the max...
+ maxBones = RENDERER_MAX_BONES;
+#else
+ SampleFramework::SampleMaterialAsset* materialAsset = static_cast<SampleFramework::SampleMaterialAsset*>(material);
+ for (size_t i = 0; i < materialAsset->getNumVertexShaders(); i++)
+ {
+ unsigned int maxBonesMat = materialAsset->getMaxBones(i);
+ if (maxBonesMat > 0)
+ {
+ maxBones = std::min(maxBones, maxBonesMat);
+ }
+ }
+#endif
+
+ return maxBones != 0xffffffff ? maxBones : 0;
+ }
+ else
+ {
+ return 0;
+ }
+}
+
+bool SampleApexRenderResourceManager::getInstanceLayoutData(uint32_t particleCount,
+ uint32_t particleSemanticsBitmap,
+ nvidia::apex::UserRenderInstanceBufferDesc* bufferDesc)
+{
+ using namespace nvidia::apex;
+ RenderDataFormat::Enum positionFormat = RenderInstanceLayoutElement::getSemanticFormat(RenderInstanceLayoutElement::POSITION_FLOAT3);
+ RenderDataFormat::Enum rotationFormat = RenderInstanceLayoutElement::getSemanticFormat(RenderInstanceLayoutElement::ROTATION_SCALE_FLOAT3x3);
+ RenderDataFormat::Enum velocityFormat = RenderInstanceLayoutElement::getSemanticFormat(RenderInstanceLayoutElement::VELOCITY_LIFE_FLOAT4);
+ const uint32_t positionElementSize = RenderDataFormat::getFormatDataSize(positionFormat);
+ const uint32_t rotationElementSize = RenderDataFormat::getFormatDataSize(rotationFormat);
+ const uint32_t velocityElementSize = RenderDataFormat::getFormatDataSize(velocityFormat);
+ bufferDesc->semanticOffsets[RenderInstanceLayoutElement::POSITION_FLOAT3] = 0;
+ bufferDesc->semanticOffsets[RenderInstanceLayoutElement::ROTATION_SCALE_FLOAT3x3] = positionElementSize;
+ bufferDesc->semanticOffsets[RenderInstanceLayoutElement::VELOCITY_LIFE_FLOAT4] = positionElementSize + rotationElementSize;
+ uint32_t strideInBytes = positionElementSize + rotationElementSize + velocityElementSize;
+ bufferDesc->stride = strideInBytes;
+ bufferDesc->maxInstances = particleCount;
+ return true;
+}
+
+bool SampleApexRenderResourceManager::getSpriteLayoutData(uint32_t spriteCount,
+ uint32_t spriteSemanticsBitmap,
+ nvidia::apex::UserRenderSpriteBufferDesc* bufferDesc)
+{
+ using namespace nvidia::apex;
+ if(m_particleRenderingMechanism == VERTEX_TEXTURE_FETCH)
+ {
+ const uint32_t TextureCount = 3;
+
+ uint32_t width = (uint32_t)physx::PxCeil(physx::PxSqrt((float)spriteCount));
+ //make sizeX >= 32 [32 is WARP_SIZE in CUDA]
+ width = physx::PxMax(width, 32U);
+ //compute the next highest power of 2
+ width--;
+ width |= width >> 1;
+ width |= width >> 2;
+ width |= width >> 4;
+ width |= width >> 8;
+ width |= width >> 16;
+ width++;
+
+ uint32_t height = (spriteCount + width - 1) / width;
+ bufferDesc->textureCount = TextureCount;
+ bufferDesc->textureDescs[0].layout = RenderSpriteTextureLayout::POSITION_FLOAT4;
+ bufferDesc->textureDescs[1].layout = RenderSpriteTextureLayout::SCALE_ORIENT_SUBTEX_FLOAT4;
+ bufferDesc->textureDescs[2].layout = RenderSpriteTextureLayout::COLOR_FLOAT4;
+
+ for (uint32_t i = 0; i < TextureCount; ++i)
+ {
+ bufferDesc->textureDescs[i].width = width;
+ bufferDesc->textureDescs[i].height = height;
+
+ const uint32_t ElemSize = RenderDataFormat::getFormatDataSize( RenderSpriteTextureLayout::getLayoutFormat(bufferDesc->textureDescs[i].layout) );
+ bufferDesc->textureDescs[i].pitchBytes = ElemSize * bufferDesc->textureDescs[i].width;
+
+ bufferDesc->textureDescs[i].arrayIndex = 0;
+ bufferDesc->textureDescs[i].mipLevel = 0;
+ }
+
+ bufferDesc->maxSprites = spriteCount;
+ return true;
+ }
+ else if(m_particleRenderingMechanism == VERTEX_BUFFER_OBJECT)
+ {
+ RenderDataFormat::Enum positionFormat = RenderSpriteLayoutElement::getSemanticFormat(RenderSpriteLayoutElement::POSITION_FLOAT3);
+ RenderDataFormat::Enum colorFormat = RenderSpriteLayoutElement::getSemanticFormat(RenderSpriteLayoutElement::COLOR_BGRA8);
+ const uint32_t positionElementSize = RenderDataFormat::getFormatDataSize(positionFormat);
+ const uint32_t colorElementSize = RenderDataFormat::getFormatDataSize(colorFormat);
+ bufferDesc->semanticOffsets[RenderSpriteLayoutElement::POSITION_FLOAT3] = 0;
+ bufferDesc->semanticOffsets[RenderSpriteLayoutElement::COLOR_BGRA8] = positionElementSize;
+ uint32_t strideInBytes = positionElementSize + colorElementSize;
+ bufferDesc->stride = strideInBytes;
+ bufferDesc->maxSprites = spriteCount;
+ bufferDesc->textureCount = 0;
+ return true;
+ }
+ else
+ {
+ PX_ASSERT(0 && "Select a method to update particle render buffer.");
+ }
+ return true;
+}
+
+void SampleApexRenderResourceManager::setMaterial(nvidia::apex::UserRenderResource& resource, void* material)
+{
+ static_cast<SampleApexRendererMesh&>(resource).setMaterial(material);
+}
+
+
+/*********************
+* SampleApexRenderer *
+*********************/
+
+void SampleApexRenderer::renderResource(const nvidia::apex::RenderContext& context)
+{
+ if (context.renderResource)
+ {
+ static_cast<SampleApexRendererMesh*>(context.renderResource)->render(context, mForceWireframe, mOverrideMaterial);
+ }
+}