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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 /PhysX_3.4/Samples/SampleBase/RenderTexture.cpp
downloadphysx-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]
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and 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.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#include "SamplePreprocessor.h"
+#include "RendererMemoryMacros.h"
+#include "RenderTexture.h"
+#include "Renderer.h"
+#include "RendererTexture2DDesc.h"
+
+using namespace physx;
+using namespace SampleRenderer;
+
+RenderTexture::RenderTexture(Renderer& renderer, PxU32 id, PxU32 width, PxU32 height, const void* data) :
+ mID (id),
+ mTexture (NULL),
+ mOwnsTexture (true)
+{
+ RendererTexture2DDesc tdesc;
+
+#if !defined(RENDERER_PS3)
+ tdesc.format = RendererTexture2D::FORMAT_B8G8R8A8;
+#else
+ tdesc.format = RendererTexture2D::FORMAT_R8G8B8A8;
+#endif
+
+ tdesc.width = width;
+ tdesc.height = height;
+ tdesc.numLevels = 1;
+/*
+ tdesc.filter;
+ tdesc.addressingU;
+ tdesc.addressingV;
+ tdesc.renderTarget;
+*/
+ PX_ASSERT(tdesc.isValid());
+ mTexture = renderer.createTexture2D(tdesc);
+ PX_ASSERT(mTexture);
+
+ const PxU32 componentCount = 4;
+
+ if(mTexture)
+ {
+ PxU32 pitch = 0;
+ void* buffer = mTexture->lockLevel(0, pitch);
+ PX_ASSERT(buffer);
+ if(buffer)
+ {
+ PxU8* levelDst = (PxU8*)buffer;
+ const PxU8* levelSrc = (PxU8*)data;
+ const PxU32 levelWidth = mTexture->getWidthInBlocks();
+ const PxU32 levelHeight = mTexture->getHeightInBlocks();
+ const PxU32 rowSrcSize = levelWidth * mTexture->getBlockSize();
+ PX_UNUSED(rowSrcSize);
+ PX_ASSERT(rowSrcSize <= pitch); // the pitch can't be less than the source row size.
+ for(PxU32 row=0; row<levelHeight; row++)
+ {
+ // copy per pixel to handle RBG case, based on component count
+ for(PxU32 col=0; col<levelWidth; col++)
+ {
+ *levelDst++ = levelSrc[0];
+ *levelDst++ = levelSrc[1];
+ *levelDst++ = levelSrc[2];
+ *levelDst++ = 0xFF; //alpha
+ levelSrc += componentCount;
+ }
+ }
+ }
+ mTexture->unlockLevel(0);
+ }
+}
+
+RenderTexture::RenderTexture(Renderer& renderer, PxU32 id, RendererTexture2D* texture) :
+ mID (id),
+ mTexture (texture),
+ mOwnsTexture (false)
+{
+}
+
+RenderTexture::~RenderTexture()
+{
+ if(mOwnsTexture)
+ SAFE_RELEASE(mTexture);
+}