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| 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 /PhysX_3.4/Samples/SampleBase/RenderTexture.cpp | |
| 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 'PhysX_3.4/Samples/SampleBase/RenderTexture.cpp')
| -rw-r--r-- | PhysX_3.4/Samples/SampleBase/RenderTexture.cpp | 109 |
1 files changed, 109 insertions, 0 deletions
diff --git a/PhysX_3.4/Samples/SampleBase/RenderTexture.cpp b/PhysX_3.4/Samples/SampleBase/RenderTexture.cpp new file mode 100644 index 00000000..62a42f20 --- /dev/null +++ b/PhysX_3.4/Samples/SampleBase/RenderTexture.cpp @@ -0,0 +1,109 @@ +// 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); +} |