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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/SampleFramework/renderer/include/RendererVertexBuffer.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 'PhysX_3.4/Samples/SampleFramework/renderer/include/RendererVertexBuffer.h')
| -rw-r--r-- | PhysX_3.4/Samples/SampleFramework/renderer/include/RendererVertexBuffer.h | 156 |
1 files changed, 156 insertions, 0 deletions
diff --git a/PhysX_3.4/Samples/SampleFramework/renderer/include/RendererVertexBuffer.h b/PhysX_3.4/Samples/SampleFramework/renderer/include/RendererVertexBuffer.h new file mode 100644 index 00000000..a1914677 --- /dev/null +++ b/PhysX_3.4/Samples/SampleFramework/renderer/include/RendererVertexBuffer.h @@ -0,0 +1,156 @@ +// 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. + +#ifndef RENDERER_VERTEXBUFFER_H +#define RENDERER_VERTEXBUFFER_H + +#include <RendererConfig.h> +#include "RendererInteropableBuffer.h" + +namespace SampleRenderer +{ + + class RendererVertexBufferDesc; + + class RendererVertexBuffer: public RendererInteropableBuffer + { + friend class RendererMesh; + friend class GLES2Renderer; + public: + enum Semantic + { + SEMANTIC_POSITION = 0, + SEMANTIC_COLOR, + SEMANTIC_NORMAL, + SEMANTIC_TANGENT, + + SEMANTIC_DISPLACEMENT_TEXCOORD, + SEMANTIC_DISPLACEMENT_FLAGS, + + SEMANTIC_BONEINDEX, + SEMANTIC_BONEWEIGHT, + + SEMANTIC_TEXCOORD0, + SEMANTIC_TEXCOORD1, + SEMANTIC_TEXCOORD2, + SEMANTIC_TEXCOORD3, + SEMANTIC_TEXCOORDMAX = SEMANTIC_TEXCOORD3, + + NUM_SEMANTICS, + NUM_TEXCOORD_SEMANTICS = SEMANTIC_TEXCOORDMAX - SEMANTIC_TEXCOORD0, + }_Semantic; + + enum Format + { + FORMAT_FLOAT1 = 0, + FORMAT_FLOAT2, + FORMAT_FLOAT3, + FORMAT_FLOAT4, + + FORMAT_UBYTE4, + FORMAT_USHORT4, + + FORMAT_COLOR_BGRA, // RendererColor + FORMAT_COLOR_RGBA, // OGL format + FORMAT_COLOR_NATIVE, // do not convert + + NUM_FORMATS, + }_Format; + + enum Hint + { + HINT_STATIC = 0, + HINT_DYNAMIC, + }_Hint; + + public: + static PxU32 getFormatByteSize(Format format); + + protected: + RendererVertexBuffer(const RendererVertexBufferDesc &desc); + virtual ~RendererVertexBuffer(void); + + public: + void release(void) { delete this; } + + PxU32 getMaxVertices(void) const; + + Hint getHint(void) const; + Format getFormatForSemantic(Semantic semantic) const; + + void *lockSemantic(Semantic semantic, PxU32 &stride); + void unlockSemantic(Semantic semantic); + + //Checks buffer written state for vertex buffers in D3D + virtual bool checkBufferWritten() { return true; } + + virtual void *lock(void) = 0; + virtual void unlock(void) = 0; + PxU32 getStride(void) const { return m_stride; } + + private: + virtual void swizzleColor(void *colors, PxU32 stride, PxU32 numColors, RendererVertexBuffer::Format inFormat) = 0; + + virtual void bind(PxU32 streamID, PxU32 firstVertex) = 0; + virtual void unbind(PxU32 streamID) = 0; + + RendererVertexBuffer &operator=(const RendererVertexBuffer &) { return *this; } + + protected: + void prepareForRender(void); + + protected: + class SemanticDesc + { + public: + Format format; + PxU32 offset; + bool locked; + public: + SemanticDesc(void) + { + format = NUM_FORMATS; + offset = 0; + locked = false; + } + }; + + protected: + const Hint m_hint; + PxU32 m_maxVertices; + PxU32 m_stride; + bool m_deferredUnlock; + SemanticDesc m_semanticDescs[NUM_SEMANTICS]; + + private: + void *m_lockedBuffer; + PxU32 m_numSemanticLocks; + }; + +} // namespace SampleRenderer + +#endif |