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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/SampleFramework/renderer/include/RendererVertexBuffer.h
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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.
+
+#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