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-rw-r--r--PhysX_3.4/Samples/SampleFramework/renderer/src/RendererInstanceBufferDesc.cpp69
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diff --git a/PhysX_3.4/Samples/SampleFramework/renderer/src/RendererInstanceBufferDesc.cpp b/PhysX_3.4/Samples/SampleFramework/renderer/src/RendererInstanceBufferDesc.cpp
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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.
+#include <RendererInstanceBufferDesc.h>
+#include "foundation/PxAssert.h"
+
+using namespace SampleRenderer;
+
+RendererInstanceBufferDesc::RendererInstanceBufferDesc(void)
+{
+ hint = RendererInstanceBuffer::HINT_STATIC;
+ for(PxU32 i=0; i<RendererInstanceBuffer::NUM_SEMANTICS; i++)
+ {
+ semanticFormats[i] = RendererInstanceBuffer::NUM_FORMATS;
+ }
+ maxInstances = 0;
+ canReadBack = false;
+ registerInCUDA = false;
+ interopContext = 0;
+}
+
+bool RendererInstanceBufferDesc::isValid(void) const
+{
+ bool ok = true;
+ if(!maxInstances) ok = false;
+
+ bool bValidTurbulence = ok;
+ if(semanticFormats[RendererInstanceBuffer::SEMANTIC_POSITION] != RendererInstanceBuffer::FORMAT_FLOAT3) ok = false;
+ if(semanticFormats[RendererInstanceBuffer::SEMANTIC_NORMALX] != RendererInstanceBuffer::FORMAT_FLOAT3) ok = false;
+ if(semanticFormats[RendererInstanceBuffer::SEMANTIC_NORMALY] != RendererInstanceBuffer::FORMAT_FLOAT3) ok = false;
+ if(semanticFormats[RendererInstanceBuffer::SEMANTIC_NORMALZ] != RendererInstanceBuffer::FORMAT_FLOAT3) ok = false;
+
+ if(semanticFormats[RendererInstanceBuffer::SEMANTIC_POSITION] != RendererInstanceBuffer::FORMAT_FLOAT3) bValidTurbulence = false;
+ if(semanticFormats[RendererInstanceBuffer::SEMANTIC_VELOCITY_LIFE] != RendererInstanceBuffer::FORMAT_FLOAT4) bValidTurbulence = false;
+
+ if((semanticFormats[RendererInstanceBuffer::SEMANTIC_UV_OFFSET] != RendererInstanceBuffer::FORMAT_FLOAT2) &&
+ (semanticFormats[RendererInstanceBuffer::SEMANTIC_UV_OFFSET] != RendererInstanceBuffer::NUM_FORMATS)) ok = false;
+ if((semanticFormats[RendererInstanceBuffer::SEMANTIC_LOCAL_OFFSET] != RendererInstanceBuffer::FORMAT_FLOAT3) &&
+ (semanticFormats[RendererInstanceBuffer::SEMANTIC_LOCAL_OFFSET] != RendererInstanceBuffer::NUM_FORMATS)) ok = false;
+
+ if(registerInCUDA && !interopContext)
+ ok = false;
+
+ PX_ASSERT(bValidTurbulence || ok);
+ return bValidTurbulence || ok;
+}