// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef USER_RENDER_RESOURCE_H #define USER_RENDER_RESOURCE_H /*! \file \brief class UserRenderResource */ #include "ApexUsingNamespace.h" namespace nvidia { namespace apex { class UserRenderVertexBuffer; class UserRenderIndexBuffer; class UserRenderBoneBuffer; class UserRenderInstanceBuffer; class UserRenderSpriteBuffer; PX_PUSH_PACK_DEFAULT /** \brief An abstract interface to a renderable resource */ class UserRenderResource { public: virtual ~UserRenderResource() {} /** \brief Set vertex buffer range */ virtual void setVertexBufferRange(uint32_t firstVertex, uint32_t numVerts) = 0; /** \brief Set index buffer range */ virtual void setIndexBufferRange(uint32_t firstIndex, uint32_t numIndices) = 0; /** \brief Set bone buffer range */ virtual void setBoneBufferRange(uint32_t firstBone, uint32_t numBones) = 0; /** \brief Set instance buffer range */ virtual void setInstanceBufferRange(uint32_t firstInstance, uint32_t numInstances) = 0; /** \brief Set sprite buffer range */ virtual void setSpriteBufferRange(uint32_t firstSprite, uint32_t numSprites) = 0; /** \brief Set sprite visible count */ virtual void setSpriteVisibleCount(uint32_t visibleCount) { PX_UNUSED(visibleCount); } /** \brief Set material */ virtual void setMaterial(void* material) = 0; /** \brief Get number of vertex buffers */ virtual uint32_t getNbVertexBuffers() const = 0; /** \brief Get vertex buffer */ virtual UserRenderVertexBuffer* getVertexBuffer(uint32_t index) const = 0; /** \brief Get index buffer */ virtual UserRenderIndexBuffer* getIndexBuffer() const = 0; /** \brief Get bone buffer */ virtual UserRenderBoneBuffer* getBoneBuffer() const = 0; /** \brief Get instance buffer */ virtual UserRenderInstanceBuffer* getInstanceBuffer() const = 0; /** \brief Get sprite buffer */ virtual UserRenderSpriteBuffer* getSpriteBuffer() const = 0; }; PX_POP_PACK } } // end namespace nvidia::apex #endif