/* * Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, 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. */ #ifndef USER_RENDER_RESOURCE_MANAGER_H #define USER_RENDER_RESOURCE_MANAGER_H /*! \file \brief class UserRenderResourceManager, structs RenderPrimitiveType, RenderBufferHint, and RenderCullMode */ #include "ApexUsingNamespace.h" namespace nvidia { namespace apex { PX_PUSH_PACK_DEFAULT class UserRenderVertexBuffer; class UserRenderVertexBufferDesc; class UserRenderIndexBuffer; class UserRenderIndexBufferDesc; class UserRenderSurfaceBuffer; class UserRenderSurfaceBufferDesc; class UserRenderBoneBuffer; class UserRenderBoneBufferDesc; class UserRenderInstanceBuffer; class UserRenderInstanceBufferDesc; class UserRenderSpriteBuffer; class UserRenderSpriteBufferDesc; class UserRenderResource; class UserRenderResourceDesc; class UserOpaqueMesh; class UserOpaqueMeshDesc; class UserRenderSpriteTextureDesc; /** \brief Describe the implied vertex ordering */ struct RenderPrimitiveType { /** \brief Enum of the implied vertex ordering types */ enum Enum { UNKNOWN = 0, TRIANGLES, TRIANGLE_STRIP, LINES, LINE_STRIP, POINTS, POINT_SPRITES, }; }; /** \brief Possible triangle culling modes */ struct RenderCullMode { /** \brief Enum of possible triangle culling mode types */ enum Enum { CLOCKWISE = 0, COUNTER_CLOCKWISE, NONE }; }; /** \brief Hint of the buffer data lifespan */ struct RenderBufferHint { /** \brief Enum of hints of the buffer data lifespan */ enum Enum { STATIC = 0, DYNAMIC, STREAMING, }; }; /** \brief User defined renderable resource manager A render resource manager is an object that creates and manages renderable resources... This is given to the APEX SDK at creation time via the descriptor and must be persistent through the lifetime of the SDK. */ class UserRenderResourceManager { public: virtual ~UserRenderResourceManager() {} /** The create methods in this class will only be called from the context of an Renderable::updateRenderResources() call, but the release methods can be triggered by any APEX API call that deletes an Actor. It is up to the end-user to make the release methods thread safe. */ virtual UserRenderVertexBuffer* createVertexBuffer(const UserRenderVertexBufferDesc& desc) = 0; /** \brief Release vertex buffer */ virtual void releaseVertexBuffer(UserRenderVertexBuffer& buffer) = 0; /** \brief Create index buffer */ virtual UserRenderIndexBuffer* createIndexBuffer(const UserRenderIndexBufferDesc& desc) = 0; /** \brief Release index buffer */ virtual void releaseIndexBuffer(UserRenderIndexBuffer& buffer) = 0; /** \brief Create bone buffer */ virtual UserRenderBoneBuffer* createBoneBuffer(const UserRenderBoneBufferDesc& desc) = 0; /** \brief Release bone buffer */ virtual void releaseBoneBuffer(UserRenderBoneBuffer& buffer) = 0; /** \brief Create instance buffer */ virtual UserRenderInstanceBuffer* createInstanceBuffer(const UserRenderInstanceBufferDesc& desc) = 0; /** \brief Release instance buffer */ virtual void releaseInstanceBuffer(UserRenderInstanceBuffer& buffer) = 0; /** \brief Create sprite buffer */ virtual UserRenderSpriteBuffer* createSpriteBuffer(const UserRenderSpriteBufferDesc& desc) = 0; /** \brief Release sprite buffer */ virtual void releaseSpriteBuffer(UserRenderSpriteBuffer& buffer) = 0; /** \brief Create surface buffer */ virtual UserRenderSurfaceBuffer* createSurfaceBuffer(const UserRenderSurfaceBufferDesc& desc) = 0; /** \brief Release surface buffer */ virtual void releaseSurfaceBuffer(UserRenderSurfaceBuffer& buffer) = 0; /** \brief Create resource */ virtual UserRenderResource* createResource(const UserRenderResourceDesc& desc) = 0; /** releaseResource() should not release any of the included buffer pointers. Those free methods will be called separately by the APEX SDK before (or sometimes after) releasing the UserRenderResource. */ virtual void releaseResource(UserRenderResource& resource) = 0; /** Get the maximum number of bones supported by a given material. Return 0 for infinite. For optimal rendering, do not limit the bone count (return 0 from this function). */ virtual uint32_t getMaxBonesForMaterial(void* material) = 0; /** \brief Get the sprite layout data Returns true in case textureDescArray is set. In case user is not interested in setting specific layout for sprite PS, this function should return false. */ virtual bool getSpriteLayoutData(uint32_t spriteCount, uint32_t spriteSemanticsBitmap, UserRenderSpriteBufferDesc* textureDescArray) = 0; /** \brief Get the instance layout data Returns true in case textureDescArray is set. In case user is not interested in setting specific layout for sprite PS, this function should return false. */ virtual bool getInstanceLayoutData(uint32_t spriteCount, uint32_t spriteSemanticsBitmap, UserRenderInstanceBufferDesc* instanceDescArray) = 0; }; PX_POP_PACK } } // end namespace nvidia::apex #endif