// // 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 APEX_RENDER_RESOURCE_MANAGER_H #define APEX_RENDER_RESOURCE_MANAGER_H #include "Apex.h" #include "ApexRenderResources.h" #include "PsString.h" #pragma warning(push) #pragma warning(disable : 4917) #pragma warning(disable : 4365) #include #pragma warning(pop) using namespace nvidia::apex; class ApexRenderResourceManager : public UserRenderResourceManager { public: ApexRenderResourceManager(ID3D11Device* d) : mDevice(d) {} virtual UserRenderVertexBuffer* createVertexBuffer(const UserRenderVertexBufferDesc& desc) { return new SampleApexRendererVertexBuffer(*mDevice, desc); } virtual void releaseVertexBuffer(UserRenderVertexBuffer& buffer) { delete &buffer; } virtual UserRenderIndexBuffer* createIndexBuffer(const UserRenderIndexBufferDesc& desc) { return new SampleApexRendererIndexBuffer(*mDevice, desc); } virtual void releaseIndexBuffer(UserRenderIndexBuffer& buffer) { delete &buffer; } virtual UserRenderBoneBuffer* createBoneBuffer(const UserRenderBoneBufferDesc& desc) { return new SampleApexRendererBoneBuffer(*mDevice, desc); } virtual void releaseBoneBuffer(UserRenderBoneBuffer& buffer) { delete &buffer; } virtual UserRenderInstanceBuffer* createInstanceBuffer(const UserRenderInstanceBufferDesc& desc) { return new SampleApexRendererInstanceBuffer(*mDevice, desc); } virtual void releaseInstanceBuffer(UserRenderInstanceBuffer& buffer) { delete &buffer; } virtual UserRenderSpriteBuffer* createSpriteBuffer(const UserRenderSpriteBufferDesc& desc) { return new SampleApexRendererSpriteBuffer(*mDevice, desc); } virtual void releaseSpriteBuffer(UserRenderSpriteBuffer& buffer) { delete &buffer; } virtual UserRenderSurfaceBuffer* createSurfaceBuffer(const UserRenderSurfaceBufferDesc&) { physx::shdfnd::printString("createSurfaceBuffer"); return NULL; } virtual void releaseSurfaceBuffer(UserRenderSurfaceBuffer&) { } virtual UserRenderResource* createResource(const UserRenderResourceDesc& desc) { return new SampleApexRendererMesh(*mDevice, desc); } virtual void releaseResource(UserRenderResource& buffer) { delete &buffer; } virtual uint32_t getMaxBonesForMaterial(void*) { return 0; } virtual bool getSpriteLayoutData(uint32_t spriteCount, uint32_t spriteSemanticsBitmap, UserRenderSpriteBufferDesc* vertexDescArray); virtual bool getInstanceLayoutData(uint32_t spriteCount, uint32_t particleSemanticsBitmap, UserRenderInstanceBufferDesc* instanceDescArray); private: ID3D11Device* mDevice; }; #endif