// // 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_RESOURCES_H #define APEX_RENDER_RESOURCES_H #include "ApexRenderMaterial.h" #include "Apex.h" #include "Utils.h" #include using namespace physx; using namespace nvidia; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// class SampleApexRendererVertexBuffer : public apex::UserRenderVertexBuffer { public: SampleApexRendererVertexBuffer(ID3D11Device& d3dDevice, const apex::UserRenderVertexBufferDesc& desc); virtual ~SampleApexRendererVertexBuffer(void); void bind(ID3D11DeviceContext& context, uint32_t streamID, uint32_t firstVertex); void unbind(ID3D11DeviceContext& context, uint32_t streamID); void addVertexElements(uint32_t streamIndex, std::vector& vertexElements) const; protected: virtual void writeBuffer(const apex::RenderVertexBufferData& data, uint32_t firstVertex, uint32_t numVerts); private: uint32_t mStride; uint32_t mVerticesCount; uint8_t mPointers[RenderVertexSemantic::NUM_SEMANTICS]; RenderDataFormat::Enum mDataFormat[RenderVertexSemantic::NUM_SEMANTICS]; ID3D11Device& mDevice; ID3D11Buffer* mVertexBuffer; }; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// class SampleApexRendererIndexBuffer : public apex::UserRenderIndexBuffer { public: SampleApexRendererIndexBuffer(ID3D11Device& d3dDevice, const apex::UserRenderIndexBufferDesc& desc); virtual ~SampleApexRendererIndexBuffer(void); void bind(ID3D11DeviceContext& context); void unbind(ID3D11DeviceContext& context); uint32_t GetIndicesCount() { return mIndicesCount; } private: virtual void writeBuffer(const void* srcData, uint32_t srcStride, uint32_t firstDestElement, uint32_t numElements); private: uint32_t mIndicesCount; uint32_t mStride; ID3D11Device& mDevice; ID3D11Buffer* mIndexBuffer; DXGI_FORMAT mFormat; }; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// class SampleApexRendererBoneBuffer : public apex::UserRenderBoneBuffer { public: SampleApexRendererBoneBuffer(ID3D11Device& d3dDevice, const apex::UserRenderBoneBufferDesc& desc); virtual ~SampleApexRendererBoneBuffer(void); void bind(uint32_t slot); void unbind(); public: virtual void writeBuffer(const apex::RenderBoneBufferData& data, uint32_t firstBone, uint32_t numBones); private: uint32_t mMaxBones; PxMat44* mBones; ID3D11Device& mDevice; ID3D11Texture2D* mTexture; ID3D11ShaderResourceView* mShaderResourceView; }; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// class SampleApexRendererSpriteBuffer : public apex::UserRenderSpriteBuffer { public: SampleApexRendererSpriteBuffer(ID3D11Device& d3dDevice, const apex::UserRenderSpriteBufferDesc& desc); virtual ~SampleApexRendererSpriteBuffer(void); void addVertexElements(uint32_t streamIndex, std::vector& vertexElements) const; void bind(ID3D11DeviceContext& context, uint32_t streamID, uint32_t firstVertex); void unbind(ID3D11DeviceContext& context, uint32_t streamID); virtual void writeBuffer(const void* data, uint32_t firstSprite, uint32_t numSprites); virtual void writeTexture(uint32_t textureId, uint32_t numSprites, const void* srcData, size_t srcSize); private: ID3D11Device& mDevice; uint32_t mStride; RenderDataFormat::Enum mDataFormat[RenderVertexSemantic::NUM_SEMANTICS]; ID3D11Buffer* mVertexBuffer; }; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// class SampleApexRendererInstanceBuffer : public apex::UserRenderInstanceBuffer { public: SampleApexRendererInstanceBuffer(ID3D11Device& d3dDevice, const apex::UserRenderInstanceBufferDesc& desc); virtual ~SampleApexRendererInstanceBuffer(void); void addVertexElements(uint32_t streamIndex, std::vector& vertexElements) const; void bind(ID3D11DeviceContext& context, uint32_t streamID, uint32_t firstVertex); void unbind(ID3D11DeviceContext& context, uint32_t streamID); virtual void writeBuffer(const void* data, uint32_t firstInstance, uint32_t numInstances); private: ID3D11Device& mDevice; uint32_t mStride; vector mDataFormat; ID3D11Buffer* mInstanceBuffer; }; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// class SampleApexRendererMesh : public apex::UserRenderResource { public: SampleApexRendererMesh(ID3D11Device& d3dDevice, const apex::UserRenderResourceDesc& desc); virtual ~SampleApexRendererMesh(); public: virtual void setVertexBufferRange(uint32_t firstVertex, uint32_t numVerts); virtual void setIndexBufferRange(uint32_t firstIndex, uint32_t numIndices); virtual void setBoneBufferRange(uint32_t firstBone, uint32_t numBones); virtual void setInstanceBufferRange(uint32_t firstInstance, uint32_t numInstances); virtual void setSpriteBufferRange(uint32_t firstSprite, uint32_t numSprites); virtual void setMaterial(void* material); uint32_t getNbVertexBuffers() const { return mNumVertexBuffers; } apex::UserRenderVertexBuffer* getVertexBuffer(uint32_t index) const { apex::UserRenderVertexBuffer* buffer = 0; PX_ASSERT(index < mNumVertexBuffers); if(index < mNumVertexBuffers) { buffer = mVertexBuffers[index]; } return buffer; } apex::UserRenderIndexBuffer* getIndexBuffer() const { return mIndexBuffer; } apex::UserRenderBoneBuffer* getBoneBuffer() const { return mBoneBuffer; } apex::UserRenderInstanceBuffer* getInstanceBuffer() const { return NULL; } apex::UserRenderSpriteBuffer* getSpriteBuffer() const { return mSpriteBuffer; } void render(const apex::RenderContext& context); private: SampleApexRendererVertexBuffer** mVertexBuffers; uint32_t mNumVertexBuffers; uint32_t mFirstVertex; uint32_t mNumVertices; SampleApexRendererIndexBuffer* mIndexBuffer; uint32_t mFirstIndex; uint32_t mNumIndices; SampleApexRendererBoneBuffer* mBoneBuffer; uint32_t mFirstBone; uint32_t mNumBones; SampleApexRendererSpriteBuffer* mSpriteBuffer; uint32_t mFirstSprite; uint32_t mNumSprites; SampleApexRendererInstanceBuffer* mInstanceBuffer; uint32_t mFirstInstance; uint32_t mNumInstances; PxMat44 mMeshTransform; apex::RenderCullMode::Enum mCullMode; ApexRenderMaterial* mMaterial; ApexRenderMaterial::Instance* mMaterialInstance; D3D11_PRIMITIVE_TOPOLOGY mPrimitiveTopology; ID3D11Device& mDevice; }; #endif