// // 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 MULTI_CLIENT_RENDER_RESOURCE_MANAGER_H #define MULTI_CLIENT_RENDER_RESOURCE_MANAGER_H #include "UserRenderResourceManager.h" #include "UserRenderer.h" #include class MultiClientRenderResourceManager : public nvidia::apex::UserRenderResourceManager { public: MultiClientRenderResourceManager(); ~MultiClientRenderResourceManager(); void addChild(nvidia::apex::UserRenderResourceManager* rrm, bool destroyAutomatic); virtual nvidia::apex::UserRenderVertexBuffer* createVertexBuffer(const nvidia::apex::UserRenderVertexBufferDesc& desc); virtual void releaseVertexBuffer(nvidia::apex::UserRenderVertexBuffer& buffer); virtual nvidia::apex::UserRenderIndexBuffer* createIndexBuffer(const nvidia::apex::UserRenderIndexBufferDesc& desc); virtual void releaseIndexBuffer(nvidia::apex::UserRenderIndexBuffer& buffer); virtual nvidia::apex::UserRenderBoneBuffer* createBoneBuffer(const nvidia::apex::UserRenderBoneBufferDesc& desc); virtual void releaseBoneBuffer(nvidia::apex::UserRenderBoneBuffer& buffer); virtual nvidia::apex::UserRenderInstanceBuffer* createInstanceBuffer(const nvidia::apex::UserRenderInstanceBufferDesc& desc); virtual void releaseInstanceBuffer(nvidia::apex::UserRenderInstanceBuffer& buffer); virtual nvidia::apex::UserRenderSpriteBuffer* createSpriteBuffer(const nvidia::apex::UserRenderSpriteBufferDesc& desc); virtual void releaseSpriteBuffer(nvidia::apex::UserRenderSpriteBuffer& buffer); virtual nvidia::apex::UserRenderSurfaceBuffer* createSurfaceBuffer( const nvidia::apex::UserRenderSurfaceBufferDesc &desc ); virtual void releaseSurfaceBuffer( nvidia::apex::UserRenderSurfaceBuffer &buffer ); virtual nvidia::apex::UserRenderResource* createResource(const nvidia::apex::UserRenderResourceDesc& desc); virtual void releaseResource(nvidia::apex::UserRenderResource& resource); virtual uint32_t getMaxBonesForMaterial(void* material); virtual bool getSpriteLayoutData(uint32_t spriteCount, uint32_t spriteSemanticsBitmap, nvidia::apex::UserRenderSpriteBufferDesc* bufferDesc); virtual bool getInstanceLayoutData(uint32_t particleCount, uint32_t particleSemanticsBitmap, nvidia::apex::UserRenderInstanceBufferDesc* bufferDesc); protected: struct Child { Child(nvidia::apex::UserRenderResourceManager* _rrm, bool destroy) : rrm(_rrm), destroyRrm(destroy) {} nvidia::apex::UserRenderResourceManager* rrm; bool destroyRrm; }; std::vector mChildren; }; class MultiClientUserRenderer : public nvidia::apex::UserRenderer { public: MultiClientUserRenderer() {} virtual ~MultiClientUserRenderer() {} void addChild(nvidia::apex::UserRenderer* child); virtual void renderResource(const nvidia::apex::RenderContext& context); protected: std::vector mChildren; }; #endif // MULTI_CLIENT_RENDER_RESOURCE_MANAGER_H