/* * 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 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