// // 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 RECORDING_RENDER_RESOURCE_MANAGER_H #define RECORDING_RENDER_RESOURCE_MANAGER_H #include "UserRenderResourceManager.h" #include "UserRenderer.h" #include namespace nvidia { namespace apex { class RenderVertexBufferData; //class RenderBoneBufferData; // not possible, d'oh } } #include "UserRenderBoneBuffer.h" class RecordingRenderResourceManager : public nvidia::apex::UserRenderResourceManager { public: class RecorderInterface { public: virtual ~RecorderInterface() {} virtual void createVertexBuffer(unsigned int id, const nvidia::apex::UserRenderVertexBufferDesc& desc) = 0; virtual void writeVertexBuffer(unsigned int id, const nvidia::apex::RenderVertexBufferData& data, unsigned int firstVertex, unsigned int numVertices) = 0; virtual void releaseVertexBuffer(unsigned int id) = 0; virtual void createIndexBuffer(unsigned int id, const nvidia::apex::UserRenderIndexBufferDesc& desc) = 0; virtual void writeIndexBuffer(unsigned int id, const void* srcData, uint32_t srcStride, unsigned int firstDestElement, unsigned int numElements, nvidia::apex::RenderDataFormat::Enum format) = 0; virtual void releaseIndexBuffer(unsigned int id) = 0; virtual void createBoneBuffer(unsigned int id, const nvidia::apex::UserRenderBoneBufferDesc& desc) = 0; virtual void writeBoneBuffer(unsigned int id, const nvidia::apex::RenderBoneBufferData& data, unsigned int firstBone, unsigned int numBones) = 0; virtual void releaseBoneBuffer(unsigned int id) = 0; virtual void createResource(unsigned int id, const nvidia::apex::UserRenderResourceDesc& desc) = 0; virtual void renderResource(unsigned int id, const nvidia::apex::UserRenderResourceDesc& desc) = 0; virtual void releaseResource(unsigned int id) = 0; virtual void setMaxBonesForMaterial(void* material, unsigned int maxBones) = 0; }; RecordingRenderResourceManager(nvidia::apex::UserRenderResourceManager* child, bool ownsChild, RecorderInterface* recorder); ~RecordingRenderResourceManager(); 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); /** \brief Get the sprite layout data */ virtual bool getSpriteLayoutData(uint32_t spriteCount, uint32_t spriteSemanticsBitmap, nvidia::apex::UserRenderSpriteBufferDesc* textureDescArray) { PX_ALWAYS_ASSERT(); // TODO TODO TODO : This needs to be implemented. PX_UNUSED(spriteCount); PX_UNUSED(spriteSemanticsBitmap); PX_UNUSED(textureDescArray); return false; } /** \brief Get the instance layout data */ virtual bool getInstanceLayoutData(uint32_t spriteCount, uint32_t spriteSemanticsBitmap, nvidia::apex::UserRenderInstanceBufferDesc* instanceDescArray) { PX_ALWAYS_ASSERT(); // TODO TODO TODO : This needs to be implemented. PX_UNUSED(spriteCount); PX_UNUSED(spriteSemanticsBitmap); PX_UNUSED(instanceDescArray); return false; } protected: nvidia::apex::UserRenderResourceManager* mChild; bool mOwnsChild; RecorderInterface* mRecorder; }; class RecordingRenderer : public nvidia::apex::UserRenderer { public: RecordingRenderer(nvidia::apex::UserRenderer* child, RecordingRenderResourceManager::RecorderInterface* recorder); virtual ~RecordingRenderer(); virtual void renderResource(const nvidia::apex::RenderContext& context); protected: nvidia::apex::UserRenderer* mChild; RecordingRenderResourceManager::RecorderInterface* mRecorder; }; class FileRecorder : public RecordingRenderResourceManager::RecorderInterface { public: FileRecorder(const char* filename); ~FileRecorder(); virtual void createVertexBuffer(unsigned int id, const nvidia::apex::UserRenderVertexBufferDesc& desc); virtual void writeVertexBuffer(unsigned int id, const nvidia::apex::RenderVertexBufferData& data, unsigned int firstVertex, unsigned int numVertices); virtual void releaseVertexBuffer(unsigned int id); virtual void createIndexBuffer(unsigned int id, const nvidia::apex::UserRenderIndexBufferDesc& desc); virtual void writeIndexBuffer(unsigned int id, const void* srcData, uint32_t srcStride, unsigned int firstDestElement, unsigned int numElements, nvidia::apex::RenderDataFormat::Enum format); virtual void releaseIndexBuffer(unsigned int id); virtual void createBoneBuffer(unsigned int id, const nvidia::apex::UserRenderBoneBufferDesc& desc); virtual void writeBoneBuffer(unsigned int id, const nvidia::apex::RenderBoneBufferData& data, unsigned int firstBone, unsigned int numBones); virtual void releaseBoneBuffer(unsigned int id); virtual void createResource(unsigned int id, const nvidia::apex::UserRenderResourceDesc& desc); virtual void renderResource(unsigned int id, const nvidia::apex::UserRenderResourceDesc& desc); virtual void releaseResource(unsigned int id); virtual void setMaxBonesForMaterial(void* material, unsigned int maxBones); protected: void writeElem(const char* name, unsigned int value); void writeBufferData(const void* data, unsigned int stride, unsigned int numElements, nvidia::apex::RenderDataFormat::Enum format); void writeBufferDataFloat(const void* data, unsigned int stride, unsigned int numElements, unsigned int numFloatsPerDataSet); void writeBufferDataShort(const void* data, unsigned int stride, unsigned int numElements, unsigned int numFloatsPerDataSet); void writeBufferDataLong(const void* data, unsigned int stride, unsigned int numElements, unsigned int numFloatsPerDataSet); FILE* mOutputFile; }; #endif // RECORDING_RENDER_RESOURCE_MANAGER_H