/* * 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 SAMPLE_APEX_RENDERER_H #define SAMPLE_APEX_RENDERER_H #include #include #pragma warning(push) #pragma warning(disable:4512) class UserRenderSpriteTextureDesc; namespace SampleRenderer { class Renderer; } namespace SampleFramework { class SampleMaterialAsset; } class SampleApexRenderResourceManager : public nvidia::apex::UserRenderResourceManager { public: /* We either store particle position/color/transform in the texture and fetch it in the vertex shader OR we store them in the VBO */ enum ParticleRenderingMechanism { VERTEX_TEXTURE_FETCH, VERTEX_BUFFER_OBJECT }; SampleApexRenderResourceManager(SampleRenderer::Renderer& renderer); virtual ~SampleApexRenderResourceManager(void); public: 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::UserRenderSurfaceBuffer* createSurfaceBuffer(const nvidia::apex::UserRenderSurfaceBufferDesc& desc); virtual void releaseSurfaceBuffer(nvidia::apex::UserRenderSurfaceBuffer& 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::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* vertexDescArray); virtual bool getInstanceLayoutData(uint32_t spriteCount, uint32_t particleSemanticsBitmap, nvidia::apex::UserRenderInstanceBufferDesc* instanceDescArray); // change the material of a render resource void setMaterial(nvidia::apex::UserRenderResource& resource, void* material); void setParticleRenderingMechanism(ParticleRenderingMechanism m) { m_particleRenderingMechanism = m; } protected: SampleRenderer::Renderer& m_renderer; ParticleRenderingMechanism m_particleRenderingMechanism; uint32_t m_numVertexBuffers; uint32_t m_numIndexBuffers; uint32_t m_numSurfaceBuffers; //? uint32_t m_numBoneBuffers; uint32_t m_numInstanceBuffers; uint32_t m_numResources; }; class SampleApexRenderer : public nvidia::apex::UserRenderer { public: SampleApexRenderer() : mForceWireframe(false), mOverrideMaterial(NULL) {} virtual void renderResource(const nvidia::apex::RenderContext& context); bool mForceWireframe; SampleFramework::SampleMaterialAsset* mOverrideMaterial; }; #pragma warning(pop) #endif