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All rights reserved. #ifndef TEXT_RENDER_RESOURCE_MANAGER_H #define TEXT_RENDER_RESOURCE_MANAGER_H #include "UserRenderVertexBuffer.h" #include "UserRenderIndexBuffer.h" #include "UserRenderIndexBufferDesc.h" #include "UserRenderBoneBuffer.h" #include "UserRenderInstanceBuffer.h" #include "UserRenderSpriteBuffer.h" #include "UserRenderSurfaceBuffer.h" #include "UserRenderResourceManager.h" #include "UserRenderer.h" #include #include class Writer { public: Writer(FILE* outputFile); virtual ~Writer(); virtual void printAndScan(const char* format); virtual void printAndScan(const char* format, const char* arg); virtual void printAndScan(const char* format, int arg); virtual void printAndScan(float tolerance, nvidia::apex::RenderVertexSemantic::Enum s, const char* format, float arg); const char* semanticToString(nvidia::apex::RenderVertexSemantic::Enum semantic); const char* semanticToString(nvidia::apex::RenderBoneSemantic::Enum semantic); void writeElem(const char* name, unsigned int val); void writeArray(nvidia::apex::RenderDataFormat::Enum format, unsigned int stride, unsigned int numElements, const void* data, float tolerance, nvidia::apex::RenderVertexSemantic::Enum s); protected: FILE* mReferenceFile; FILE* mOutputFile; bool mIsStdout; }; class TextRenderResourceManager : public nvidia::apex::UserRenderResourceManager { protected: TextRenderResourceManager(); public: TextRenderResourceManager(int verbosity, const char* outputFilename); ~TextRenderResourceManager(); 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); unsigned int material2Id(void* material); void setVerbosity(int v) { mVerbosity = v; } int getVerbosity() { return mVerbosity; } virtual float getVBTolerance(nvidia::apex::RenderVertexSemantic::Enum /*s*/) { return 0.0f; } virtual float getRenderPoseTolerance() { return 0.0f; } virtual float getBonePoseTolerance() { return 0.0f; } 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: int mVerbosity; FILE* mOutputFile; Writer* mIO; std::map mMaterial2Id; int mVertexBufferCount; int mIndexBufferCount; int mBoneBufferCount; int mInstanceBufferCount; int mSpriteBufferCount; int mRenderResourceCount; int mSurfaceBufferCount; }; class TextUserRenderer : public nvidia::apex::UserRenderer { public: TextUserRenderer() {} virtual ~TextUserRenderer() {} virtual void renderResource(const nvidia::apex::RenderContext& context); }; #endif // TEXT_RENDER_RESOURCE_MANAGER_H