// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and 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. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. #ifndef RENDERER_INSTANCEBUFFER_H #define RENDERER_INSTANCEBUFFER_H #include #include "RendererInteropableBuffer.h" namespace SampleRenderer { class RendererInstanceBufferDesc; class RendererInstanceBuffer: public RendererInteropableBuffer { friend class RendererMesh; public: enum Semantic { SEMANTIC_POSITION = 0, SEMANTIC_NORMALX, SEMANTIC_NORMALY, SEMANTIC_NORMALZ, SEMANTIC_VELOCITY_LIFE,// life remain (0-1] is packed into w SEMANTIC_DENSITY, SEMANTIC_UV_OFFSET, SEMANTIC_LOCAL_OFFSET, NUM_SEMANTICS }_Semantic; enum Format { FORMAT_FLOAT1 = 0, FORMAT_FLOAT2, FORMAT_FLOAT3, FORMAT_FLOAT4, NUM_FORMATS, }_Format; enum Hint { HINT_STATIC = 0, HINT_DYNAMIC, }_Hint; public: static PxU32 getFormatByteSize(Format format); protected: RendererInstanceBuffer(const RendererInstanceBufferDesc &desc); virtual ~RendererInstanceBuffer(void); public: void release(void) { delete this; } Hint getHint(void) const; Format getFormatForSemantic(Semantic semantic) const; PxU32 getMaxInstances(void) const; PxU32 getOffsetForSemantic(Semantic semantic) const; void *lockSemantic(Semantic semantic, PxU32 &stride); void unlockSemantic(Semantic semantic); virtual void *lock(void) = 0; virtual void unlock(void) = 0; virtual PxU32 getStride(void) const { return m_stride; } private: virtual void bind(PxU32 streamID, PxU32 firstInstance) const = 0; virtual void unbind(PxU32 streamID) const = 0; RendererInstanceBuffer &operator=(const RendererInstanceBuffer &) { return *this; } protected: class SemanticDesc { public: Format format; PxU32 offset; bool locked; public: SemanticDesc(void) { format = NUM_FORMATS; offset = 0; locked = false; } }; protected: const Hint m_hint; PxU32 m_maxInstances; PxU32 m_stride; SemanticDesc m_semanticDescs[NUM_SEMANTICS]; private: void *m_lockedBuffer; PxU32 m_numSemanticLocks; }; } // namespace SampleRenderer #endif