// 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_VERTEXBUFFER_H #define RENDERER_VERTEXBUFFER_H #include #include "RendererInteropableBuffer.h" namespace SampleRenderer { class RendererVertexBufferDesc; class RendererVertexBuffer: public RendererInteropableBuffer { friend class RendererMesh; friend class GLES2Renderer; public: enum Semantic { SEMANTIC_POSITION = 0, SEMANTIC_COLOR, SEMANTIC_NORMAL, SEMANTIC_TANGENT, SEMANTIC_DISPLACEMENT_TEXCOORD, SEMANTIC_DISPLACEMENT_FLAGS, SEMANTIC_BONEINDEX, SEMANTIC_BONEWEIGHT, SEMANTIC_TEXCOORD0, SEMANTIC_TEXCOORD1, SEMANTIC_TEXCOORD2, SEMANTIC_TEXCOORD3, SEMANTIC_TEXCOORDMAX = SEMANTIC_TEXCOORD3, NUM_SEMANTICS, NUM_TEXCOORD_SEMANTICS = SEMANTIC_TEXCOORDMAX - SEMANTIC_TEXCOORD0, }_Semantic; enum Format { FORMAT_FLOAT1 = 0, FORMAT_FLOAT2, FORMAT_FLOAT3, FORMAT_FLOAT4, FORMAT_UBYTE4, FORMAT_USHORT4, FORMAT_COLOR_BGRA, // RendererColor FORMAT_COLOR_RGBA, // OGL format FORMAT_COLOR_NATIVE, // do not convert NUM_FORMATS, }_Format; enum Hint { HINT_STATIC = 0, HINT_DYNAMIC, }_Hint; public: static PxU32 getFormatByteSize(Format format); protected: RendererVertexBuffer(const RendererVertexBufferDesc &desc); virtual ~RendererVertexBuffer(void); public: void release(void) { delete this; } PxU32 getMaxVertices(void) const; Hint getHint(void) const; Format getFormatForSemantic(Semantic semantic) const; void *lockSemantic(Semantic semantic, PxU32 &stride); void unlockSemantic(Semantic semantic); //Checks buffer written state for vertex buffers in D3D virtual bool checkBufferWritten() { return true; } virtual void *lock(void) = 0; virtual void unlock(void) = 0; PxU32 getStride(void) const { return m_stride; } private: virtual void swizzleColor(void *colors, PxU32 stride, PxU32 numColors, RendererVertexBuffer::Format inFormat) = 0; virtual void bind(PxU32 streamID, PxU32 firstVertex) = 0; virtual void unbind(PxU32 streamID) = 0; RendererVertexBuffer &operator=(const RendererVertexBuffer &) { return *this; } protected: void prepareForRender(void); 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_maxVertices; PxU32 m_stride; bool m_deferredUnlock; SemanticDesc m_semanticDescs[NUM_SEMANTICS]; private: void *m_lockedBuffer; PxU32 m_numSemanticLocks; }; } // namespace SampleRenderer #endif