1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
|
//
// 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 USER_RENDER_RESOURCE_H
#define USER_RENDER_RESOURCE_H
/*!
\file
\brief class UserRenderResource
*/
#include "ApexUsingNamespace.h"
namespace nvidia
{
namespace apex
{
class UserRenderVertexBuffer;
class UserRenderIndexBuffer;
class UserRenderBoneBuffer;
class UserRenderInstanceBuffer;
class UserRenderSpriteBuffer;
PX_PUSH_PACK_DEFAULT
/**
\brief An abstract interface to a renderable resource
*/
class UserRenderResource
{
public:
virtual ~UserRenderResource() {}
/** \brief Set vertex buffer range */
virtual void setVertexBufferRange(uint32_t firstVertex, uint32_t numVerts) = 0;
/** \brief Set index buffer range */
virtual void setIndexBufferRange(uint32_t firstIndex, uint32_t numIndices) = 0;
/** \brief Set bone buffer range */
virtual void setBoneBufferRange(uint32_t firstBone, uint32_t numBones) = 0;
/** \brief Set instance buffer range */
virtual void setInstanceBufferRange(uint32_t firstInstance, uint32_t numInstances) = 0;
/** \brief Set sprite buffer range */
virtual void setSpriteBufferRange(uint32_t firstSprite, uint32_t numSprites) = 0;
/** \brief Set sprite visible count */
virtual void setSpriteVisibleCount(uint32_t visibleCount) { PX_UNUSED(visibleCount); }
/** \brief Set material */
virtual void setMaterial(void* material) = 0;
/** \brief Get number of vertex buffers */
virtual uint32_t getNbVertexBuffers() const = 0;
/** \brief Get vertex buffer */
virtual UserRenderVertexBuffer* getVertexBuffer(uint32_t index) const = 0;
/** \brief Get index buffer */
virtual UserRenderIndexBuffer* getIndexBuffer() const = 0;
/** \brief Get bone buffer */
virtual UserRenderBoneBuffer* getBoneBuffer() const = 0;
/** \brief Get instance buffer */
virtual UserRenderInstanceBuffer* getInstanceBuffer() const = 0;
/** \brief Get sprite buffer */
virtual UserRenderSpriteBuffer* getSpriteBuffer() const = 0;
};
PX_POP_PACK
}
} // end namespace nvidia::apex
#endif
|