blob: 1438a1b4e00358df47072ee94c3350576a7d46e6 (
plain) (
blame)
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
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
|
/*
* 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 USER_RENDER_RESOURCE_DESC_H
#define USER_RENDER_RESOURCE_DESC_H
/*!
\file
\brief class UserRenderResourceDesc
*/
#include "UserRenderResourceManager.h"
#include "foundation/PxAssert.h"
namespace nvidia
{
namespace apex
{
PX_PUSH_PACK_DEFAULT
class Renderable;
class UserOpaqueMesh;
class UserRenderVertexBuffer;
class UserRenderIndexBuffer;
class UserRenderBoneBuffer;
class UserRenderInstanceBuffer;
class UserRenderSpriteBuffer;
/**
\brief Describes all the data that makes up a renderable resource
*/
class UserRenderResourceDesc
{
public:
UserRenderResourceDesc(void)
{
firstVertex = 0;
numVerts = 0;
indexBuffer = 0;
firstIndex = 0;
numIndices = 0;
boneBuffer = 0;
firstBone = 0;
numBones = 0;
instanceBuffer = 0;
firstInstance = 0;
numInstances = 0;
spriteBuffer = 0;
firstSprite = 0;
numSprites = 0;
visibleSpriteCount = 0;
material = 0;
submeshIndex = 0;
userRenderData = 0;
numVertexBuffers = 0;
vertexBuffers = NULL;
cullMode = RenderCullMode::CLOCKWISE;
primitives = RenderPrimitiveType::UNKNOWN;
opaqueMesh = NULL;
}
/**
\brief Checks if the resource is valid
*/
bool isValid(void) const
{
uint32_t numFailed = 0;
if (numVertexBuffers >= 255)
{
numFailed++;
}
if (numIndices && !indexBuffer)
{
numFailed++;
}
if (numBones && !boneBuffer)
{
numFailed++;
}
if (numInstances && !instanceBuffer)
{
numFailed++;
}
if (numSprites && !spriteBuffer)
{
numFailed++;
}
PX_ASSERT(numFailed == 0);
return numFailed == 0;
}
public:
UserOpaqueMesh* opaqueMesh; //!< A user specified opaque mesh interface.
UserRenderVertexBuffer** vertexBuffers; //!< vertex buffers used when rendering this resource.
//!< there should be no overlap in semantics between any two VBs.
uint32_t numVertexBuffers; //!< number of vertex buffers used when rendering this resource.
uint32_t firstVertex; //!< First vertex to render
uint32_t numVerts; //!< Number of vertices to render
UserRenderIndexBuffer* indexBuffer; //!< optional index buffer used when rendering this resource.
uint32_t firstIndex; //!< First index to render
uint32_t numIndices; //!< Number of indices to render
UserRenderBoneBuffer* boneBuffer; //!< optional bone buffer used for skinned meshes.
uint32_t firstBone; //!< First bone to render
uint32_t numBones; //!< Number of bones to render
UserRenderInstanceBuffer* instanceBuffer; //!< optional instance buffer if rendering multiple instances of the same resource.
uint32_t firstInstance; //!< First instance to render
uint32_t numInstances; //!< Number of instances to render
UserRenderSpriteBuffer* spriteBuffer; //!< optional sprite buffer if rendering sprites
uint32_t firstSprite; //!< First sprite to render
uint32_t numSprites; //!< Number of sprites to render
uint32_t visibleSpriteCount; //!< If the sprite buffer is using the view direction modifier; this will represent the number of sprites visible in front of the camera (Not necessarily in the frustum but in front of the camera)
UserRenderSurfaceBuffer** surfaceBuffers; //!< optional surface buffer for transferring variable to texture
uint32_t numSurfaceBuffers; //!< Number of surface buffers to render
uint32_t widthSurfaceBuffers;//!< The surface buffer width
uint32_t heightSurfaceBuffers;//!< The surface buffer height
void* material; //!< user defined material used when rendering this resource.
uint32_t submeshIndex; //!< the index of the submesh that render resource belongs to
//! user defined pointer originally passed in to Renderable::updateRenderResources(..)
void* userRenderData;
RenderCullMode::Enum cullMode; //!< Triangle culling mode
RenderPrimitiveType::Enum primitives; //!< Rendering primitive type (triangle, line strip, etc)
};
PX_POP_PACK
}
} // end namespace nvidia::apex
#endif
|