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//
// 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 APEX_RENDER_RESOURCE_MANAGER_H
#define APEX_RENDER_RESOURCE_MANAGER_H
#include "Apex.h"
#include "ApexRenderResources.h"
#include "PsString.h"
#pragma warning(push)
#pragma warning(disable : 4917)
#pragma warning(disable : 4365)
#include <d3d11.h>
#pragma warning(pop)
using namespace nvidia::apex;
class ApexRenderResourceManager : public UserRenderResourceManager
{
public:
ApexRenderResourceManager(ID3D11Device* d) : mDevice(d) {}
virtual UserRenderVertexBuffer* createVertexBuffer(const UserRenderVertexBufferDesc& desc)
{
return new SampleApexRendererVertexBuffer(*mDevice, desc);
}
virtual void releaseVertexBuffer(UserRenderVertexBuffer& buffer)
{
delete &buffer;
}
virtual UserRenderIndexBuffer* createIndexBuffer(const UserRenderIndexBufferDesc& desc)
{
return new SampleApexRendererIndexBuffer(*mDevice, desc);
}
virtual void releaseIndexBuffer(UserRenderIndexBuffer& buffer)
{
delete &buffer;
}
virtual UserRenderBoneBuffer* createBoneBuffer(const UserRenderBoneBufferDesc& desc)
{
return new SampleApexRendererBoneBuffer(*mDevice, desc);
}
virtual void releaseBoneBuffer(UserRenderBoneBuffer& buffer)
{
delete &buffer;
}
virtual UserRenderInstanceBuffer* createInstanceBuffer(const UserRenderInstanceBufferDesc& desc)
{
return new SampleApexRendererInstanceBuffer(*mDevice, desc);
}
virtual void releaseInstanceBuffer(UserRenderInstanceBuffer& buffer)
{
delete &buffer;
}
virtual UserRenderSpriteBuffer* createSpriteBuffer(const UserRenderSpriteBufferDesc& desc)
{
return new SampleApexRendererSpriteBuffer(*mDevice, desc);
}
virtual void releaseSpriteBuffer(UserRenderSpriteBuffer& buffer)
{
delete &buffer;
}
virtual UserRenderSurfaceBuffer* createSurfaceBuffer(const UserRenderSurfaceBufferDesc&)
{
physx::shdfnd::printString("createSurfaceBuffer");
return NULL;
}
virtual void releaseSurfaceBuffer(UserRenderSurfaceBuffer&)
{
}
virtual UserRenderResource* createResource(const UserRenderResourceDesc& desc)
{
return new SampleApexRendererMesh(*mDevice, desc);
}
virtual void releaseResource(UserRenderResource& buffer)
{
delete &buffer;
}
virtual uint32_t getMaxBonesForMaterial(void*)
{
return 0;
}
virtual bool getSpriteLayoutData(uint32_t spriteCount, uint32_t spriteSemanticsBitmap, UserRenderSpriteBufferDesc* vertexDescArray);
virtual bool getInstanceLayoutData(uint32_t spriteCount, uint32_t particleSemanticsBitmap, UserRenderInstanceBufferDesc* instanceDescArray);
private:
ID3D11Device* mDevice;
};
#endif
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