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
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
|
//
// 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_RESOURCES_H
#define APEX_RENDER_RESOURCES_H
#include "ApexRenderMaterial.h"
#include "Apex.h"
#include "Utils.h"
#include <vector>
using namespace physx;
using namespace nvidia;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class SampleApexRendererVertexBuffer : public apex::UserRenderVertexBuffer
{
public:
SampleApexRendererVertexBuffer(ID3D11Device& d3dDevice, const apex::UserRenderVertexBufferDesc& desc);
virtual ~SampleApexRendererVertexBuffer(void);
void bind(ID3D11DeviceContext& context, uint32_t streamID, uint32_t firstVertex);
void unbind(ID3D11DeviceContext& context, uint32_t streamID);
void addVertexElements(uint32_t streamIndex, std::vector<D3D11_INPUT_ELEMENT_DESC>& vertexElements) const;
protected:
virtual void writeBuffer(const apex::RenderVertexBufferData& data, uint32_t firstVertex, uint32_t numVerts);
private:
uint32_t mStride;
uint32_t mVerticesCount;
uint8_t mPointers[RenderVertexSemantic::NUM_SEMANTICS];
RenderDataFormat::Enum mDataFormat[RenderVertexSemantic::NUM_SEMANTICS];
ID3D11Device& mDevice;
ID3D11Buffer* mVertexBuffer;
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class SampleApexRendererIndexBuffer : public apex::UserRenderIndexBuffer
{
public:
SampleApexRendererIndexBuffer(ID3D11Device& d3dDevice, const apex::UserRenderIndexBufferDesc& desc);
virtual ~SampleApexRendererIndexBuffer(void);
void bind(ID3D11DeviceContext& context);
void unbind(ID3D11DeviceContext& context);
uint32_t GetIndicesCount()
{
return mIndicesCount;
}
private:
virtual void writeBuffer(const void* srcData, uint32_t srcStride, uint32_t firstDestElement, uint32_t numElements);
private:
uint32_t mIndicesCount;
uint32_t mStride;
ID3D11Device& mDevice;
ID3D11Buffer* mIndexBuffer;
DXGI_FORMAT mFormat;
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class SampleApexRendererBoneBuffer : public apex::UserRenderBoneBuffer
{
public:
SampleApexRendererBoneBuffer(ID3D11Device& d3dDevice, const apex::UserRenderBoneBufferDesc& desc);
virtual ~SampleApexRendererBoneBuffer(void);
void bind(uint32_t slot);
void unbind();
public:
virtual void writeBuffer(const apex::RenderBoneBufferData& data, uint32_t firstBone, uint32_t numBones);
private:
uint32_t mMaxBones;
PxMat44* mBones;
ID3D11Device& mDevice;
ID3D11Texture2D* mTexture;
ID3D11ShaderResourceView* mShaderResourceView;
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class SampleApexRendererSpriteBuffer : public apex::UserRenderSpriteBuffer
{
public:
SampleApexRendererSpriteBuffer(ID3D11Device& d3dDevice, const apex::UserRenderSpriteBufferDesc& desc);
virtual ~SampleApexRendererSpriteBuffer(void);
void addVertexElements(uint32_t streamIndex, std::vector<D3D11_INPUT_ELEMENT_DESC>& vertexElements) const;
void bind(ID3D11DeviceContext& context, uint32_t streamID, uint32_t firstVertex);
void unbind(ID3D11DeviceContext& context, uint32_t streamID);
virtual void writeBuffer(const void* data, uint32_t firstSprite, uint32_t numSprites);
virtual void writeTexture(uint32_t textureId, uint32_t numSprites, const void* srcData, size_t srcSize);
private:
ID3D11Device& mDevice;
uint32_t mStride;
RenderDataFormat::Enum mDataFormat[RenderVertexSemantic::NUM_SEMANTICS];
ID3D11Buffer* mVertexBuffer;
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class SampleApexRendererInstanceBuffer : public apex::UserRenderInstanceBuffer
{
public:
SampleApexRendererInstanceBuffer(ID3D11Device& d3dDevice, const apex::UserRenderInstanceBufferDesc& desc);
virtual ~SampleApexRendererInstanceBuffer(void);
void addVertexElements(uint32_t streamIndex, std::vector<D3D11_INPUT_ELEMENT_DESC>& vertexElements) const;
void bind(ID3D11DeviceContext& context, uint32_t streamID, uint32_t firstVertex);
void unbind(ID3D11DeviceContext& context, uint32_t streamID);
virtual void writeBuffer(const void* data, uint32_t firstInstance, uint32_t numInstances);
private:
ID3D11Device& mDevice;
uint32_t mStride;
vector<RenderDataFormat::Enum> mDataFormat;
ID3D11Buffer* mInstanceBuffer;
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class SampleApexRendererMesh : public apex::UserRenderResource
{
public:
SampleApexRendererMesh(ID3D11Device& d3dDevice, const apex::UserRenderResourceDesc& desc);
virtual ~SampleApexRendererMesh();
public:
virtual void setVertexBufferRange(uint32_t firstVertex, uint32_t numVerts);
virtual void setIndexBufferRange(uint32_t firstIndex, uint32_t numIndices);
virtual void setBoneBufferRange(uint32_t firstBone, uint32_t numBones);
virtual void setInstanceBufferRange(uint32_t firstInstance, uint32_t numInstances);
virtual void setSpriteBufferRange(uint32_t firstSprite, uint32_t numSprites);
virtual void setMaterial(void* material);
uint32_t getNbVertexBuffers() const
{
return mNumVertexBuffers;
}
apex::UserRenderVertexBuffer* getVertexBuffer(uint32_t index) const
{
apex::UserRenderVertexBuffer* buffer = 0;
PX_ASSERT(index < mNumVertexBuffers);
if(index < mNumVertexBuffers)
{
buffer = mVertexBuffers[index];
}
return buffer;
}
apex::UserRenderIndexBuffer* getIndexBuffer() const
{
return mIndexBuffer;
}
apex::UserRenderBoneBuffer* getBoneBuffer() const
{
return mBoneBuffer;
}
apex::UserRenderInstanceBuffer* getInstanceBuffer() const
{
return NULL;
}
apex::UserRenderSpriteBuffer* getSpriteBuffer() const
{
return mSpriteBuffer;
}
void render(const apex::RenderContext& context);
private:
SampleApexRendererVertexBuffer** mVertexBuffers;
uint32_t mNumVertexBuffers;
uint32_t mFirstVertex;
uint32_t mNumVertices;
SampleApexRendererIndexBuffer* mIndexBuffer;
uint32_t mFirstIndex;
uint32_t mNumIndices;
SampleApexRendererBoneBuffer* mBoneBuffer;
uint32_t mFirstBone;
uint32_t mNumBones;
SampleApexRendererSpriteBuffer* mSpriteBuffer;
uint32_t mFirstSprite;
uint32_t mNumSprites;
SampleApexRendererInstanceBuffer* mInstanceBuffer;
uint32_t mFirstInstance;
uint32_t mNumInstances;
PxMat44 mMeshTransform;
apex::RenderCullMode::Enum mCullMode;
ApexRenderMaterial* mMaterial;
ApexRenderMaterial::Instance* mMaterialInstance;
D3D11_PRIMITIVE_TOPOLOGY mPrimitiveTopology;
ID3D11Device& mDevice;
};
#endif
|