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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 MULTI_CLIENT_RENDER_RESOURCE_MANAGER_H
#define MULTI_CLIENT_RENDER_RESOURCE_MANAGER_H
#include "UserRenderResourceManager.h"
#include "UserRenderer.h"
#include <vector>
class MultiClientRenderResourceManager : public nvidia::apex::UserRenderResourceManager
{
public:
MultiClientRenderResourceManager();
~MultiClientRenderResourceManager();
void addChild(nvidia::apex::UserRenderResourceManager* rrm, bool destroyAutomatic);
virtual nvidia::apex::UserRenderVertexBuffer* createVertexBuffer(const nvidia::apex::UserRenderVertexBufferDesc& desc);
virtual void releaseVertexBuffer(nvidia::apex::UserRenderVertexBuffer& buffer);
virtual nvidia::apex::UserRenderIndexBuffer* createIndexBuffer(const nvidia::apex::UserRenderIndexBufferDesc& desc);
virtual void releaseIndexBuffer(nvidia::apex::UserRenderIndexBuffer& buffer);
virtual nvidia::apex::UserRenderBoneBuffer* createBoneBuffer(const nvidia::apex::UserRenderBoneBufferDesc& desc);
virtual void releaseBoneBuffer(nvidia::apex::UserRenderBoneBuffer& buffer);
virtual nvidia::apex::UserRenderInstanceBuffer* createInstanceBuffer(const nvidia::apex::UserRenderInstanceBufferDesc& desc);
virtual void releaseInstanceBuffer(nvidia::apex::UserRenderInstanceBuffer& buffer);
virtual nvidia::apex::UserRenderSpriteBuffer* createSpriteBuffer(const nvidia::apex::UserRenderSpriteBufferDesc& desc);
virtual void releaseSpriteBuffer(nvidia::apex::UserRenderSpriteBuffer& buffer);
virtual nvidia::apex::UserRenderSurfaceBuffer* createSurfaceBuffer( const nvidia::apex::UserRenderSurfaceBufferDesc &desc );
virtual void releaseSurfaceBuffer( nvidia::apex::UserRenderSurfaceBuffer &buffer );
virtual nvidia::apex::UserRenderResource* createResource(const nvidia::apex::UserRenderResourceDesc& desc);
virtual void releaseResource(nvidia::apex::UserRenderResource& resource);
virtual uint32_t getMaxBonesForMaterial(void* material);
virtual bool getSpriteLayoutData(uint32_t spriteCount,
uint32_t spriteSemanticsBitmap,
nvidia::apex::UserRenderSpriteBufferDesc* bufferDesc);
virtual bool getInstanceLayoutData(uint32_t particleCount,
uint32_t particleSemanticsBitmap,
nvidia::apex::UserRenderInstanceBufferDesc* bufferDesc);
protected:
struct Child
{
Child(nvidia::apex::UserRenderResourceManager* _rrm, bool destroy) : rrm(_rrm), destroyRrm(destroy) {}
nvidia::apex::UserRenderResourceManager* rrm;
bool destroyRrm;
};
std::vector<Child> mChildren;
};
class MultiClientUserRenderer : public nvidia::apex::UserRenderer
{
public:
MultiClientUserRenderer() {}
virtual ~MultiClientUserRenderer() {}
void addChild(nvidia::apex::UserRenderer* child);
virtual void renderResource(const nvidia::apex::RenderContext& context);
protected:
std::vector<nvidia::apex::UserRenderer*> mChildren;
};
#endif // MULTI_CLIENT_RENDER_RESOURCE_MANAGER_H
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