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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 SAMPLE_APEX_RENDERER_H
#define SAMPLE_APEX_RENDERER_H
#include <UserRenderer.h>
#include <UserRenderResourceManager.h>
#pragma warning(push)
#pragma warning(disable:4512)
class UserRenderSpriteTextureDesc;
namespace SampleRenderer
{
class Renderer;
}
namespace SampleFramework
{
class SampleMaterialAsset;
}
class SampleApexRenderResourceManager : public nvidia::apex::UserRenderResourceManager
{
public:
/* We either store particle position/color/transform in the texture
and fetch it in the vertex shader OR we store them in the VBO */
enum ParticleRenderingMechanism {
VERTEX_TEXTURE_FETCH,
VERTEX_BUFFER_OBJECT
};
SampleApexRenderResourceManager(SampleRenderer::Renderer& renderer);
virtual ~SampleApexRenderResourceManager(void);
public:
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::UserRenderSurfaceBuffer* createSurfaceBuffer(const nvidia::apex::UserRenderSurfaceBufferDesc& desc);
virtual void releaseSurfaceBuffer(nvidia::apex::UserRenderSurfaceBuffer& 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::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* vertexDescArray);
virtual bool getInstanceLayoutData(uint32_t spriteCount,
uint32_t particleSemanticsBitmap,
nvidia::apex::UserRenderInstanceBufferDesc* instanceDescArray);
// change the material of a render resource
void setMaterial(nvidia::apex::UserRenderResource& resource, void* material);
void setParticleRenderingMechanism(ParticleRenderingMechanism m) { m_particleRenderingMechanism = m; }
protected:
SampleRenderer::Renderer& m_renderer;
ParticleRenderingMechanism m_particleRenderingMechanism;
uint32_t m_numVertexBuffers;
uint32_t m_numIndexBuffers;
uint32_t m_numSurfaceBuffers; //?
uint32_t m_numBoneBuffers;
uint32_t m_numInstanceBuffers;
uint32_t m_numResources;
};
class SampleApexRenderer : public nvidia::apex::UserRenderer
{
public:
SampleApexRenderer() : mForceWireframe(false), mOverrideMaterial(NULL) {}
virtual void renderResource(const nvidia::apex::RenderContext& context);
bool mForceWireframe;
SampleFramework::SampleMaterialAsset* mOverrideMaterial;
};
#pragma warning(pop)
#endif
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