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/*
 * 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 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