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
|
/*
* 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 TEXT_RENDER_RESOURCE_MANAGER_H
#define TEXT_RENDER_RESOURCE_MANAGER_H
#include "UserRenderVertexBuffer.h"
#include "UserRenderIndexBuffer.h"
#include "UserRenderIndexBufferDesc.h"
#include "UserRenderBoneBuffer.h"
#include "UserRenderInstanceBuffer.h"
#include "UserRenderSpriteBuffer.h"
#include "UserRenderSurfaceBuffer.h"
#include "UserRenderResourceManager.h"
#include "UserRenderer.h"
#include <stdio.h>
#include <map>
class Writer
{
public:
Writer(FILE* outputFile);
virtual ~Writer();
virtual void printAndScan(const char* format);
virtual void printAndScan(const char* format, const char* arg);
virtual void printAndScan(const char* format, int arg);
virtual void printAndScan(float tolerance, nvidia::apex::RenderVertexSemantic::Enum s, const char* format, float arg);
const char* semanticToString(nvidia::apex::RenderVertexSemantic::Enum semantic);
const char* semanticToString(nvidia::apex::RenderBoneSemantic::Enum semantic);
void writeElem(const char* name, unsigned int val);
void writeArray(nvidia::apex::RenderDataFormat::Enum format, unsigned int stride, unsigned int numElements, const void* data, float tolerance, nvidia::apex::RenderVertexSemantic::Enum s);
protected:
FILE* mReferenceFile;
FILE* mOutputFile;
bool mIsStdout;
};
class TextRenderResourceManager : public nvidia::apex::UserRenderResourceManager
{
protected:
TextRenderResourceManager();
public:
TextRenderResourceManager(int verbosity, const char* outputFilename);
~TextRenderResourceManager();
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);
unsigned int material2Id(void* material);
void setVerbosity(int v) { mVerbosity = v; }
int getVerbosity() { return mVerbosity; }
virtual float getVBTolerance(nvidia::apex::RenderVertexSemantic::Enum /*s*/)
{
return 0.0f;
}
virtual float getRenderPoseTolerance() { return 0.0f; }
virtual float getBonePoseTolerance() { return 0.0f; }
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:
int mVerbosity;
FILE* mOutputFile;
Writer* mIO;
std::map<void*, unsigned int> mMaterial2Id;
int mVertexBufferCount;
int mIndexBufferCount;
int mBoneBufferCount;
int mInstanceBufferCount;
int mSpriteBufferCount;
int mRenderResourceCount;
int mSurfaceBufferCount;
};
class TextUserRenderer : public nvidia::apex::UserRenderer
{
public:
TextUserRenderer() {}
virtual ~TextUserRenderer() {}
virtual void renderResource(const nvidia::apex::RenderContext& context);
};
#endif // TEXT_RENDER_RESOURCE_MANAGER_H
|