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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.
#include <SampleApexRenderer.h>
#include <SampleApexRenderResources.h>
#if !USE_RENDERER_MATERIAL
#include <SampleMaterialAsset.h>
#endif
#include <RenderContext.h>
#include <UserRenderIndexBufferDesc.h>
#include <UserRenderInstanceBuffer.h>
#include <UserRenderResourceDesc.h>
#include <UserRenderBoneBufferDesc.h>
#include <UserRenderSpriteBufferDesc.h>
#include <UserRenderSurfaceBufferDesc.h>
#include <UserRenderVertexBufferDesc.h>
#include <UserRenderSpriteBufferDesc.h>
#include <algorithm> // for std::min
/**********************************
* SampleApexRenderResourceManager *
**********************************/
SampleApexRenderResourceManager::SampleApexRenderResourceManager(SampleRenderer::Renderer& renderer) :
m_renderer(renderer), m_particleRenderingMechanism(VERTEX_BUFFER_OBJECT)
{
m_numVertexBuffers = 0;
m_numIndexBuffers = 0;
m_numSurfaceBuffers = 0;
m_numBoneBuffers = 0;
m_numInstanceBuffers = 0;
m_numResources = 0;
}
SampleApexRenderResourceManager::~SampleApexRenderResourceManager(void)
{
RENDERER_ASSERT(m_numVertexBuffers == 0, "Not all Vertex Buffers were released prior to Render Resource Manager destruction!");
RENDERER_ASSERT(m_numIndexBuffers == 0, "Not all Index Buffers were released prior to Render Resource Manager destruction!");
RENDERER_ASSERT(m_numSurfaceBuffers == 0, "Not all Surface Buffers were released prior to Render Resource Manager destruction!");
RENDERER_ASSERT(m_numBoneBuffers == 0, "Not all Bone Buffers were released prior to Render Resource Manager destruction!");
RENDERER_ASSERT(m_numInstanceBuffers == 0, "Not all Instance Buffers were released prior to Render Resource Manager destruction!");
RENDERER_ASSERT(m_numResources == 0, "Not all Resources were released prior to Render Resource Manager destruction!");
}
nvidia::apex::UserRenderVertexBuffer* SampleApexRenderResourceManager::createVertexBuffer(const nvidia::apex::UserRenderVertexBufferDesc& desc)
{
SampleApexRendererVertexBuffer* vb = 0;
unsigned int numSemantics = 0;
for (unsigned int i = 0; i < nvidia::apex::RenderVertexSemantic::NUM_SEMANTICS; i++)
{
numSemantics += desc.buffersRequest[i] != nvidia::apex::RenderDataFormat::UNSPECIFIED ? 1 : 0;
}
PX_ASSERT(desc.isValid());
if (desc.isValid() && numSemantics > 0)
{
vb = new SampleApexRendererVertexBuffer(m_renderer, desc);
m_numVertexBuffers++;
}
return vb;
}
void SampleApexRenderResourceManager::releaseVertexBuffer(nvidia::apex::UserRenderVertexBuffer& buffer)
{
PX_ASSERT(m_numVertexBuffers > 0);
m_numVertexBuffers--;
delete &buffer;
}
nvidia::apex::UserRenderIndexBuffer* SampleApexRenderResourceManager::createIndexBuffer(const nvidia::apex::UserRenderIndexBufferDesc& desc)
{
SampleApexRendererIndexBuffer* ib = 0;
PX_ASSERT(desc.isValid());
if (desc.isValid())
{
ib = new SampleApexRendererIndexBuffer(m_renderer, desc);
m_numIndexBuffers++;
}
return ib;
}
void SampleApexRenderResourceManager::releaseIndexBuffer(nvidia::apex::UserRenderIndexBuffer& buffer)
{
PX_ASSERT(m_numIndexBuffers > 0);
m_numIndexBuffers--;
delete &buffer;
}
nvidia::apex::UserRenderSurfaceBuffer* SampleApexRenderResourceManager::createSurfaceBuffer(const nvidia::apex::UserRenderSurfaceBufferDesc& desc)
{
SampleApexRendererSurfaceBuffer* sb = 0;
PX_ASSERT(desc.isValid());
if (desc.isValid())
{
sb = new SampleApexRendererSurfaceBuffer(m_renderer, desc);
m_numSurfaceBuffers++;
}
return sb;
}
void SampleApexRenderResourceManager::releaseSurfaceBuffer(nvidia::apex::UserRenderSurfaceBuffer& buffer)
{
PX_ASSERT(m_numSurfaceBuffers > 0);
m_numSurfaceBuffers--;
delete &buffer;
}
nvidia::apex::UserRenderBoneBuffer* SampleApexRenderResourceManager::createBoneBuffer(const nvidia::apex::UserRenderBoneBufferDesc& desc)
{
SampleApexRendererBoneBuffer* bb = 0;
PX_ASSERT(desc.isValid());
if (desc.isValid())
{
bb = new SampleApexRendererBoneBuffer(m_renderer, desc);
m_numBoneBuffers++;
}
return bb;
}
void SampleApexRenderResourceManager::releaseBoneBuffer(nvidia::apex::UserRenderBoneBuffer& buffer)
{
PX_ASSERT(m_numBoneBuffers > 0);
m_numBoneBuffers--;
delete &buffer;
}
nvidia::apex::UserRenderInstanceBuffer* SampleApexRenderResourceManager::createInstanceBuffer(const nvidia::apex::UserRenderInstanceBufferDesc& desc)
{
SampleApexRendererInstanceBuffer* ib = 0;
PX_ASSERT(desc.isValid());
if (desc.isValid())
{
ib = new SampleApexRendererInstanceBuffer(m_renderer, desc);
m_numInstanceBuffers++;
}
return ib;
}
void SampleApexRenderResourceManager::releaseInstanceBuffer(nvidia::apex::UserRenderInstanceBuffer& buffer)
{
PX_ASSERT(m_numInstanceBuffers > 0);
m_numInstanceBuffers--;
delete &buffer;
}
nvidia::apex::UserRenderSpriteBuffer* SampleApexRenderResourceManager::createSpriteBuffer(const nvidia::apex::UserRenderSpriteBufferDesc& desc)
{
#if USE_RENDER_SPRITE_BUFFER
SampleApexRendererSpriteBuffer* sb = 0;
PX_ASSERT(desc.isValid());
if (desc.isValid())
{
// convert SB to VB
sb = new SampleApexRendererSpriteBuffer(m_renderer, desc);
m_numVertexBuffers++;
}
return sb;
#else
return NULL;
#endif
}
void SampleApexRenderResourceManager::releaseSpriteBuffer(nvidia::apex::UserRenderSpriteBuffer& buffer)
{
#if USE_RENDER_SPRITE_BUFFER
// LRR: for now, just use a VB
PX_ASSERT(m_numVertexBuffers > 0);
m_numVertexBuffers--;
delete &buffer;
#endif
}
nvidia::apex::UserRenderResource* SampleApexRenderResourceManager::createResource(const nvidia::apex::UserRenderResourceDesc& desc)
{
SampleApexRendererMesh* mesh = 0;
PX_ASSERT(desc.isValid());
if (desc.isValid())
{
mesh = new SampleApexRendererMesh(m_renderer, desc);
m_numResources++;
}
return mesh;
}
void SampleApexRenderResourceManager::releaseResource(nvidia::apex::UserRenderResource& resource)
{
PX_ASSERT(m_numResources > 0);
m_numResources--;
delete &resource;
}
uint32_t SampleApexRenderResourceManager::getMaxBonesForMaterial(void* material)
{
if (material != NULL)
{
unsigned int maxBones = 0xffffffff;
#if USE_RENDERER_MATERIAL
// don't yet know if this material even supports bones, but this would be the max...
maxBones = RENDERER_MAX_BONES;
#else
SampleFramework::SampleMaterialAsset* materialAsset = static_cast<SampleFramework::SampleMaterialAsset*>(material);
for (size_t i = 0; i < materialAsset->getNumVertexShaders(); i++)
{
unsigned int maxBonesMat = materialAsset->getMaxBones(i);
if (maxBonesMat > 0)
{
maxBones = std::min(maxBones, maxBonesMat);
}
}
#endif
return maxBones != 0xffffffff ? maxBones : 0;
}
else
{
return 0;
}
}
bool SampleApexRenderResourceManager::getInstanceLayoutData(uint32_t particleCount,
uint32_t particleSemanticsBitmap,
nvidia::apex::UserRenderInstanceBufferDesc* bufferDesc)
{
using namespace nvidia::apex;
RenderDataFormat::Enum positionFormat = RenderInstanceLayoutElement::getSemanticFormat(RenderInstanceLayoutElement::POSITION_FLOAT3);
RenderDataFormat::Enum rotationFormat = RenderInstanceLayoutElement::getSemanticFormat(RenderInstanceLayoutElement::ROTATION_SCALE_FLOAT3x3);
RenderDataFormat::Enum velocityFormat = RenderInstanceLayoutElement::getSemanticFormat(RenderInstanceLayoutElement::VELOCITY_LIFE_FLOAT4);
const uint32_t positionElementSize = RenderDataFormat::getFormatDataSize(positionFormat);
const uint32_t rotationElementSize = RenderDataFormat::getFormatDataSize(rotationFormat);
const uint32_t velocityElementSize = RenderDataFormat::getFormatDataSize(velocityFormat);
bufferDesc->semanticOffsets[RenderInstanceLayoutElement::POSITION_FLOAT3] = 0;
bufferDesc->semanticOffsets[RenderInstanceLayoutElement::ROTATION_SCALE_FLOAT3x3] = positionElementSize;
bufferDesc->semanticOffsets[RenderInstanceLayoutElement::VELOCITY_LIFE_FLOAT4] = positionElementSize + rotationElementSize;
uint32_t strideInBytes = positionElementSize + rotationElementSize + velocityElementSize;
bufferDesc->stride = strideInBytes;
bufferDesc->maxInstances = particleCount;
return true;
}
bool SampleApexRenderResourceManager::getSpriteLayoutData(uint32_t spriteCount,
uint32_t spriteSemanticsBitmap,
nvidia::apex::UserRenderSpriteBufferDesc* bufferDesc)
{
using namespace nvidia::apex;
if(m_particleRenderingMechanism == VERTEX_TEXTURE_FETCH)
{
const uint32_t TextureCount = 3;
uint32_t width = (uint32_t)physx::PxCeil(physx::PxSqrt((float)spriteCount));
//make sizeX >= 32 [32 is WARP_SIZE in CUDA]
width = physx::PxMax(width, 32U);
//compute the next highest power of 2
width--;
width |= width >> 1;
width |= width >> 2;
width |= width >> 4;
width |= width >> 8;
width |= width >> 16;
width++;
uint32_t height = (spriteCount + width - 1) / width;
bufferDesc->textureCount = TextureCount;
bufferDesc->textureDescs[0].layout = RenderSpriteTextureLayout::POSITION_FLOAT4;
bufferDesc->textureDescs[1].layout = RenderSpriteTextureLayout::SCALE_ORIENT_SUBTEX_FLOAT4;
bufferDesc->textureDescs[2].layout = RenderSpriteTextureLayout::COLOR_FLOAT4;
for (uint32_t i = 0; i < TextureCount; ++i)
{
bufferDesc->textureDescs[i].width = width;
bufferDesc->textureDescs[i].height = height;
const uint32_t ElemSize = RenderDataFormat::getFormatDataSize( RenderSpriteTextureLayout::getLayoutFormat(bufferDesc->textureDescs[i].layout) );
bufferDesc->textureDescs[i].pitchBytes = ElemSize * bufferDesc->textureDescs[i].width;
bufferDesc->textureDescs[i].arrayIndex = 0;
bufferDesc->textureDescs[i].mipLevel = 0;
}
bufferDesc->maxSprites = spriteCount;
return true;
}
else if(m_particleRenderingMechanism == VERTEX_BUFFER_OBJECT)
{
RenderDataFormat::Enum positionFormat = RenderSpriteLayoutElement::getSemanticFormat(RenderSpriteLayoutElement::POSITION_FLOAT3);
RenderDataFormat::Enum colorFormat = RenderSpriteLayoutElement::getSemanticFormat(RenderSpriteLayoutElement::COLOR_BGRA8);
const uint32_t positionElementSize = RenderDataFormat::getFormatDataSize(positionFormat);
const uint32_t colorElementSize = RenderDataFormat::getFormatDataSize(colorFormat);
bufferDesc->semanticOffsets[RenderSpriteLayoutElement::POSITION_FLOAT3] = 0;
bufferDesc->semanticOffsets[RenderSpriteLayoutElement::COLOR_BGRA8] = positionElementSize;
uint32_t strideInBytes = positionElementSize + colorElementSize;
bufferDesc->stride = strideInBytes;
bufferDesc->maxSprites = spriteCount;
bufferDesc->textureCount = 0;
return true;
}
else
{
PX_ASSERT(0 && "Select a method to update particle render buffer.");
}
return true;
}
void SampleApexRenderResourceManager::setMaterial(nvidia::apex::UserRenderResource& resource, void* material)
{
static_cast<SampleApexRendererMesh&>(resource).setMaterial(material);
}
/*********************
* SampleApexRenderer *
*********************/
void SampleApexRenderer::renderResource(const nvidia::apex::RenderContext& context)
{
if (context.renderResource)
{
static_cast<SampleApexRendererMesh*>(context.renderResource)->render(context, mForceWireframe, mOverrideMaterial);
}
}
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