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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) 2008-2018 NVIDIA Corporation. All rights reserved.
#ifndef RENDERER_INSTANCEBUFFER_H
#define RENDERER_INSTANCEBUFFER_H
#include <RendererConfig.h>
#include "RendererInteropableBuffer.h"
namespace SampleRenderer
{
class RendererInstanceBufferDesc;
class RendererInstanceBuffer: public RendererInteropableBuffer
{
friend class RendererMesh;
public:
enum Semantic
{
SEMANTIC_POSITION = 0,
SEMANTIC_NORMALX,
SEMANTIC_NORMALY,
SEMANTIC_NORMALZ,
SEMANTIC_VELOCITY_LIFE,// life remain (0-1] is packed into w
SEMANTIC_DENSITY,
SEMANTIC_UV_OFFSET,
SEMANTIC_LOCAL_OFFSET,
NUM_SEMANTICS
}_Semantic;
enum Format
{
FORMAT_FLOAT1 = 0,
FORMAT_FLOAT2,
FORMAT_FLOAT3,
FORMAT_FLOAT4,
NUM_FORMATS,
}_Format;
enum Hint
{
HINT_STATIC = 0,
HINT_DYNAMIC,
}_Hint;
public:
static PxU32 getFormatByteSize(Format format);
protected:
RendererInstanceBuffer(const RendererInstanceBufferDesc &desc);
virtual ~RendererInstanceBuffer(void);
public:
void release(void) { delete this; }
Hint getHint(void) const;
Format getFormatForSemantic(Semantic semantic) const;
PxU32 getMaxInstances(void) const;
PxU32 getOffsetForSemantic(Semantic semantic) const;
void *lockSemantic(Semantic semantic, PxU32 &stride);
void unlockSemantic(Semantic semantic);
virtual void *lock(void) = 0;
virtual void unlock(void) = 0;
virtual PxU32 getStride(void) const { return m_stride; }
private:
virtual void bind(PxU32 streamID, PxU32 firstInstance) const = 0;
virtual void unbind(PxU32 streamID) const = 0;
RendererInstanceBuffer &operator=(const RendererInstanceBuffer &) { return *this; }
protected:
class SemanticDesc
{
public:
Format format;
PxU32 offset;
bool locked;
public:
SemanticDesc(void)
{
format = NUM_FORMATS;
offset = 0;
locked = false;
}
};
protected:
const Hint m_hint;
PxU32 m_maxInstances;
PxU32 m_stride;
SemanticDesc m_semanticDescs[NUM_SEMANTICS];
private:
void *m_lockedBuffer;
PxU32 m_numSemanticLocks;
};
} // namespace SampleRenderer
#endif
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