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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and 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.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
#ifndef RENDERER_VERTEXBUFFER_H
#define RENDERER_VERTEXBUFFER_H
#include <RendererConfig.h>
#include "RendererInteropableBuffer.h"
namespace SampleRenderer
{
class RendererVertexBufferDesc;
class RendererVertexBuffer: public RendererInteropableBuffer
{
friend class RendererMesh;
friend class GLES2Renderer;
public:
enum Semantic
{
SEMANTIC_POSITION = 0,
SEMANTIC_COLOR,
SEMANTIC_NORMAL,
SEMANTIC_TANGENT,
SEMANTIC_DISPLACEMENT_TEXCOORD,
SEMANTIC_DISPLACEMENT_FLAGS,
SEMANTIC_BONEINDEX,
SEMANTIC_BONEWEIGHT,
SEMANTIC_TEXCOORD0,
SEMANTIC_TEXCOORD1,
SEMANTIC_TEXCOORD2,
SEMANTIC_TEXCOORD3,
SEMANTIC_TEXCOORDMAX = SEMANTIC_TEXCOORD3,
NUM_SEMANTICS,
NUM_TEXCOORD_SEMANTICS = SEMANTIC_TEXCOORDMAX - SEMANTIC_TEXCOORD0,
}_Semantic;
enum Format
{
FORMAT_FLOAT1 = 0,
FORMAT_FLOAT2,
FORMAT_FLOAT3,
FORMAT_FLOAT4,
FORMAT_UBYTE4,
FORMAT_USHORT4,
FORMAT_COLOR_BGRA, // RendererColor
FORMAT_COLOR_RGBA, // OGL format
FORMAT_COLOR_NATIVE, // do not convert
NUM_FORMATS,
}_Format;
enum Hint
{
HINT_STATIC = 0,
HINT_DYNAMIC,
}_Hint;
public:
static PxU32 getFormatByteSize(Format format);
protected:
RendererVertexBuffer(const RendererVertexBufferDesc &desc);
virtual ~RendererVertexBuffer(void);
public:
void release(void) { delete this; }
PxU32 getMaxVertices(void) const;
Hint getHint(void) const;
Format getFormatForSemantic(Semantic semantic) const;
void *lockSemantic(Semantic semantic, PxU32 &stride);
void unlockSemantic(Semantic semantic);
//Checks buffer written state for vertex buffers in D3D
virtual bool checkBufferWritten() { return true; }
virtual void *lock(void) = 0;
virtual void unlock(void) = 0;
PxU32 getStride(void) const { return m_stride; }
private:
virtual void swizzleColor(void *colors, PxU32 stride, PxU32 numColors, RendererVertexBuffer::Format inFormat) = 0;
virtual void bind(PxU32 streamID, PxU32 firstVertex) = 0;
virtual void unbind(PxU32 streamID) = 0;
RendererVertexBuffer &operator=(const RendererVertexBuffer &) { return *this; }
protected:
void prepareForRender(void);
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_maxVertices;
PxU32 m_stride;
bool m_deferredUnlock;
SemanticDesc m_semanticDescs[NUM_SEMANTICS];
private:
void *m_lockedBuffer;
PxU32 m_numSemanticLocks;
};
} // namespace SampleRenderer
#endif
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