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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) 2008-2017 NVIDIA Corporation. All rights reserved.
#include <RendererInstanceBufferDesc.h>
#include "foundation/PxAssert.h"
using namespace SampleRenderer;
RendererInstanceBufferDesc::RendererInstanceBufferDesc(void)
{
hint = RendererInstanceBuffer::HINT_STATIC;
for(PxU32 i=0; i<RendererInstanceBuffer::NUM_SEMANTICS; i++)
{
semanticFormats[i] = RendererInstanceBuffer::NUM_FORMATS;
}
maxInstances = 0;
canReadBack = false;
registerInCUDA = false;
interopContext = 0;
}
bool RendererInstanceBufferDesc::isValid(void) const
{
bool ok = true;
if(!maxInstances) ok = false;
bool bValidTurbulence = ok;
if(semanticFormats[RendererInstanceBuffer::SEMANTIC_POSITION] != RendererInstanceBuffer::FORMAT_FLOAT3) ok = false;
if(semanticFormats[RendererInstanceBuffer::SEMANTIC_NORMALX] != RendererInstanceBuffer::FORMAT_FLOAT3) ok = false;
if(semanticFormats[RendererInstanceBuffer::SEMANTIC_NORMALY] != RendererInstanceBuffer::FORMAT_FLOAT3) ok = false;
if(semanticFormats[RendererInstanceBuffer::SEMANTIC_NORMALZ] != RendererInstanceBuffer::FORMAT_FLOAT3) ok = false;
if(semanticFormats[RendererInstanceBuffer::SEMANTIC_POSITION] != RendererInstanceBuffer::FORMAT_FLOAT3) bValidTurbulence = false;
if(semanticFormats[RendererInstanceBuffer::SEMANTIC_VELOCITY_LIFE] != RendererInstanceBuffer::FORMAT_FLOAT4) bValidTurbulence = false;
if((semanticFormats[RendererInstanceBuffer::SEMANTIC_UV_OFFSET] != RendererInstanceBuffer::FORMAT_FLOAT2) &&
(semanticFormats[RendererInstanceBuffer::SEMANTIC_UV_OFFSET] != RendererInstanceBuffer::NUM_FORMATS)) ok = false;
if((semanticFormats[RendererInstanceBuffer::SEMANTIC_LOCAL_OFFSET] != RendererInstanceBuffer::FORMAT_FLOAT3) &&
(semanticFormats[RendererInstanceBuffer::SEMANTIC_LOCAL_OFFSET] != RendererInstanceBuffer::NUM_FORMATS)) ok = false;
if(registerInCUDA && !interopContext)
ok = false;
PX_ASSERT(bValidTurbulence || ok);
return bValidTurbulence || ok;
}
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