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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
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// 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;
}