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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 D3D9_RENDERER_VERTEXBUFFER_H
#define D3D9_RENDERER_VERTEXBUFFER_H

#include <RendererConfig.h>

#if defined(RENDERER_ENABLE_DIRECT3D9)

#include <RendererVertexBuffer.h>
#include "D3D9Renderer.h"

namespace SampleRenderer
{

	class D3D9RendererVertexBuffer : public RendererVertexBuffer, public D3D9RendererResource
	{
	public:
		D3D9RendererVertexBuffer(IDirect3DDevice9 &d3dDevice, D3D9Renderer& renderer, const RendererVertexBufferDesc &desc);
		virtual ~D3D9RendererVertexBuffer(void);

		void addVertexElements(PxU32 streamIndex, std::vector<D3DVERTEXELEMENT9> &vertexElements) const;

		virtual bool checkBufferWritten(void);

	protected:
		virtual void  swizzleColor(void *colors, PxU32 stride, PxU32 numColors, RendererVertexBuffer::Format inFormat);

		virtual void *lock(void);
		virtual void  unlock(void);

		virtual void  bind(PxU32 streamID, PxU32 firstVertex);
		virtual void  unbind(PxU32 streamID);

	private:
		virtual void onDeviceLost(void);
		virtual void onDeviceReset(void);

	private:
		IDirect3DDevice9             &m_d3dDevice;
		IDirect3DVertexBuffer9       *m_d3dVertexBuffer;

		DWORD                         m_usage;
		DWORD                         m_lockFlags;
		D3DPOOL                       m_pool;
		UINT                          m_bufferSize;

		bool                          m_bufferWritten;
		void*						  m_savedData;
	};

} // namespace SampleRenderer

#endif // #if defined(RENDERER_ENABLE_DIRECT3D9)
#endif