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physx/samples/samplebase/RenderTexture.cpp
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103
physx/samples/samplebase/RenderTexture.cpp
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#include "SamplePreprocessor.h"
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#include "RendererMemoryMacros.h"
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#include "RenderTexture.h"
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#include "Renderer.h"
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#include "RendererTexture2DDesc.h"
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using namespace physx;
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using namespace SampleRenderer;
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RenderTexture::RenderTexture(Renderer& renderer, PxU32 id, PxU32 width, PxU32 height, const void* data) :
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mID (id),
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mTexture (NULL),
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mOwnsTexture (true)
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{
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RendererTexture2DDesc tdesc;
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tdesc.format = RendererTexture2D::FORMAT_B8G8R8A8;
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tdesc.width = width;
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tdesc.height = height;
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tdesc.numLevels = 1;
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/*
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tdesc.filter;
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tdesc.addressingU;
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tdesc.addressingV;
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tdesc.renderTarget;
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*/
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PX_ASSERT(tdesc.isValid());
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mTexture = renderer.createTexture2D(tdesc);
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PX_ASSERT(mTexture);
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const PxU32 componentCount = 4;
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if(mTexture)
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{
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PxU32 pitch = 0;
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void* buffer = mTexture->lockLevel(0, pitch);
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PX_ASSERT(buffer);
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if(buffer)
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{
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PxU8* levelDst = (PxU8*)buffer;
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const PxU8* levelSrc = (PxU8*)data;
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const PxU32 levelWidth = mTexture->getWidthInBlocks();
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const PxU32 levelHeight = mTexture->getHeightInBlocks();
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const PxU32 rowSrcSize = levelWidth * mTexture->getBlockSize();
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PX_UNUSED(rowSrcSize);
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PX_ASSERT(rowSrcSize <= pitch); // the pitch can't be less than the source row size.
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for(PxU32 row=0; row<levelHeight; row++)
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{
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// copy per pixel to handle RBG case, based on component count
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for(PxU32 col=0; col<levelWidth; col++)
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{
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*levelDst++ = levelSrc[0];
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*levelDst++ = levelSrc[1];
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*levelDst++ = levelSrc[2];
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*levelDst++ = 0xFF; //alpha
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levelSrc += componentCount;
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}
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}
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}
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mTexture->unlockLevel(0);
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}
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}
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RenderTexture::RenderTexture(Renderer& renderer, PxU32 id, RendererTexture2D* texture) :
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mID (id),
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mTexture (texture),
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mOwnsTexture (false)
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{
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}
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RenderTexture::~RenderTexture()
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{
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if(mOwnsTexture)
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SAFE_RELEASE(mTexture);
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}
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