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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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#ifndef RENDERER_VERTEXBUFFER_H
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#define RENDERER_VERTEXBUFFER_H
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#include <RendererConfig.h>
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#include "RendererInteropableBuffer.h"
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namespace SampleRenderer
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{
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class RendererVertexBufferDesc;
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class RendererVertexBuffer: public RendererInteropableBuffer
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{
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friend class RendererMesh;
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public:
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enum Semantic
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{
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SEMANTIC_POSITION = 0,
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SEMANTIC_COLOR,
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SEMANTIC_NORMAL,
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SEMANTIC_TANGENT,
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SEMANTIC_DISPLACEMENT_TEXCOORD,
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SEMANTIC_DISPLACEMENT_FLAGS,
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SEMANTIC_BONEINDEX,
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SEMANTIC_BONEWEIGHT,
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SEMANTIC_TEXCOORD0,
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SEMANTIC_TEXCOORD1,
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SEMANTIC_TEXCOORD2,
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SEMANTIC_TEXCOORD3,
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SEMANTIC_TEXCOORDMAX = SEMANTIC_TEXCOORD3,
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NUM_SEMANTICS,
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NUM_TEXCOORD_SEMANTICS = SEMANTIC_TEXCOORDMAX - SEMANTIC_TEXCOORD0,
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}_Semantic;
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enum Format
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{
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FORMAT_FLOAT1 = 0,
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FORMAT_FLOAT2,
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FORMAT_FLOAT3,
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FORMAT_FLOAT4,
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FORMAT_UBYTE4,
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FORMAT_USHORT4,
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FORMAT_COLOR_BGRA, // RendererColor
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FORMAT_COLOR_RGBA, // OGL format
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FORMAT_COLOR_NATIVE, // do not convert
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NUM_FORMATS,
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}_Format;
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enum Hint
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{
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HINT_STATIC = 0,
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HINT_DYNAMIC,
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}_Hint;
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public:
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static PxU32 getFormatByteSize(Format format);
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protected:
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RendererVertexBuffer(const RendererVertexBufferDesc &desc);
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virtual ~RendererVertexBuffer(void);
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public:
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void release(void) { delete this; }
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PxU32 getMaxVertices(void) const;
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Hint getHint(void) const;
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Format getFormatForSemantic(Semantic semantic) const;
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void *lockSemantic(Semantic semantic, PxU32 &stride);
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void unlockSemantic(Semantic semantic);
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//Checks buffer written state for vertex buffers in D3D
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virtual bool checkBufferWritten() { return true; }
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virtual void *lock(void) = 0;
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virtual void unlock(void) = 0;
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PxU32 getStride(void) const { return m_stride; }
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private:
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virtual void swizzleColor(void *colors, PxU32 stride, PxU32 numColors, RendererVertexBuffer::Format inFormat) = 0;
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virtual void bind(PxU32 streamID, PxU32 firstVertex) = 0;
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virtual void unbind(PxU32 streamID) = 0;
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RendererVertexBuffer &operator=(const RendererVertexBuffer &) { return *this; }
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protected:
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void prepareForRender(void);
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protected:
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class SemanticDesc
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{
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public:
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Format format;
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PxU32 offset;
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bool locked;
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public:
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SemanticDesc(void)
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{
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format = NUM_FORMATS;
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offset = 0;
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locked = false;
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}
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};
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protected:
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const Hint m_hint;
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PxU32 m_maxVertices;
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PxU32 m_stride;
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bool m_deferredUnlock;
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SemanticDesc m_semanticDescs[NUM_SEMANTICS];
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private:
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void *m_lockedBuffer;
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PxU32 m_numSemanticLocks;
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};
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} // namespace SampleRenderer
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#endif
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