// // 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) 2008-2021 NVIDIA Corporation. All rights reserved. #ifndef RENDERER_INSTANCEBUFFER_H #define RENDERER_INSTANCEBUFFER_H #include #include "RendererInteropableBuffer.h" namespace SampleRenderer { class RendererInstanceBufferDesc; class RendererInstanceBuffer: public RendererInteropableBuffer { friend class RendererMesh; public: enum Semantic { SEMANTIC_POSITION = 0, SEMANTIC_NORMALX, SEMANTIC_NORMALY, SEMANTIC_NORMALZ, SEMANTIC_VELOCITY_LIFE,// life remain (0-1] is packed into w SEMANTIC_DENSITY, SEMANTIC_UV_OFFSET, SEMANTIC_LOCAL_OFFSET, NUM_SEMANTICS }_Semantic; enum Format { FORMAT_FLOAT1 = 0, FORMAT_FLOAT2, FORMAT_FLOAT3, FORMAT_FLOAT4, NUM_FORMATS, }_Format; enum Hint { HINT_STATIC = 0, HINT_DYNAMIC, }_Hint; public: static PxU32 getFormatByteSize(Format format); protected: RendererInstanceBuffer(const RendererInstanceBufferDesc &desc); virtual ~RendererInstanceBuffer(void); public: void release(void) { delete this; } Hint getHint(void) const; Format getFormatForSemantic(Semantic semantic) const; PxU32 getMaxInstances(void) const; PxU32 getOffsetForSemantic(Semantic semantic) const; void *lockSemantic(Semantic semantic, PxU32 &stride); void unlockSemantic(Semantic semantic); virtual void *lock(void) = 0; virtual void unlock(void) = 0; virtual PxU32 getStride(void) const { return m_stride; } private: virtual void bind(PxU32 streamID, PxU32 firstInstance) const = 0; virtual void unbind(PxU32 streamID) const = 0; RendererInstanceBuffer &operator=(const RendererInstanceBuffer &) { return *this; } protected: class SemanticDesc { public: Format format; PxU32 offset; bool locked; public: SemanticDesc(void) { format = NUM_FORMATS; offset = 0; locked = false; } }; protected: const Hint m_hint; PxU32 m_maxInstances; PxU32 m_stride; SemanticDesc m_semanticDescs[NUM_SEMANTICS]; private: void *m_lockedBuffer; PxU32 m_numSemanticLocks; }; } // namespace SampleRenderer #endif