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