Files
PhysX4.1/physx/samples/sampleframework/renderer/include/RendererVertexBuffer.h
2025-11-28 23:13:44 +05:30

156 lines
4.1 KiB
C++

//
// 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 <RendererConfig.h>
#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