APEX Framework: nvidia::apex::UserRenderResourceManager Class Reference

NVIDIA APEX

nvidia::apex::UserRenderResourceManager Class Reference

User defined renderable resource manager. More...

#include <UserRenderResourceManager.h>

List of all members.

Public Member Functions

virtual UserRenderVertexBuffercreateVertexBuffer (const UserRenderVertexBufferDesc &desc)=0
virtual void releaseVertexBuffer (UserRenderVertexBuffer &buffer)=0
 Release vertex buffer.
virtual UserRenderIndexBuffercreateIndexBuffer (const UserRenderIndexBufferDesc &desc)=0
 Create index buffer.
virtual void releaseIndexBuffer (UserRenderIndexBuffer &buffer)=0
 Release index buffer.
virtual UserRenderBoneBuffercreateBoneBuffer (const UserRenderBoneBufferDesc &desc)=0
 Create bone buffer.
virtual void releaseBoneBuffer (UserRenderBoneBuffer &buffer)=0
 Release bone buffer.
virtual UserRenderInstanceBuffercreateInstanceBuffer (const UserRenderInstanceBufferDesc &desc)=0
 Create instance buffer.
virtual void releaseInstanceBuffer (UserRenderInstanceBuffer &buffer)=0
 Release instance buffer.
virtual UserRenderSpriteBuffercreateSpriteBuffer (const UserRenderSpriteBufferDesc &desc)=0
 Create sprite buffer.
virtual void releaseSpriteBuffer (UserRenderSpriteBuffer &buffer)=0
 Release sprite buffer.
virtual UserRenderSurfaceBuffercreateSurfaceBuffer (const UserRenderSurfaceBufferDesc &desc)=0
 Create surface buffer.
virtual void releaseSurfaceBuffer (UserRenderSurfaceBuffer &buffer)=0
 Release surface buffer.
virtual UserRenderResourcecreateResource (const UserRenderResourceDesc &desc)=0
 Create resource.
virtual void releaseResource (UserRenderResource &resource)=0
virtual uint32_t getMaxBonesForMaterial (void *material)=0
virtual bool getSpriteLayoutData (uint32_t spriteCount, uint32_t spriteSemanticsBitmap, UserRenderSpriteBufferDesc *textureDescArray)=0
 Get the sprite layout data Returns true in case textureDescArray is set. In case user is not interested in setting specific layout for sprite PS, this function should return false.
virtual bool getInstanceLayoutData (uint32_t spriteCount, uint32_t spriteSemanticsBitmap, UserRenderInstanceBufferDesc *instanceDescArray)=0
 Get the instance layout data Returns true in case textureDescArray is set. In case user is not interested in setting specific layout for sprite PS, this function should return false.

Detailed Description

User defined renderable resource manager.

A render resource manager is an object that creates and manages renderable resources... This is given to the APEX SDK at creation time via the descriptor and must be persistent through the lifetime of the SDK.


Member Function Documentation

virtual UserRenderVertexBuffer* nvidia::apex::UserRenderResourceManager::createVertexBuffer ( const UserRenderVertexBufferDesc desc) [pure virtual]

The create methods in this class will only be called from the context of an Renderable::updateRenderResources() call, but the release methods can be triggered by any APEX API call that deletes an Actor. It is up to the end-user to make the release methods thread safe.

virtual uint32_t nvidia::apex::UserRenderResourceManager::getMaxBonesForMaterial ( void *  material) [pure virtual]

Get the maximum number of bones supported by a given material. Return 0 for infinite. For optimal rendering, do not limit the bone count (return 0 from this function).

virtual void nvidia::apex::UserRenderResourceManager::releaseResource ( UserRenderResource resource) [pure virtual]

releaseResource() should not release any of the included buffer pointers. Those free methods will be called separately by the APEX SDK before (or sometimes after) releasing the UserRenderResource.


The documentation for this class was generated from the following file:

Generated on Fri Dec 15 2017 13:58:41

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