User defined renderable resource manager. More...
#include <UserRenderResourceManager.h>
Public Member Functions | |
virtual UserRenderVertexBuffer * | createVertexBuffer (const UserRenderVertexBufferDesc &desc)=0 |
virtual void | releaseVertexBuffer (UserRenderVertexBuffer &buffer)=0 |
Release vertex buffer. | |
virtual UserRenderIndexBuffer * | createIndexBuffer (const UserRenderIndexBufferDesc &desc)=0 |
Create index buffer. | |
virtual void | releaseIndexBuffer (UserRenderIndexBuffer &buffer)=0 |
Release index buffer. | |
virtual UserRenderBoneBuffer * | createBoneBuffer (const UserRenderBoneBufferDesc &desc)=0 |
Create bone buffer. | |
virtual void | releaseBoneBuffer (UserRenderBoneBuffer &buffer)=0 |
Release bone buffer. | |
virtual UserRenderInstanceBuffer * | createInstanceBuffer (const UserRenderInstanceBufferDesc &desc)=0 |
Create instance buffer. | |
virtual void | releaseInstanceBuffer (UserRenderInstanceBuffer &buffer)=0 |
Release instance buffer. | |
virtual UserRenderSpriteBuffer * | createSpriteBuffer (const UserRenderSpriteBufferDesc &desc)=0 |
Create sprite buffer. | |
virtual void | releaseSpriteBuffer (UserRenderSpriteBuffer &buffer)=0 |
Release sprite buffer. | |
virtual UserRenderSurfaceBuffer * | createSurfaceBuffer (const UserRenderSurfaceBufferDesc &desc)=0 |
Create surface buffer. | |
virtual void | releaseSurfaceBuffer (UserRenderSurfaceBuffer &buffer)=0 |
Release surface buffer. | |
virtual UserRenderResource * | createResource (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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