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Diffstat (limited to 'demo/opengl/demoContextOGL.h')
| -rw-r--r-- | demo/opengl/demoContextOGL.h | 70 |
1 files changed, 70 insertions, 0 deletions
diff --git a/demo/opengl/demoContextOGL.h b/demo/opengl/demoContextOGL.h new file mode 100644 index 0000000..2249c4d --- /dev/null +++ b/demo/opengl/demoContextOGL.h @@ -0,0 +1,70 @@ +/* + * Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. + * + * NVIDIA CORPORATION and its licensors retain all intellectual property + * and proprietary rights in and to this software, related documentation + * and any modifications thereto. Any use, reproduction, disclosure or + * distribution of this software and related documentation without an express + * license agreement from NVIDIA CORPORATION is strictly prohibited. + */ + +#pragma once + + +struct DemoContextOGL : public DemoContext +{ +public: + + // DemoContext Impl + virtual bool initialize(const RenderInitOptions& options); + virtual void startFrame(Vec4 colorIn); + virtual void endFrame(); + virtual void presentFrame(bool fullsync); + virtual void readFrame(int* buffer, int width, int height); + virtual void getViewRay(int x, int y, Vec3& origin, Vec3& dir); + virtual void setView(Matrix44 view, Matrix44 projection); + virtual void renderEllipsoids(FluidRenderer* renderer, FluidRenderBuffers* buffers, int n, int offset, float radius, float screenWidth, float screenAspect, float fov, Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ::ShadowMap* shadowMap, Vec4 color, float blur, float ior, bool debug); + virtual void drawMesh(const Mesh* m, Vec3 color); + virtual void drawCloth(const Vec4* positions, const Vec4* normals, const float* uvs, const int* indices, int numTris, int numPositions, int colorIndex, float expand, bool twosided, bool smooth); + virtual void drawRope(Vec4* positions, int* indices, int numIndices, float radius, int color); + virtual void drawPlane(const Vec4& p, bool color); + virtual void drawPlanes(Vec4* planes, int n, float bias); + virtual void drawPoints(FluidRenderBuffers* buffers, int n, int offset, float radius, float screenWidth, float screenAspect, float fov, Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ::ShadowMap* shadowTex, bool showDensity); + virtual void graphicsTimerBegin(); + virtual void graphicsTimerEnd(); + virtual float rendererGetDeviceTimestamps(unsigned long long* begin, unsigned long long* end, unsigned long long* freq); + virtual void bindSolidShader(Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ::ShadowMap* shadowMap, float bias, Vec4 fogColor); + virtual void unbindSolidShader(); + virtual ShadowMap* shadowCreate(); + virtual void shadowDestroy(ShadowMap* map); + virtual void shadowBegin(ShadowMap* map); + virtual void shadowEnd(); + virtual FluidRenderer* createFluidRenderer(uint32_t width, uint32_t height); + virtual void destroyFluidRenderer(FluidRenderer* renderer); + virtual FluidRenderBuffers* createFluidRenderBuffers(int numParticles, bool enableInterop); + virtual void updateFluidRenderBuffers(FluidRenderBuffers* buffers, NvFlexSolver* flex, bool anisotropy, bool density); + virtual void updateFluidRenderBuffers(FluidRenderBuffers* buffers, Vec4* particles, float* densities, Vec4* anisotropy1, Vec4* anisotropy2, Vec4* anisotropy3, int numParticles, int* indices, int numIndices); + virtual void destroyFluidRenderBuffers(FluidRenderBuffers* buffers); + virtual GpuMesh* createGpuMesh(const Mesh* m); + virtual void destroyGpuMesh(GpuMesh* mesh); + virtual void drawGpuMesh(GpuMesh* m, const Matrix44& xform, const Vec3& color); + virtual void drawGpuMeshInstances(GpuMesh* m, const Matrix44* xforms, int n, const Vec3& color); + virtual DiffuseRenderBuffers* createDiffuseRenderBuffers(int numDiffuseParticles, bool& enableInterop); + virtual void destroyDiffuseRenderBuffers(DiffuseRenderBuffers* buffers); + virtual void updateDiffuseRenderBuffers(DiffuseRenderBuffers* buffers, Vec4* diffusePositions, Vec4* diffuseVelocities, int numDiffuseParticles); + virtual void updateDiffuseRenderBuffers(DiffuseRenderBuffers* buffers, NvFlexSolver* solver); + virtual void drawDiffuse(FluidRenderer* render, const DiffuseRenderBuffers* buffers, int n, float radius, float screenWidth, float screenAspect, float fov, Vec4 color, Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ::ShadowMap* shadowMap, float motionBlur, float inscatter, float outscatter, bool shadowEnabled, bool front); + virtual int getNumDiffuseRenderParticles(DiffuseRenderBuffers* buffers); + virtual void beginLines(); + virtual void drawLine(const Vec3& p, const Vec3& q, const Vec4& color); + virtual void endLines(); + virtual void onSizeChanged(int width, int height, bool minimized); + virtual void startGpuWork(); + virtual void endGpuWork(); + virtual void flushGraphicsAndWait(); + virtual void setFillMode(bool wire); + virtual void setCullMode(bool enabled); + virtual void drawImguiGraph(); + virtual void* getGraphicsCommandQueue(); + virtual void getRenderDevice(void** device, void** context); +}; |