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+/*
+ * 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);
+};