/* * 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); };