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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and 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.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2008-2020 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.  


#ifndef PX_FOUNDATION_PXRENDERBUFFER_H
#define PX_FOUNDATION_PXRENDERBUFFER_H

/** \addtogroup common
@{
*/

#include "PxPhysXCommonConfig.h"
#include "foundation/PxVec3.h"
#include "foundation/PxMat33.h"
#include "foundation/PxBounds3.h"

#if !PX_DOXYGEN
namespace physx
{
#endif

/**
\brief Default color values used for debug rendering.
*/
struct PxDebugColor
{
	enum Enum
	{
		eARGB_BLACK		= 0xff000000,
		eARGB_RED		= 0xffff0000,
		eARGB_GREEN		= 0xff00ff00,
		eARGB_BLUE		= 0xff0000ff,
		eARGB_YELLOW	= 0xffffff00,
		eARGB_MAGENTA	= 0xffff00ff,
		eARGB_CYAN		= 0xff00ffff,
		eARGB_WHITE		= 0xffffffff,
		eARGB_GREY		= 0xff808080,
		eARGB_DARKRED	= 0x88880000,
		eARGB_DARKGREEN	= 0x88008800,
		eARGB_DARKBLUE	= 0x88000088
	};
};

/**
\brief Used to store a single point and colour for debug rendering.
*/
struct PxDebugPoint
{
	PxDebugPoint(const PxVec3& p, const PxU32& c)
		: pos(p), color(c) {}

	PxVec3	pos;
	PxU32	color;
};

/**
\brief Used to store a single line and colour for debug rendering.
*/
struct PxDebugLine
{
	PxDebugLine(const PxVec3& p0, const PxVec3& p1, const PxU32& c)
		: pos0(p0), color0(c), pos1(p1), color1(c) {}

	PxVec3	pos0;
	PxU32	color0;
	PxVec3	pos1;
	PxU32	color1;
};

/**
\brief Used to store a single triangle and colour for debug rendering.
*/
struct PxDebugTriangle
{
	PxDebugTriangle(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2, const PxU32& c)
		: pos0(p0), color0(c), pos1(p1), color1(c), pos2(p2), color2(c) {}

	PxVec3	pos0;
	PxU32	color0;
	PxVec3	pos1;
	PxU32	color1;
	PxVec3	pos2;
	PxU32	color2;
};

/**
\brief Used to store a text for debug rendering. Doesn't own 'string' array.
*/
struct PxDebugText
{
	PxDebugText() : string(0) {}

	PxDebugText(const PxVec3& p, const PxReal& s, const PxU32& c, const char* str)
		: position(p), size(s), color(c), string(str) {}

	PxVec3		position;
	PxReal		size;
	PxU32		color;
	const char*	string;
};

/**
\brief Interface for points, lines, triangles, and text buffer.
*/
class PxRenderBuffer
{
public:
	virtual ~PxRenderBuffer() {}

	virtual PxU32 getNbPoints() const = 0;
	virtual const PxDebugPoint* getPoints() const = 0;

	virtual PxU32 getNbLines() const = 0;
	virtual const PxDebugLine* getLines() const = 0;

	virtual PxU32 getNbTriangles() const = 0;
	virtual const PxDebugTriangle* getTriangles() const = 0;

	virtual PxU32 getNbTexts() const = 0;
	virtual const PxDebugText* getTexts() const = 0;

	virtual void append(const PxRenderBuffer& other) = 0;
	virtual void clear() = 0;
};

#if !PX_DOXYGEN
} // namespace physx
#endif

/** @} */
#endif