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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/SampleFramework/renderer/include/RendererMesh.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Samples/SampleFramework/renderer/include/RendererMesh.h')
| -rw-r--r-- | PhysX_3.4/Samples/SampleFramework/renderer/include/RendererMesh.h | 118 |
1 files changed, 118 insertions, 0 deletions
diff --git a/PhysX_3.4/Samples/SampleFramework/renderer/include/RendererMesh.h b/PhysX_3.4/Samples/SampleFramework/renderer/include/RendererMesh.h new file mode 100644 index 00000000..f2edb8fd --- /dev/null +++ b/PhysX_3.4/Samples/SampleFramework/renderer/include/RendererMesh.h @@ -0,0 +1,118 @@ +// 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) 2008-2016 NVIDIA Corporation. All rights reserved. + +#ifndef RENDERER_MESH_H +#define RENDERER_MESH_H + +#include <RendererConfig.h> +#include <RendererIndexBuffer.h> + +namespace SampleRenderer +{ + class Renderer; + class RendererMeshDesc; + class RendererVertexBuffer; + class RendererIndexBuffer; + class RendererInstanceBuffer; + class RendererMaterial; + + class RendererMesh + { + friend class Renderer; + friend class GLES2Renderer; + public: + enum Primitive + { + PRIMITIVE_POINTS = 0, + PRIMITIVE_LINES, + PRIMITIVE_LINE_STRIP, + PRIMITIVE_TRIANGLES, + PRIMITIVE_TRIANGLE_STRIP, + PRIMITIVE_POINT_SPRITES, + + NUM_PRIMITIVES + }_Primitive; + + protected: + RendererMesh(const RendererMeshDesc &desc); + virtual ~RendererMesh(void); + + public: + void release(void); + + Primitive getPrimitives(void) const; + + PxU32 getNumVertices(void) const; + PxU32 getNumIndices(void) const; + PxU32 getNumInstances(void) const; + + void setVertexBufferRange(PxU32 firstVertex, PxU32 numVertices); + void setIndexBufferRange(PxU32 firstIndex, PxU32 numIndices); + void setInstanceBufferRange(PxU32 firstInstance, PxU32 numInstances); + + PxU32 getNumVertexBuffers(void) const; + const RendererVertexBuffer *const*getVertexBuffers(void) const; + + const RendererIndexBuffer *getIndexBuffer(void) const; + + const RendererInstanceBuffer *getInstanceBuffer(void) const; + + virtual bool willRender() const { return true; } + + protected: + void bind(void) const; + void render(RendererMaterial *material) const; + void unbind(void) const; + + virtual void renderIndices(PxU32 numVertices, PxU32 firstIndex, PxU32 numIndices, RendererIndexBuffer::Format indexFormat, RendererMaterial *material) const = 0; + virtual void renderVertices(PxU32 numVertices, RendererMaterial *material) const = 0; + + virtual void renderIndicesInstanced(PxU32 numVertices, PxU32 firstIndex, PxU32 numIndices, RendererIndexBuffer::Format indexFormat,RendererMaterial *material) const = 0; + virtual void renderVerticesInstanced(PxU32 numVertices,RendererMaterial *material) const = 0; + + virtual Renderer& renderer() = 0; + + protected: + Primitive m_primitives; + + RendererVertexBuffer **m_vertexBuffers; + PxU32 m_numVertexBuffers; + PxU32 m_firstVertex; + PxU32 m_numVertices; + + RendererIndexBuffer *m_indexBuffer; + PxU32 m_firstIndex; + PxU32 m_numIndices; + + RendererInstanceBuffer *m_instanceBuffer; + PxU32 m_firstInstance; + PxU32 m_numInstances; + }; + +} // namespace SampleRenderer + +#endif |