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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/SampleFramework/renderer/include/RendererMeshContext.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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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) 2008-2016 NVIDIA Corporation. All rights reserved.
+
+#ifndef RENDERER_MESH_CONTEXT_H
+#define RENDERER_MESH_CONTEXT_H
+
+#include <RendererConfig.h>
+
+namespace SampleRenderer
+{
+
+ class Renderer;
+ class RendererMesh;
+ class RendererMaterial;
+ class RendererMaterialInstance;
+
+ class RendererMeshContext
+ {
+ friend class Renderer;
+ public:
+ const RendererMesh *mesh;
+ RendererMaterial *material;
+ RendererMaterialInstance *materialInstance;
+ const physx::PxMat44 *transform;
+ const physx::PxF32 *shaderData;
+
+ bool negativeScale;
+
+ // TODO: this is kind of hacky, would prefer a more generalized
+ // solution via RendererMatrialInstance.
+ const physx::PxMat44 *boneMatrices;
+ PxU32 numBones;
+
+ enum CullMode
+ {
+ CLOCKWISE = 0,
+ COUNTER_CLOCKWISE,
+ NONE
+ };
+
+ CullMode cullMode;
+ bool screenSpace; //TODO: I am not sure if this is needed!
+
+ enum FillMode
+ {
+ SOLID,
+ LINE,
+ POINT,
+ };
+ FillMode fillMode;
+
+ public:
+ RendererMeshContext(void);
+ ~RendererMeshContext(void);
+
+ bool isValid(void) const;
+ };
+
+} // namespace SampleRenderer
+
+#endif