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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/RendererMeshContext.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/RendererMeshContext.h')
| -rw-r--r-- | PhysX_3.4/Samples/SampleFramework/renderer/include/RendererMeshContext.h | 85 |
1 files changed, 85 insertions, 0 deletions
diff --git a/PhysX_3.4/Samples/SampleFramework/renderer/include/RendererMeshContext.h b/PhysX_3.4/Samples/SampleFramework/renderer/include/RendererMeshContext.h new file mode 100644 index 00000000..f7e96385 --- /dev/null +++ b/PhysX_3.4/Samples/SampleFramework/renderer/include/RendererMeshContext.h @@ -0,0 +1,85 @@ +// 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 |