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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/src/RendererMesh.cpp
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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/src/RendererMesh.cpp')
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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.
+#include <RendererMesh.h>
+#include <RendererMeshDesc.h>
+
+#include <Renderer.h>
+#include <RendererVertexBuffer.h>
+#include <RendererIndexBuffer.h>
+#include <RendererInstanceBuffer.h>
+
+
+using namespace SampleRenderer;
+
+RendererMesh::RendererMesh(const RendererMeshDesc &desc)
+{
+ m_primitives = desc.primitives;
+
+ m_numVertexBuffers = desc.numVertexBuffers;
+ m_vertexBuffers = new RendererVertexBuffer*[m_numVertexBuffers];
+ for(PxU32 i=0; i<m_numVertexBuffers; i++)
+ {
+ m_vertexBuffers[i] = desc.vertexBuffers[i];
+ }
+ m_firstVertex = desc.firstVertex;
+ m_numVertices = desc.numVertices;
+
+ m_indexBuffer = desc.indexBuffer;
+ m_firstIndex = desc.firstIndex;
+ m_numIndices = desc.numIndices;
+
+ m_instanceBuffer = desc.instanceBuffer;
+ m_firstInstance = desc.firstInstance;
+ m_numInstances = desc.numInstances;
+}
+
+RendererMesh::~RendererMesh(void)
+{
+ delete [] m_vertexBuffers;
+}
+
+void SampleRenderer::RendererMesh::release(void)
+{
+ renderer().removeMeshFromRenderQueue(*this);
+ delete this;
+}
+
+RendererMesh::Primitive RendererMesh::getPrimitives(void) const
+{
+ return m_primitives;
+}
+
+PxU32 RendererMesh::getNumVertices(void) const
+{
+ return m_numVertices;
+}
+
+PxU32 RendererMesh::getNumIndices(void) const
+{
+ return m_numIndices;
+}
+
+PxU32 RendererMesh::getNumInstances(void) const
+{
+ return m_numInstances;
+}
+
+void RendererMesh::setVertexBufferRange(PxU32 firstVertex, PxU32 numVertices)
+{
+ // TODO: Check for valid range...
+ m_firstVertex = firstVertex;
+ m_numVertices = numVertices;
+}
+
+void RendererMesh::setIndexBufferRange(PxU32 firstIndex, PxU32 numIndices)
+{
+ // TODO: Check for valid range...
+ m_firstIndex = firstIndex;
+ m_numIndices = numIndices;
+}
+
+void RendererMesh::setInstanceBufferRange(PxU32 firstInstance, PxU32 numInstances)
+{
+ // TODO: Check for valid range...
+ m_firstInstance = firstInstance;
+ m_numInstances = numInstances;
+}
+
+PxU32 RendererMesh::getNumVertexBuffers(void) const
+{
+ return m_numVertexBuffers;
+}
+
+const RendererVertexBuffer *const*RendererMesh::getVertexBuffers(void) const
+{
+ return m_vertexBuffers;
+}
+
+const RendererIndexBuffer *RendererMesh::getIndexBuffer(void) const
+{
+ return m_indexBuffer;
+}
+
+const RendererInstanceBuffer *RendererMesh::getInstanceBuffer(void) const
+{
+ return m_instanceBuffer;
+}
+
+void RendererMesh::bind(void) const
+{
+ for(PxU32 i=0; i<m_numVertexBuffers; i++)
+ {
+ //RENDERER_ASSERT(m_vertexBuffers[i]->checkBufferWritten(), "Vertex buffer is empty!");
+ if (m_vertexBuffers[i]->checkBufferWritten())
+ {
+ m_vertexBuffers[i]->bind(i, m_firstVertex);
+ }
+ }
+ if(m_instanceBuffer)
+ {
+ m_instanceBuffer->bind(m_numVertexBuffers, m_firstInstance);
+ }
+ if(m_indexBuffer)
+ {
+ m_indexBuffer->bind();
+ }
+}
+
+void RendererMesh::render(RendererMaterial *material) const
+{
+ if(m_instanceBuffer)
+ {
+ if(m_indexBuffer)
+ {
+ renderIndicesInstanced(m_numVertices, m_firstIndex, m_numIndices, m_indexBuffer->getFormat(), material);
+ }
+ else if(m_numVertices)
+ {
+ renderVerticesInstanced(m_numVertices, material);
+ }
+ }
+ else
+ {
+ if(m_indexBuffer)
+ {
+ renderIndices(m_numVertices, m_firstIndex, m_numIndices, m_indexBuffer->getFormat(), material);
+ }
+ else if(m_numVertices)
+ {
+ renderVertices(m_numVertices, material);
+ }
+ }
+}
+
+void RendererMesh::unbind(void) const
+{
+ if(m_indexBuffer)
+ {
+ m_indexBuffer->unbind();
+ }
+ if(m_instanceBuffer)
+ {
+ m_instanceBuffer->unbind(m_numVertexBuffers);
+ }
+ for(PxU32 i=0; i<m_numVertexBuffers; i++)
+ {
+ m_vertexBuffers[i]->unbind(i);
+ }
+}
+