// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef RENDER_CONTEXT_H #define RENDER_CONTEXT_H /*! \file \brief class RenderContext */ #include "ApexUsingNamespace.h" #include "foundation/PxMat44.h" namespace nvidia { namespace apex { class UserRenderResource; class UserOpaqueMesh; PX_PUSH_PACK_DEFAULT /** \brief Describes the context of a renderable object */ class RenderContext { public: RenderContext(void) { renderResource = 0; isScreenSpace = false; renderMeshName = NULL; } public: UserRenderResource* renderResource; //!< The renderable resource to be rendered bool isScreenSpace; //!< The data is in screenspace and should use a screenspace projection that transforms X -1 to +1 and Y -1 to +1 with zbuffer disabled. PxMat44 local2world; //!< Reverse world pose transform for this renderable PxMat44 world2local; //!< World pose transform for this renderable const char* renderMeshName; //!< The name of the render mesh this context is associated with. }; PX_POP_PACK } } // end namespace nvidia::apex #endif // RENDER_CONTEXT_H