/* * Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, 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. */ #ifndef PARTICLES_PREVIEW_H #define PARTICLES_PREVIEW_H #include "Apex.h" #include "AssetPreview.h" namespace nvidia { namespace apex { PX_PUSH_PACK_DEFAULT class RenderDebugInterface; namespace APEX_PARTICLES { /** \def PARTICLES_DRAW_NOTHING Draw no items. */ static const uint32_t PARTICLES_DRAW_NOTHING = (0x00); /** \def PARTICLES_DRAW_ICON Draw the icon. */ static const uint32_t PARTICLES_DRAW_ICON = (0x01); /** \def PARTICLES_DRAW_BOUNDARIES Draw the Particles include shapes. */ static const uint32_t PARTICLES_DRAW_BOUNDARIES = (0x2); /** \def PARTICLES_DRAW_WITH_CYLINDERS Draw the dynamicsystem field boundaries. */ static const uint32_t PARTICLES_DRAW_WITH_CYLINDERS = (0x4); /** \def PARTICLES_DRAW_FULL_DETAIL Draw all of the preview rendering items. */ static const uint32_t PARTICLES_DRAW_FULL_DETAIL = (PARTICLES_DRAW_ICON + PARTICLES_DRAW_BOUNDARIES); /** \def PARTICLES_DRAW_FULL_DETAIL_BOLD Draw all of the preview rendering items using cylinders instead of lines to make the text and icon look BOLD. */ static const uint32_t PARTICLES_DRAW_FULL_DETAIL_BOLD = (PARTICLES_DRAW_FULL_DETAIL + PARTICLES_DRAW_WITH_CYLINDERS); } /** \brief APEX asset preview wind asset. */ class ParticlesPreview : public AssetPreview { public: /** Set the scale of the icon. The unscaled icon has is 1.0x1.0 game units. By default the scale of the icon is 1.0. (unscaled) */ virtual void setIconScale(float scale) = 0; /** Set the detail level of the preview rendering by selecting which features to enable. Any, all, or none of the following masks may be added together to select what should be drawn. The defines for the individual items are PARTICLES_DRAW_NOTHING, PARTICLES_DRAW_ICON, PARTICLES_DRAW_BOUNDARIES, PARTICLES_DRAW_WITH_CYLINDERS. All items may be drawn using the macro PARTICLES_DRAW_FULL_DETAIL and PARTICLES_DRAW_FULL_DETAIL_BOLD. */ virtual void setDetailLevel(uint32_t detail) = 0; protected: ParticlesPreview() {}; }; PX_POP_PACK } } // end namespace nvidia #endif // PARTICLES_PREVIEW_H