/* * Copyright (c) 2008-2015, 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. */ #include "ApexDefs.h" #include "nvparameterized/NvParamUtils.h" #include "WindFSAsset.h" #include "WindFSAssetParams.h" #include "WindFSPreview.h" #include "WindFSAssetPreview.h" #include "ModulePerfScope.h" #include "ApexUsingNamespace.h" #include "WriteCheck.h" namespace nvidia { namespace basicfs { using namespace APEX_WIND; #define ASSET_INFO_XPOS (-0.9f) // left position of the asset info #define ASSET_INFO_YPOS ( 0.9f) // top position of the asset info #define DEBUG_TEXT_HEIGHT (0.35f) //in screen space -- would be nice to know this! void WindFSAssetPreview::drawInfoLine(uint32_t lineNum, const char* str) { #ifdef WITHOUT_DEBUG_VISUALIZE PX_UNUSED(lineNum); PX_UNUSED(str); #else PxMat44 cameraMatrix = mPreviewScene->getCameraMatrix(); RENDER_DEBUG_IFACE(mApexRenderDebug)->setCurrentColor(RENDER_DEBUG_IFACE(mApexRenderDebug)->getDebugColor(RENDER_DEBUG::DebugColors::Blue)); PxVec3 textLocation = mPose.getPosition(); textLocation += cameraMatrix.column1.getXYZ() * (ASSET_INFO_YPOS - (lineNum * DEBUG_TEXT_HEIGHT)); RENDER_DEBUG_IFACE(mApexRenderDebug)->debugText(textLocation, str); #endif } void WindFSAssetPreview::drawPreviewAssetInfo() { #ifndef WITHOUT_DEBUG_VISUALIZE if (!mApexRenderDebug) { return; } char buf[128]; buf[sizeof(buf) - 1] = 0; ApexSimpleString myString; ApexSimpleString floatStr; uint32_t lineNum = 0; RENDER_DEBUG_IFACE(mApexRenderDebug)->pushRenderState(); RENDER_DEBUG_IFACE(mApexRenderDebug)->addToCurrentState(RENDER_DEBUG::DebugRenderState::NoZbuffer); RENDER_DEBUG_IFACE(mApexRenderDebug)->setCurrentTextScale(1.0f); // asset name APEX_SPRINTF_S(buf, sizeof(buf) - 1, "%s %s", mAsset->getObjTypeName(), mAsset->getName()); drawInfoLine(lineNum++, buf); lineNum++; if(mPreviewScene->getShowFullInfo()) { // TODO: cache strings WindFSAssetParams& assetParams = *static_cast(mAsset->getAssetNvParameterized()); APEX_SPRINTF_S(buf, sizeof(buf) - 1, "fieldStrength = %f", assetParams.fieldStrength ); drawInfoLine(lineNum++, buf); } RENDER_DEBUG_IFACE(mApexRenderDebug)->popRenderState(); #endif } WindFSAssetPreview::~WindFSAssetPreview(void) { } void WindFSAssetPreview::setPose(const PxMat44& pose) { mPose = pose; } const PxMat44 WindFSAssetPreview::getPose() const { return mPose; } // from RenderDataProvider void WindFSAssetPreview::lockRenderResources(void) { ApexRenderable::renderDataLock(); } void WindFSAssetPreview::unlockRenderResources(void) { ApexRenderable::renderDataUnLock(); } void WindFSAssetPreview::updateRenderResources(bool /*rewriteBuffers*/, void* /*userRenderData*/) { if (mApexRenderDebug) { mApexRenderDebug->updateRenderResources(); } } // from Renderable.h void WindFSAssetPreview::dispatchRenderResources(UserRenderer& renderer) { if (mApexRenderDebug) { if (mPreviewDetail & WIND_DRAW_ASSET_INFO) { drawPreviewAssetInfo(); } mApexRenderDebug->dispatchRenderResources(renderer); } } PxBounds3 WindFSAssetPreview::getBounds(void) const { if (mApexRenderDebug) { return mApexRenderDebug->getBounds(); } else { PxBounds3 b; b.setEmpty(); return b; } } void WindFSAssetPreview::destroy(void) { delete this; } void WindFSAssetPreview::release(void) { if (mInRelease) { return; } mInRelease = true; mAsset->releaseWindFSPreview(*this); } WindFSAssetPreview::WindFSAssetPreview(const WindFSPreviewDesc& PreviewDesc, ApexSDK* myApexSDK, WindFSAsset* myWindFSAsset, AssetPreviewScene* previewScene) : mPose(PreviewDesc.mPose), mApexSDK(myApexSDK), mAsset(myWindFSAsset), mPreviewScene(previewScene), mPreviewDetail(PreviewDesc.mPreviewDetail), mApexRenderDebug(0) { }; void WindFSAssetPreview::setDetailLevel(uint32_t detail) { WRITE_ZONE(); mPreviewDetail = detail; } } } // namespace nvidia