// // 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 __EMITTER_ASSET_PREVIEW_H__ #define __EMITTER_ASSET_PREVIEW_H__ #include "ApexPreview.h" #include "ApexSDKIntl.h" #include "EmitterPreview.h" #include "RenderDebugInterface.h" #include "EmitterAssetImpl.h" #include "ApexRWLockable.h" namespace nvidia { namespace emitter { class EmitterAssetPreview : public EmitterPreview, public ApexResource, public ApexPreview, public ApexRWLockable { public: APEX_RW_LOCKABLE_BOILERPLATE EmitterAssetPreview(const EmitterPreviewDesc& pdesc, const EmitterAssetImpl& asset, AssetPreviewScene* previewScene, ApexSDK* myApexSDK); bool isValid() const; void drawEmitterPreview(void); void drawPreviewAssetInfo(void); void drawInfoLine(uint32_t lineNum, const char* str); void destroy(); void setPose(const PxMat44& pose); // Sets the preview instance's pose. This may include scaling. const PxMat44 getPose() const; // from RenderDataProvider void lockRenderResources(void); void unlockRenderResources(void); void updateRenderResources(bool rewriteBuffers = false, void* userRenderData = 0); // from Renderable.h void dispatchRenderResources(UserRenderer& renderer); PxBounds3 getBounds(void) const; // from ApexResource.h void release(void); private: ~EmitterAssetPreview(); void toggleDrawPreview(); void setDrawGroupsPose(); AuthObjTypeID mModuleID; // the module ID of Emitter. ApexSDK* mApexSDK; // pointer to the APEX SDK RenderDebugInterface* mApexRenderDebug; // Pointer to the RenderLines class to draw the PxMat44 mPose; // the pose for the preview rendering float mScale; const EmitterAssetImpl* mAsset; int32_t mGroupID; AssetPreviewScene* mPreviewScene; void setScale(float scale); }; } } // end namespace nvidia #endif // __EMITTER_ASSET_PREVIEW_H__