// 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. #ifndef RENDERER_MESH_H #define RENDERER_MESH_H #include #include namespace SampleRenderer { class Renderer; class RendererMeshDesc; class RendererVertexBuffer; class RendererIndexBuffer; class RendererInstanceBuffer; class RendererMaterial; class RendererMesh { friend class Renderer; friend class GLES2Renderer; public: enum Primitive { PRIMITIVE_POINTS = 0, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_POINT_SPRITES, NUM_PRIMITIVES }_Primitive; protected: RendererMesh(const RendererMeshDesc &desc); virtual ~RendererMesh(void); public: void release(void); Primitive getPrimitives(void) const; PxU32 getNumVertices(void) const; PxU32 getNumIndices(void) const; PxU32 getNumInstances(void) const; void setVertexBufferRange(PxU32 firstVertex, PxU32 numVertices); void setIndexBufferRange(PxU32 firstIndex, PxU32 numIndices); void setInstanceBufferRange(PxU32 firstInstance, PxU32 numInstances); PxU32 getNumVertexBuffers(void) const; const RendererVertexBuffer *const*getVertexBuffers(void) const; const RendererIndexBuffer *getIndexBuffer(void) const; const RendererInstanceBuffer *getInstanceBuffer(void) const; virtual bool willRender() const { return true; } protected: void bind(void) const; void render(RendererMaterial *material) const; void unbind(void) const; virtual void renderIndices(PxU32 numVertices, PxU32 firstIndex, PxU32 numIndices, RendererIndexBuffer::Format indexFormat, RendererMaterial *material) const = 0; virtual void renderVertices(PxU32 numVertices, RendererMaterial *material) const = 0; virtual void renderIndicesInstanced(PxU32 numVertices, PxU32 firstIndex, PxU32 numIndices, RendererIndexBuffer::Format indexFormat,RendererMaterial *material) const = 0; virtual void renderVerticesInstanced(PxU32 numVertices,RendererMaterial *material) const = 0; virtual Renderer& renderer() = 0; protected: Primitive m_primitives; RendererVertexBuffer **m_vertexBuffers; PxU32 m_numVertexBuffers; PxU32 m_firstVertex; PxU32 m_numVertices; RendererIndexBuffer *m_indexBuffer; PxU32 m_firstIndex; PxU32 m_numIndices; RendererInstanceBuffer *m_instanceBuffer; PxU32 m_firstInstance; PxU32 m_numInstances; }; } // namespace SampleRenderer #endif