// 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) 2008-2018 NVIDIA Corporation. All rights reserved. #ifndef RENDERER_MESH_CONTEXT_H #define RENDERER_MESH_CONTEXT_H #include namespace SampleRenderer { class Renderer; class RendererMesh; class RendererMaterial; class RendererMaterialInstance; class RendererMeshContext { friend class Renderer; public: const RendererMesh *mesh; RendererMaterial *material; RendererMaterialInstance *materialInstance; const physx::PxMat44 *transform; const physx::PxF32 *shaderData; bool negativeScale; // TODO: this is kind of hacky, would prefer a more generalized // solution via RendererMatrialInstance. const physx::PxMat44 *boneMatrices; PxU32 numBones; enum CullMode { CLOCKWISE = 0, COUNTER_CLOCKWISE, NONE }; CullMode cullMode; bool screenSpace; //TODO: I am not sure if this is needed! enum FillMode { SOLID, LINE, POINT, }; FillMode fillMode; public: RendererMeshContext(void); ~RendererMeshContext(void); bool isValid(void) const; }; } // namespace SampleRenderer #endif