// // 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) 2008-2018 NVIDIA Corporation. All rights reserved. #include #include #include #include #include #include using namespace SampleRenderer; RendererMesh::RendererMesh(const RendererMeshDesc &desc) { m_primitives = desc.primitives; m_numVertexBuffers = desc.numVertexBuffers; m_vertexBuffers = new RendererVertexBuffer*[m_numVertexBuffers]; for(PxU32 i=0; icheckBufferWritten(), "Vertex buffer is empty!"); if (m_vertexBuffers[i]->checkBufferWritten()) { m_vertexBuffers[i]->bind(i, m_firstVertex); } } if(m_instanceBuffer) { m_instanceBuffer->bind(m_numVertexBuffers, m_firstInstance); } if(m_indexBuffer) { m_indexBuffer->bind(); } } void RendererMesh::render(RendererMaterial *material) const { if(m_instanceBuffer) { if(m_indexBuffer) { renderIndicesInstanced(m_numVertices, m_firstIndex, m_numIndices, m_indexBuffer->getFormat(), material); } else if(m_numVertices) { renderVerticesInstanced(m_numVertices, material); } } else { if(m_indexBuffer) { renderIndices(m_numVertices, m_firstIndex, m_numIndices, m_indexBuffer->getFormat(), material); } else if(m_numVertices) { renderVertices(m_numVertices, material); } } } void RendererMesh::unbind(void) const { if(m_indexBuffer) { m_indexBuffer->unbind(); } if(m_instanceBuffer) { m_instanceBuffer->unbind(m_numVertexBuffers); } for(PxU32 i=0; iunbind(i); } }