// 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) 2008-2017 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); } }