// // 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 "GLES2RendererMesh.h" #if defined(RENDERER_ENABLE_GLES2) namespace SampleRenderer { static GLenum getGLPrimitive(RendererMesh::Primitive primitive) { GLenum glprim = ~(GLenum)0; switch(primitive) { case RendererMesh::PRIMITIVE_POINTS: glprim = GL_POINTS; break; case RendererMesh::PRIMITIVE_LINES: glprim = GL_LINES; break; case RendererMesh::PRIMITIVE_LINE_STRIP: glprim = GL_LINE_STRIP; break; case RendererMesh::PRIMITIVE_TRIANGLES: glprim = GL_TRIANGLES; break; case RendererMesh::PRIMITIVE_TRIANGLE_STRIP: glprim = GL_TRIANGLE_STRIP; break; case RendererMesh::PRIMITIVE_POINT_SPRITES: glprim = GL_POINTS; break; default: break; } RENDERER_ASSERT(glprim != ~(GLenum)0, "Unable to find GL Primitive type."); return glprim; } static GLenum getGLIndexType(RendererIndexBuffer::Format format) { GLenum gltype = 0; switch(format) { case RendererIndexBuffer::FORMAT_UINT16: gltype = GL_UNSIGNED_SHORT; break; case RendererIndexBuffer::FORMAT_UINT32: gltype = GL_UNSIGNED_INT; break; default: break; } RENDERER_ASSERT(gltype, "Unable to convert to GL Index Type."); return gltype; } GLES2RendererMesh::GLES2RendererMesh(GLES2Renderer& renderer, const RendererMeshDesc &desc) : RendererMesh(desc), m_renderer(renderer) { } GLES2RendererMesh::~GLES2RendererMesh(void) { } void GLES2RendererMesh::renderIndices(PxU32 numVertices, PxU32 firstIndex, PxU32 numIndices, RendererIndexBuffer::Format indexFormat, RendererMaterial *material) const { const PxU32 indexSize = RendererIndexBuffer::getFormatByteSize(indexFormat); void *buffer = ((PxU8*) 0)+indexSize*firstIndex; glDrawElements(getGLPrimitive(getPrimitives()), numIndices, getGLIndexType(indexFormat), buffer); } void GLES2RendererMesh::renderVertices(PxU32 numVertices, RendererMaterial *material) const { RendererMesh::Primitive primitive = getPrimitives(); if(primitive == RendererMesh::PRIMITIVE_POINT_SPRITES) glDepthMask(false); glDrawArrays(getGLPrimitive(primitive), 0, numVertices); if(primitive == RendererMesh::PRIMITIVE_POINT_SPRITES) glDepthMask(true); } void GLES2RendererMesh::renderIndicesInstanced(PxU32 numVertices, PxU32 firstIndex, PxU32 numIndices, RendererIndexBuffer::Format indexFormat, RendererMaterial *material) const { RENDERER_ASSERT(0, "TODO") } void GLES2RendererMesh::renderVerticesInstanced(PxU32 numVertices, RendererMaterial *material) const { RENDERER_ASSERT(0, "TODO") } } #endif // #if defined(RENDERER_ENABLE_GLES2)