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//
// 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.
#ifndef RENDERER_MESH_H
#define RENDERER_MESH_H
#include <RendererConfig.h>
#include <RendererIndexBuffer.h>
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
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