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// 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_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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