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path: root/PhysX_3.4/Samples/SampleFramework/renderer/src/gles2/GLES2RendererMesh.cpp
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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.


#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)