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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)
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