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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 NULL_RENDERER_H
#define NULL_RENDERER_H
#include <RendererConfig.h>
#include <Renderer.h>
namespace SampleRenderer
{
class NullRenderer : public Renderer
{
public:
NullRenderer(const RendererDesc &desc, const char* assetDir);
virtual ~NullRenderer(void);
public:
// clears the offscreen buffers.
virtual void clearBuffers(void);
// presents the current color buffer to the screen.
// returns true on device reset and if buffers need to be rewritten.
virtual bool swapBuffers(void);
// get the device pointer (void * abstraction)
virtual void *getDevice();
virtual void finishRendering();
virtual void getWindowSize(PxU32 &width, PxU32 &height) const;
virtual RendererVertexBuffer *createVertexBuffer( const RendererVertexBufferDesc &desc);
virtual RendererIndexBuffer *createIndexBuffer( const RendererIndexBufferDesc &desc);
virtual RendererInstanceBuffer *createInstanceBuffer(const RendererInstanceBufferDesc &desc);
virtual RendererTexture2D *createTexture2D( const RendererTexture2DDesc &desc);
virtual RendererTexture3D *createTexture3D( const RendererTexture3DDesc &desc);
virtual RendererTarget *createTarget( const RendererTargetDesc &desc);
virtual RendererMaterial *createMaterial( const RendererMaterialDesc &desc);
virtual RendererMesh *createMesh( const RendererMeshDesc &desc);
virtual RendererLight *createLight( const RendererLightDesc &desc);
virtual bool captureScreen(const char* filename);
virtual void renderLines2D(const void* vertices, PxU32 nbVerts);
private:
virtual void bindViewProj(const physx::PxMat44 &eye, const RendererProjection &proj);
virtual void bindAmbientState(const RendererColor &ambientColor);
virtual void bindFogState(const RendererColor &fogColor, float fogDistance);
virtual void bindDeferredState(void);
virtual void bindMeshContext(const RendererMeshContext &context);
virtual void beginMultiPass(void);
virtual void endMultiPass(void);
virtual void renderDeferredLight(const RendererLight &light);
virtual PxU32 convertColor(const RendererColor& color) const;
virtual void beginTransparentMultiPass(void) {}
virtual void endTransparentMultiPass(void) {}
virtual void setVsync(bool on) {}
virtual bool captureScreen(PxU32 &width, PxU32& height, PxU32& sizeInBytes, const void*& screenshotData) { return false; }
virtual bool isOk(void) const;
virtual void setupTextRenderStates();
virtual void resetTextRenderStates();
virtual void renderTextBuffer(const void* vertices, PxU32 nbVerts, const PxU16* indices, PxU32 nbIndices, RendererMaterial* material);
virtual void renderLines2D(const void* vertices, PxU32 nbVerts, RendererMaterial* material);
virtual void setupScreenquadRenderStates();
virtual void resetScreenquadRenderStates();
virtual bool initTexter();
private:
};
} // namespace SampleRenderer
#endif
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