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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