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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 OGL_RENDERER_MATERIAL_H
#define OGL_RENDERER_MATERIAL_H
#include <RendererConfig.h>
#if defined(RENDERER_ENABLE_OPENGL)
#include <RendererMaterial.h>
#include "OGLRenderer.h"
namespace SampleRenderer
{
class OGLRendererMaterial : public RendererMaterial
{
friend class OGLRendererMesh;
public:
OGLRendererMaterial(OGLRenderer &renderer, const RendererMaterialDesc &desc);
virtual ~OGLRendererMaterial(void);
virtual void setModelMatrix(const float *matrix)
{
PX_UNUSED(matrix);
PX_ALWAYS_ASSERT();
}
private:
virtual const Renderer& getRenderer() const { return m_renderer; }
virtual void bind(RendererMaterial::Pass pass, RendererMaterialInstance *materialInstance, bool instanced) const;
virtual void bindMeshState(bool instanced) const;
virtual void unbind(void) const;
virtual void bindVariable(Pass pass, const Variable &variable, const void *data) const;
#if defined(RENDERER_ENABLE_CG)
void loadCustomConstants(CGprogram program, Pass pass);
#endif
private:
#if defined(RENDERER_ENABLE_CG)
class CGVariable : public Variable
{
friend class OGLRendererMaterial;
public:
CGVariable(const char *name, VariableType type, PxU32 offset);
virtual ~CGVariable(void);
void addVertexHandle(CGparameter handle);
void addFragmentHandle(CGparameter handle, Pass pass);
private:
CGparameter m_vertexHandle;
CGparameter m_fragmentHandles[NUM_PASSES];
};
#endif
private:
OGLRendererMaterial &operator=(const OGLRendererMaterial&) { return *this; }
private:
OGLRenderer &m_renderer;
GLenum m_glAlphaTestFunc;
#if defined(RENDERER_ENABLE_CG)
CGprofile m_vertexProfile;
CGprogram m_vertexProgram;
CGprofile m_fragmentProfile;
CGprogram m_fragmentPrograms[NUM_PASSES];
#if defined(RENDERER_PS3)
public:
CGprogram GetVertexProgramPS3(){ return m_vertexProgram;}
#endif
#endif
};
} // namespace SampleRenderer
#endif // #if defined(RENDERER_ENABLE_OPENGL)
#endif
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