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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 <RendererConfig.h>
#if defined(RENDERER_ENABLE_OPENGL)
#include "OGLRendererMesh.h"
#include "OGLRendererInstanceBuffer.h"
#include "OGLRendererMaterial.h"
using 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;
}
OGLRendererMesh::OGLRendererMesh(OGLRenderer &renderer, const RendererMeshDesc &desc)
: RendererMesh(desc)
, m_renderer(renderer)
{
}
OGLRendererMesh::~OGLRendererMesh(void)
{
}
void OGLRendererMesh::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 OGLRendererMesh::renderVertices(PxU32 numVertices, RendererMaterial *material) const
{
RendererMesh::Primitive primitive = getPrimitives();
glDrawArrays(getGLPrimitive(primitive), 0, numVertices);
}
void OGLRendererMesh::renderIndicesInstanced(PxU32 numVertices, PxU32 firstIndex, PxU32 numIndices, RendererIndexBuffer::Format indexFormat, RendererMaterial *material) const
{
const OGLRendererInstanceBuffer *ib = static_cast<const OGLRendererInstanceBuffer*>(getInstanceBuffer());
if(ib)
{
const PxU32 firstInstance = m_firstInstance;
const PxU32 numInstances = getNumInstances();
const OGLRendererMaterial *currentMaterial = m_renderer.getCurrentMaterial();
CGparameter modelMatrixParam = m_renderer.getCGEnvironment().modelMatrix;
CGparameter modelViewMatrixParam = m_renderer.getCGEnvironment().modelViewMatrix;
if(currentMaterial && modelMatrixParam && modelViewMatrixParam)
{
for(PxU32 i=0; i<numInstances; i++)
{
#if defined(RENDERER_ENABLE_CG)
const physx::PxMat44 &model = ib->getModelMatrix(firstInstance+i);
GLfloat glmodel[16];
PxToGL(glmodel, model);
physx::PxMat44 modelView = m_renderer.getViewMatrix() * model;
GLfloat glmodelview[16];
PxToGL(glmodelview, modelView);
cgGLSetMatrixParameterfc(modelMatrixParam, glmodel);
cgGLSetMatrixParameterfc(modelViewMatrixParam, glmodelview);
#endif
currentMaterial->bindMeshState(false);
renderIndices(numVertices, firstIndex, numIndices, indexFormat, material);
}
}
}
}
void OGLRendererMesh::renderVerticesInstanced(PxU32 numVertices, RendererMaterial *material) const
{
const OGLRendererInstanceBuffer *ib = static_cast<const OGLRendererInstanceBuffer*>(getInstanceBuffer());
if(ib)
{
const PxU32 firstInstance = m_firstInstance;
const PxU32 numInstances = getNumInstances();
const OGLRendererMaterial *currentMaterial = m_renderer.getCurrentMaterial();
CGparameter modelMatrixParam = m_renderer.getCGEnvironment().modelMatrix;
CGparameter modelViewMatrixParam = m_renderer.getCGEnvironment().modelViewMatrix;
if(currentMaterial && modelMatrixParam && modelViewMatrixParam)
{
for(PxU32 i=0; i<numInstances; i++)
{
#if defined(RENDERER_ENABLE_CG)
const physx::PxMat44 &model = ib->getModelMatrix(firstInstance+i);
GLfloat glmodel[16];
PxToGL(glmodel, model);
physx::PxMat44 modelView = m_renderer.getViewMatrix() * model;
GLfloat glmodelview[16];
PxToGL(glmodelview, modelView);
cgGLSetMatrixParameterfc(modelMatrixParam, glmodel);
cgGLSetMatrixParameterfc(modelViewMatrixParam, glmodelview);
#endif
currentMaterial->bindMeshState(false);
renderVertices(numVertices, material);
}
}
}
}
#endif // #if defined(RENDERER_ENABLE_OPENGL)
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