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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.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.  


#ifndef PHYSX_SNIPPET_RENDER_H
#define PHYSX_SNIPPET_RENDER_H

#include "PxPhysicsAPI.h"
#include "foundation/PxPreprocessor.h"

#if PX_WINDOWS
#include <windows.h>
#pragma warning(disable: 4505)
#include <glut.h>
#elif PX_LINUX_FAMILY
#include <GL/glut.h>
#elif PX_OSX
#include <GLUT/glut.h>
#else
#error platform not supported.
#endif

namespace Snippets
{
void setupDefaultWindow(const char* name);
void setupDefaultRenderState();

void startRender(const physx::PxVec3& cameraEye, const physx::PxVec3& cameraDir, physx::PxReal nearClip = 1.f, physx::PxReal farClip = 10000.f);
void renderActors(physx::PxRigidActor** actors, const physx::PxU32 numActors, bool shadows = false, const physx::PxVec3 & color = physx::PxVec3(0.0f, 0.75f, 0.0f));
void finishRender();
}

#define MAX_NUM_ACTOR_SHAPES 128

#endif //PHYSX_SNIPPET_RENDER_H