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physx/samples/sampleframework/renderer/include/RendererMesh.h
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117
physx/samples/sampleframework/renderer/include/RendererMesh.h
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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#ifndef RENDERER_MESH_H
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#define RENDERER_MESH_H
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#include <RendererConfig.h>
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#include <RendererIndexBuffer.h>
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namespace SampleRenderer
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{
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class Renderer;
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class RendererMeshDesc;
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class RendererVertexBuffer;
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class RendererIndexBuffer;
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class RendererInstanceBuffer;
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class RendererMaterial;
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class RendererMesh
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{
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friend class Renderer;
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public:
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enum Primitive
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{
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PRIMITIVE_POINTS = 0,
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PRIMITIVE_LINES,
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PRIMITIVE_LINE_STRIP,
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PRIMITIVE_TRIANGLES,
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PRIMITIVE_TRIANGLE_STRIP,
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PRIMITIVE_POINT_SPRITES,
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NUM_PRIMITIVES
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}_Primitive;
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protected:
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RendererMesh(const RendererMeshDesc &desc);
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virtual ~RendererMesh(void);
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public:
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void release(void);
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Primitive getPrimitives(void) const;
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PxU32 getNumVertices(void) const;
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PxU32 getNumIndices(void) const;
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PxU32 getNumInstances(void) const;
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void setVertexBufferRange(PxU32 firstVertex, PxU32 numVertices);
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void setIndexBufferRange(PxU32 firstIndex, PxU32 numIndices);
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void setInstanceBufferRange(PxU32 firstInstance, PxU32 numInstances);
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PxU32 getNumVertexBuffers(void) const;
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const RendererVertexBuffer *const*getVertexBuffers(void) const;
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const RendererIndexBuffer *getIndexBuffer(void) const;
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const RendererInstanceBuffer *getInstanceBuffer(void) const;
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virtual bool willRender() const { return true; }
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protected:
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void bind(void) const;
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void render(RendererMaterial *material) const;
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void unbind(void) const;
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virtual void renderIndices(PxU32 numVertices, PxU32 firstIndex, PxU32 numIndices, RendererIndexBuffer::Format indexFormat, RendererMaterial *material) const = 0;
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virtual void renderVertices(PxU32 numVertices, RendererMaterial *material) const = 0;
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virtual void renderIndicesInstanced(PxU32 numVertices, PxU32 firstIndex, PxU32 numIndices, RendererIndexBuffer::Format indexFormat,RendererMaterial *material) const = 0;
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virtual void renderVerticesInstanced(PxU32 numVertices,RendererMaterial *material) const = 0;
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virtual Renderer& renderer() = 0;
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protected:
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Primitive m_primitives;
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RendererVertexBuffer **m_vertexBuffers;
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PxU32 m_numVertexBuffers;
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PxU32 m_firstVertex;
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PxU32 m_numVertices;
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RendererIndexBuffer *m_indexBuffer;
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PxU32 m_firstIndex;
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PxU32 m_numIndices;
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RendererInstanceBuffer *m_instanceBuffer;
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PxU32 m_firstInstance;
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PxU32 m_numInstances;
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};
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} // namespace SampleRenderer
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#endif
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