Init
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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_CONTEXT_H
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#define RENDERER_MESH_CONTEXT_H
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#include <RendererConfig.h>
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namespace SampleRenderer
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{
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class Renderer;
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class RendererMesh;
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class RendererMaterial;
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class RendererMaterialInstance;
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class RendererMeshContext
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{
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friend class Renderer;
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public:
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const RendererMesh *mesh;
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RendererMaterial *material;
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RendererMaterialInstance *materialInstance;
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const physx::PxMat44 *transform;
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const physx::PxF32 *shaderData;
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bool negativeScale;
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// TODO: this is kind of hacky, would prefer a more generalized
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// solution via RendererMatrialInstance.
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const physx::PxMat44 *boneMatrices;
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PxU32 numBones;
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enum CullMode
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{
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CLOCKWISE = 0,
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COUNTER_CLOCKWISE,
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NONE
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};
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CullMode cullMode;
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bool screenSpace; //TODO: I am not sure if this is needed!
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enum FillMode
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{
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SOLID,
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LINE,
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POINT,
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};
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FillMode fillMode;
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public:
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RendererMeshContext(void);
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~RendererMeshContext(void);
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bool isValid(void) const;
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};
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} // namespace SampleRenderer
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#endif
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