// // 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) 2008-2021 NVIDIA Corporation. All rights reserved. #ifndef RENDERER_MESH_H #define RENDERER_MESH_H #include #include namespace SampleRenderer { class Renderer; class RendererMeshDesc; class RendererVertexBuffer; class RendererIndexBuffer; class RendererInstanceBuffer; class RendererMaterial; class RendererMesh { friend class Renderer; public: enum Primitive { PRIMITIVE_POINTS = 0, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_POINT_SPRITES, NUM_PRIMITIVES }_Primitive; protected: RendererMesh(const RendererMeshDesc &desc); virtual ~RendererMesh(void); public: void release(void); Primitive getPrimitives(void) const; PxU32 getNumVertices(void) const; PxU32 getNumIndices(void) const; PxU32 getNumInstances(void) const; void setVertexBufferRange(PxU32 firstVertex, PxU32 numVertices); void setIndexBufferRange(PxU32 firstIndex, PxU32 numIndices); void setInstanceBufferRange(PxU32 firstInstance, PxU32 numInstances); PxU32 getNumVertexBuffers(void) const; const RendererVertexBuffer *const*getVertexBuffers(void) const; const RendererIndexBuffer *getIndexBuffer(void) const; const RendererInstanceBuffer *getInstanceBuffer(void) const; virtual bool willRender() const { return true; } protected: void bind(void) const; void render(RendererMaterial *material) const; void unbind(void) const; virtual void renderIndices(PxU32 numVertices, PxU32 firstIndex, PxU32 numIndices, RendererIndexBuffer::Format indexFormat, RendererMaterial *material) const = 0; virtual void renderVertices(PxU32 numVertices, RendererMaterial *material) const = 0; virtual void renderIndicesInstanced(PxU32 numVertices, PxU32 firstIndex, PxU32 numIndices, RendererIndexBuffer::Format indexFormat,RendererMaterial *material) const = 0; virtual void renderVerticesInstanced(PxU32 numVertices,RendererMaterial *material) const = 0; virtual Renderer& renderer() = 0; protected: Primitive m_primitives; RendererVertexBuffer **m_vertexBuffers; PxU32 m_numVertexBuffers; PxU32 m_firstVertex; PxU32 m_numVertices; RendererIndexBuffer *m_indexBuffer; PxU32 m_firstIndex; PxU32 m_numIndices; RendererInstanceBuffer *m_instanceBuffer; PxU32 m_firstInstance; PxU32 m_numInstances; }; } // namespace SampleRenderer #endif