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