// // 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) 2018 NVIDIA Corporation. All rights reserved. #ifndef CONVEX_RENDERER #define CONVEX_RENDERER #include "Convex.h" #include using namespace physx; class Shader; // ---------------------------------------------------------------------------- class ConvexRenderer { public: ConvexRenderer(); ~ConvexRenderer(); void init(); const static int maxVertsPerGroup = 100000; void setActive(bool active) { mActive = active; }; void add(const base::Convex* convex, Shader* shader); void remove(const base::Convex* convex); void render(); void setShaderMaterial(Shader* shader, const ShaderMaterial& mat) {this->mShader = shader; this->mShaderMat = mat;} void setTexArrays(unsigned int diffuse, unsigned int bump, unsigned int specular, unsigned int specPower) { mDiffuseTexArray = diffuse; mBumpTexArray = bump; mSpecularTexArray = specular; mEmissiveReflectSpecPowerTexArray = specPower; } void setVolTex(unsigned int volTexi) { volTex = volTexi;} private: void updateRenderBuffers(); void updateTransformations(); Shader* mShader; ShaderMaterial mShaderMat; struct ConvexGroup { void init() { numVertices = 0; numIndices = 0; VBO = 0; IBO = 0; matTex = 0; texSize = 0; } bool dirty; std::vector convexes; std::vector vertices; std::vector indices; std::vector texCoords; int numVertices, numIndices; unsigned int VBO; unsigned int IBO; unsigned int matTex; int texSize; Shader* mShader; }; std::vector mGroups; bool mActive; float mBumpTextureUVScale; float mExtraNoiseScale; float mRoughnessScale; unsigned int mDiffuseTexArray; unsigned int mBumpTexArray; unsigned int mSpecularTexArray; unsigned int mEmissiveReflectSpecPowerTexArray; unsigned int volTex; }; #endif