// // 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 SAMPLE_TRIANGLE_DEBUG_RENDER_H #define SAMPLE_TRIANGLE_DEBUG_RENDER_H #include #include namespace SampleRenderer { class Renderer; class RendererColor; class RendererVertexBuffer; } namespace SampleFramework { class SampleAssetManager; class SampleMaterialAsset; class SampleTriangleDebugRender { public: void addTriangle(const PxVec3 &p0, const PxVec3 &p1, const PxVec3 &p2, const SampleRenderer::RendererColor &color); void addTriangle(const PxVec3 &p0, const PxVec3 &p1, const PxVec3 &p2, const PxVec3& n0, const PxVec3& n1, const PxVec3& n2, const SampleRenderer::RendererColor &color); void queueForRenderTriangle(void); protected: SampleTriangleDebugRender(SampleRenderer::Renderer &renderer, SampleAssetManager &assetmanager); virtual ~SampleTriangleDebugRender(void); void checkResizeTriangle(PxU32 maxVerts); void clearTriangle(void); private: void checkLock(void); void checkUnlock(void); void addVert(const PxVec3 &p, const PxVec3 &n, const SampleRenderer::RendererColor &color); private: SampleTriangleDebugRender &operator=(const SampleTriangleDebugRender&) { return *this; } private: SampleRenderer::Renderer &m_renderer; SampleAssetManager &m_assetmanager; SampleMaterialAsset *m_material; PxU32 m_maxVerts; PxU32 m_numVerts; SampleRenderer::RendererVertexBuffer *m_vertexbuffer; SampleRenderer::RendererMesh *m_mesh; SampleRenderer::RendererMeshContext m_meshContext; void *m_lockedPositions; PxU32 m_positionStride; void *m_lockedNormals; PxU32 m_normalStride; void *m_lockedColors; PxU32 m_colorStride; }; } // namespace SampleFramework #endif