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PhysX4.1/physx/samples/sampleframework/renderer/include/Renderer.h
2025-11-28 23:13:44 +05:30

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//
// 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_H
#define RENDERER_H
#include <RendererConfig.h>
#include <RendererMaterial.h>
#include <RendererWindow.h>
#include <RendererColor.h>
#include <RendererUtils.h>
#include <SampleUserInput.h>
#include <vector>
#include <string>
#include <queue>
#if PX_VC
#pragma warning(push)
#pragma warning(disable:4702)
#include <map>
#pragma warning(pop)
#else
#include <map>
#endif
#include "foundation/PxVec2.h"
#include "foundation/PxProfiler.h"
namespace SampleRenderer
{
class RendererDesc;
class RendererWindow;
class RendererVertexBuffer;
class RendererVertexBufferDesc;
class RendererIndexBuffer;
class RendererIndexBufferDesc;
class RendererSurfaceBuffer;
class RendererSurfaceBufferDesc;
class RendererInstanceBuffer;
class RendererInstanceBufferDesc;
class RendererTexture;
class RendererTextureDesc;
class RendererTarget;
class RendererTargetDesc;
class RendererMaterial;
class RendererMaterialDesc;
class RendererMesh;
class RendererMeshDesc;
class RendererMeshContext;
class RendererLight;
class RendererLightDesc;
class RendererColor;
class RendererProjection;
class ScreenQuad
{
public:
ScreenQuad();
RendererColor mLeftUpColor; //!< Color for left-up vertex
RendererColor mLeftDownColor; //!< Color for left-down vertex
RendererColor mRightUpColor; //!< Color for right-up vertex
RendererColor mRightDownColor; //!< Color for right-down vertex
PxReal mAlpha; //!< Alpha value
PxReal mX0, mY0; //!< Up-left coordinates
PxReal mX1, mY1; //!< Bottom-right coordinates
};
class Renderer
{
public:
struct TextVertex
{
PxVec3 p;
PxReal rhw;
PxU32 color;
PxReal u,v;
};
struct TessellationParams
{
TessellationParams();
void setDefault();
std::string toString();
PxVec4 tessFactor;
PxReal tessMinMaxDistance[2];
PxReal tessHeightScaleAndBias[2];
PxReal tessUVScale[2];
};
typedef enum DriverType
{
DRIVER_OPENGL = 0, // Supports Windows, Linux, MacOSX.
DRIVER_DIRECT3D9, // Supports Windows.
DRIVER_DIRECT3D11, // Supports Windows 7/Vista.
DRIVER_NULL,
} DriverType;
public:
// assetDir should point to the directory where shaders can be found in the assetDir/shaders/ subdirectory and textures are in assetDir/textures
// enableMaterialCaching will try to compile as few shaders as possible
static Renderer *createRenderer(const RendererDesc &desc, const char* assetDir, bool enableMaterialCaching = true);
static const char *getDriverTypeName(DriverType type);
protected:
Renderer(DriverType driver, PxErrorCallback* errorCallback, const char* shaderDir);
virtual ~Renderer(void);
public:
void release(void);
// get the driver type for this renderer.
DriverType getDriverType(void) const;
// get the offset to the center of a pixel relative to the size of a pixel (so either 0 or 0.5).
PxF32 getPixelCenterOffset(void) const;
// get the name of the hardware device.
const char *getDeviceName(void) const;
// adds a mesh to the render queue.
void queueMeshForRender(RendererMeshContext &mesh);
void removeMeshFromRenderQueue(RendererMesh& mesh);
// adds a light to the render queue.
void queueLightForRender(RendererLight &light);
void removeLightFromRenderQueue(RendererLight &light);
// renders the current scene to the offscreen buffers. empties the render queue when done.
void render(const physx::PxMat44 &eye, const RendererProjection &proj, RendererTarget *target=0, bool depthOnly=false);
// sets fog
void setFog(const RendererColor &fogColor, float fogDistance);
// sets the ambient lighting color.
void setAmbientColor(const RendererColor &ambientColor);
// get the ambient lighting color.
RendererColor getAmbientColor();
// sets the clear color.
void setClearColor(const RendererColor &clearColor);
RendererColor& getClearColor() { return m_clearColor; }
// sets whether tessellation is enabled. must be supported by the underlying renderer implementation
void setEnableTessellation(bool enable) { m_enableTessellation = enable && isTessellationSupported(); }
bool getEnableTessellation() const { return m_enableTessellation; }
virtual bool isTessellationSupported(void) const { return false; }
// sets appropriate tessellation parameters
void setTessellationParams(const TessellationParams&);
TessellationParams& getTessellationParams() { return m_tessellationParams; }
// sets whether wireframe mode is enabled
void toggleWireframe() { m_enableWireframe = !m_enableWireframe; }
bool wireframeEnabled() const { return m_enableWireframe; }
// sets whether to override the blending of individual meshes
void setEnableBlendingOverride(bool enable) { m_enableBlendingOverride = enable; }
bool blendingOverrideEnabled() const { return m_enableBlendingOverride; }
// sets whether to use culling on meshes with blending
void setEnableBlendingCull(bool enable) { m_enableBlendingCull = enable; }
bool blendingCull() const { return m_enableBlendingCull; }
// get and set the output message stream
void setErrorCallback(PxErrorCallback* errc) { m_errorCallback = errc; }
PxErrorCallback* getErrorCallback() { return m_errorCallback; }
// sprite renderer is not available on dx11 feature level dx9
virtual bool isSpriteRenderingSupported(void) const { return true; }
// clears the offscreen buffers.
virtual void clearBuffers(void) = 0;
// presents the current color buffer to the screen.
// returns true on device reset and if buffers need to be rewritten.
virtual bool swapBuffers(void) = 0;
// get the device pointer (void * abstraction)
virtual void *getDevice() = 0;
// save the screen data to disk
virtual bool captureScreen(const char* filename);
// gets a handle to the current frame's data, in bitmap format
// note: subsequent calls will invalidate any previously returned data
virtual bool captureScreen(PxU32 &width, PxU32& height, PxU32& sizeInBytes, const void*& screenshotData) = 0;
virtual void getWindowSize(PxU32 &width, PxU32 &height) const = 0;
virtual PxU32 convertColor(const RendererColor& color) const = 0;
virtual void finishRendering() {}
virtual RendererVertexBuffer *createVertexBuffer( const RendererVertexBufferDesc &desc) = 0;
virtual RendererIndexBuffer *createIndexBuffer( const RendererIndexBufferDesc &desc) = 0;
// virtual RendererSurfaceBuffer *createSurfaceBuffer( const RendererSurfaceBufferDesc &desc) = 0;
virtual RendererInstanceBuffer *createInstanceBuffer(const RendererInstanceBufferDesc &desc) = 0;
virtual RendererTexture *createTexture( const RendererTextureDesc &desc);
virtual RendererTexture2D *createTexture2D( const RendererTexture2DDesc &desc) = 0;
virtual RendererTexture3D *createTexture3D( const RendererTexture3DDesc &desc) = 0;
virtual RendererTarget *createTarget( const RendererTargetDesc &desc) = 0;
virtual RendererMaterial *createMaterial( const RendererMaterialDesc &desc) = 0;
virtual RendererMesh *createMesh( const RendererMeshDesc &desc) = 0;
virtual RendererLight *createLight( const RendererLightDesc &desc) = 0;
virtual void disableDepthTest() {}
virtual void enableDepthTest() {}
// These two methods are only necessary for internal caching of compiled materials
bool getEnableMaterialCaching() { return mEnableMaterialCaching; }
virtual void setVsync(bool on) = 0;
protected:
void setEnableMaterialCaching(bool enable) { mEnableMaterialCaching = enable; }
RendererMaterial *hasMaterialAlready( const RendererMaterialDesc& desc);
void registerMaterial( const RendererMaterialDesc& desc, RendererMaterial* mat);
void releaseAllMaterials();
void formatScreenshot(PxU32 width, PxU32 height, PxU32 sizeInBytes, int rPosition, int gPosition, int bPosition, bool bFlipY, void* screenshotData);
public:
// Text rendering
virtual bool initTexter();
virtual void closeTexter();
void print(PxU32 x, PxU32 y, const char* text, PxReal scale=0.5f, PxReal shadowOffset=6.0f, RendererColor textColor = RendererColor(255, 255, 255, 255), bool forceFixWidthNumbers = false);
void print(PxU32* x, PxU32* y, const char** text, PxU32 textCount, PxReal scale=0.5f, PxReal shadowOffset=6.0f, RendererColor* textColors = NULL, bool forceFixWidthNumbers = false);
const char* getAssetDir();
// assetDir should point to the directory where shaders can be found in the assetDir/shaders/ subdirectory and textures are in assetDir/textures
void setAssetDir( const char * assetDir );
void setCacheShaderDir( const char * cacheDir ) { m_cacheDir = cacheDir; }
const char* getCacheShaderDir() { return m_cacheDir; }
// Screenquad
virtual bool initScreenquad();
virtual void closeScreenquad();
bool drawScreenQuad(const ScreenQuad& screenQuad);
bool drawTouchControls();
bool drawLines2D(PxU32 nbVerts, const PxReal* vertices, const RendererColor& color);
bool drawLines2D(PxU32 nbVerts, const PxReal* vertices, const RendererColor* colors);
private:
void renderMeshes(std::vector<RendererMeshContext>& meshes, RendererMaterial::Pass pass);
void renderDeferredLights(void);
void sortMeshes(const physx::PxMat44& eye);
private:
RendererMesh* initControl(PxReal* vertices, PxReal* texcoords, PxU32 verticesCount);
friend class ScopedRender;
virtual bool beginRender(void) { return true;}
virtual void endRender(void) {}
virtual void bindViewProj(const physx::PxMat44 &eye, const RendererProjection &proj) = 0;
virtual void bindFogState(const RendererColor &fogColor, float fogDistance) = 0;
virtual void bindAmbientState(const RendererColor &ambientColor) = 0;
virtual void bindDeferredState(void) = 0;
virtual void bindMeshContext(const RendererMeshContext &context) = 0;
virtual void beginMultiPass(void) = 0;
virtual void endMultiPass(void) = 0;
virtual void beginTransparentMultiPass(void) = 0;
virtual void endTransparentMultiPass(void) = 0;
virtual void renderDeferredLight(const RendererLight &light) = 0;
virtual bool isOk(void) const = 0;
public:
virtual void setupTextRenderStates() = 0;
virtual void resetTextRenderStates() = 0;
virtual void renderTextBuffer(const void* vertices, PxU32 nbVerts, const PxU16* indices, PxU32 nbIndices, RendererMaterial* material) = 0;
virtual void renderLines2D(const void* vertices, PxU32 nbVerts) = 0;
virtual void setupScreenquadRenderStates() = 0;
virtual void resetScreenquadRenderStates() = 0;
private:
Renderer &operator=(const Renderer&) { return *this; }
const DriverType m_driver;
protected:
PxErrorCallback* m_errorCallback;
// Texter data
RendererMaterial* m_textMaterial;
RendererMaterialInstance* m_textMaterialInstance;
private:
typedef std::vector<RendererMeshContext> MeshVector;
MeshVector m_visibleLitMeshes;
MeshVector m_visibleUnlitMeshes;
MeshVector m_screenSpaceMeshes;
MeshVector m_visibleLitTransparentMeshes;
//std::priority_queue<RendererMeshContext, MeshVector, CompareMeshCameraDistance> m_visibleLitTransparentMeshes;
std::vector<RendererLight*> m_visibleLights;
RendererColor m_fogColor;
float m_fogDistance;
RendererColor m_ambientColor;
RendererColor m_clearColor;
// Screenquad data
RendererMaterial* m_screenquadOpaqueMaterial;
RendererMaterialInstance* m_screenquadOpaqueMaterialInstance;
RendererMaterial* m_screenquadAlphaMaterial;
RendererMaterialInstance* m_screenquadAlphaMaterialInstance;
protected:
PxF32 m_pixelCenterOffset;
char m_deviceName[256];
bool m_useShadersForTextRendering;
std::string m_assetDir;
const char* m_cacheDir;
// Tessellation data
TessellationParams m_tessellationParams;
bool m_enableTessellation;
bool m_enableWireframe;
bool m_enableBlendingOverride;
bool m_enableBlendingCull;
bool mEnableMaterialCaching;
struct CompareRenderMaterialDesc
{
bool operator()(const RendererMaterialDesc& desc1, const RendererMaterialDesc& desc2) const;
};
typedef std::map<RendererMaterialDesc, RendererMaterial*, CompareRenderMaterialDesc> tMaterialCache;
tMaterialCache m_materialCache;
};
// Ensure that endRender() is called after each successful beginRender()
class ScopedRender : public safe_bool<>
{
public:
ScopedRender(Renderer& renderer) : mRenderer(renderer), mBeginRenderSuccessful(mRenderer.beginRender()) { }
~ScopedRender() { if (boolean_test()) mRenderer.endRender(); }
ScopedRender& operator=(const ScopedRender&) {return *this;}
bool boolean_test() const { return mBeginRenderSuccessful; }
protected:
Renderer& mRenderer;
bool mBeginRenderSuccessful;
};
} // namespace SampleRenderer
#endif