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PhysX4.1/physx/samples/sampleframework/renderer/include/RendererMaterial.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_MATERIAL_H
#define RENDERER_MATERIAL_H
#include <RendererConfig.h>
#include <vector>
namespace SampleRenderer
{
class Renderer;
class RendererMaterialDesc;
class RendererMaterialInstance;
class RendererTexture;
class RendererTextureDesc;
class RendererMaterial
{
friend class Renderer;
friend class RendererMaterialInstance;
public:
typedef enum Type
{
TYPE_UNLIT = 0,
TYPE_LIT,
NUM_TYPES,
} Type;
typedef enum AlphaTestFunc
{
ALPHA_TEST_ALWAYS = 0, // disabled alpha testing...
ALPHA_TEST_EQUAL,
ALPHA_TEST_NOT_EQUAL,
ALPHA_TEST_LESS,
ALPHA_TEST_LESS_EQUAL,
ALPHA_TEST_GREATER,
ALPHA_TEST_GREATER_EQUAL,
NUM_ALPHA_TEST_FUNCS,
} AlphaTestFunc;
typedef enum BlendFunc
{
BLEND_ZERO = 0,
BLEND_ONE,
BLEND_SRC_COLOR,
BLEND_ONE_MINUS_SRC_COLOR,
BLEND_SRC_ALPHA,
BLEND_ONE_MINUS_SRC_ALPHA,
BLEND_DST_ALPHA,
BLEND_ONE_MINUS_DST_ALPHA,
BLEND_DST_COLOR,
BLEND_ONE_MINUS_DST_COLOR,
BLEND_SRC_ALPHA_SATURATE,
} BlendFunc;
typedef enum Pass
{
PASS_UNLIT = 0,
PASS_AMBIENT_LIGHT,
PASS_POINT_LIGHT,
PASS_DIRECTIONAL_LIGHT,
PASS_SPOT_LIGHT_NO_SHADOW,
PASS_SPOT_LIGHT,
PASS_NORMALS,
PASS_DEPTH,
// LRR: The deferred pass causes compiles with the ARB_draw_buffers profile option, creating
// multiple color draw buffers. This doesn't work in OGL on ancient Intel parts.
//PASS_DEFERRED,
NUM_PASSES,
} Pass;
typedef enum VariableType
{
VARIABLE_FLOAT = 0,
VARIABLE_FLOAT2,
VARIABLE_FLOAT3,
VARIABLE_FLOAT4,
VARIABLE_FLOAT4x4,
VARIABLE_INT,
VARIABLE_SAMPLER2D,
VARIABLE_SAMPLER3D,
NUM_VARIABLE_TYPES
} VariableType;
class Variable
{
friend class RendererMaterial;
protected:
Variable(const char *name, VariableType type, PxU32 offset);
virtual ~Variable(void);
public:
const char *getName(void) const;
VariableType getType(void) const;
PxU32 getDataOffset(void) const;
PxU32 getDataSize(void) const;
void setSize(PxU32);
private:
char *m_name;
VariableType m_type;
PxU32 m_offset;
PxI32 m_size;
};
public:
static const char *getPassName(Pass pass);
virtual void setModelMatrix(const PxF32 *matrix) = 0;
protected:
RendererMaterial(const RendererMaterialDesc &desc, bool enableMaterialCaching);
virtual ~RendererMaterial(void);
public:
void incRefCount() { m_refCount++; }
void release(void);
const Variable *findVariable(const char *name, VariableType varType);
PX_FORCE_INLINE Type getType(void) const { return m_type; }
PX_FORCE_INLINE AlphaTestFunc getAlphaTestFunc(void) const { return m_alphaTestFunc; }
PX_FORCE_INLINE float getAlphaTestRef(void) const { return m_alphaTestRef; }
PX_FORCE_INLINE bool getBlending(void) const { return m_blending && !rendererBlendingOverrideEnabled(); }
PX_FORCE_INLINE BlendFunc getSrcBlendFunc(void) const { return m_srcBlendFunc; }
PX_FORCE_INLINE BlendFunc getDstBlendFunc(void) const { return m_dstBlendFunc; }
PX_FORCE_INLINE PxU32 getMaterialInstanceDataSize(void) const { return m_variableBufferSize; }
protected:
virtual const Renderer& getRenderer() const = 0;
virtual void bind(RendererMaterial::Pass pass, RendererMaterialInstance *materialInstance, bool instanced) const;
virtual void bindMeshState(bool instanced) const = 0;
virtual void unbind(void) const = 0;
virtual void bindVariable(Pass pass, const Variable &variable, const void *data) const = 0;
RendererMaterial &operator=(const RendererMaterial&) { return *this; }
bool rendererBlendingOverrideEnabled() const;
protected:
const Type m_type;
const AlphaTestFunc m_alphaTestFunc;
float m_alphaTestRef;
bool m_blending;
const BlendFunc m_srcBlendFunc;
const BlendFunc m_dstBlendFunc;
std::vector<Variable*> m_variables;
PxU32 m_variableBufferSize;
PxI32 m_refCount;
bool mEnableMaterialCaching;
};
} // namespace SampleRenderer
#endif