105 lines
3.2 KiB
C++
105 lines
3.2 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
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#ifndef CONVEX_RENDERER
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#define CONVEX_RENDERER
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#include "Convex.h"
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#include <vector>
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using namespace physx;
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class Shader;
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// ----------------------------------------------------------------------------
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class ConvexRenderer
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{
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public:
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ConvexRenderer();
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~ConvexRenderer();
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void init();
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const static int maxVertsPerGroup = 100000;
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void setActive(bool active) { mActive = active; };
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void add(const base::Convex* convex, Shader* shader);
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void remove(const base::Convex* convex);
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void render();
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void setShaderMaterial(Shader* shader, const ShaderMaterial& mat) {this->mShader = shader; this->mShaderMat = mat;}
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void setTexArrays(unsigned int diffuse, unsigned int bump, unsigned int specular, unsigned int specPower) {
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mDiffuseTexArray = diffuse; mBumpTexArray = bump;
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mSpecularTexArray = specular; mEmissiveReflectSpecPowerTexArray = specPower; }
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void setVolTex(unsigned int volTexi) { volTex = volTexi;}
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private:
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void updateRenderBuffers();
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void updateTransformations();
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Shader* mShader;
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ShaderMaterial mShaderMat;
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struct ConvexGroup {
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void init() {
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numVertices = 0; numIndices = 0;
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VBO = 0; IBO = 0; matTex = 0;
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texSize = 0;
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}
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bool dirty;
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std::vector<const Convex*> convexes;
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std::vector<float> vertices;
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std::vector<unsigned int> indices;
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std::vector<float> texCoords;
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int numVertices, numIndices;
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unsigned int VBO;
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unsigned int IBO;
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unsigned int matTex;
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int texSize;
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Shader* mShader;
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};
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std::vector<ConvexGroup*> mGroups;
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bool mActive;
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float mBumpTextureUVScale;
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float mExtraNoiseScale;
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float mRoughnessScale;
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unsigned int mDiffuseTexArray;
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unsigned int mBumpTexArray;
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unsigned int mSpecularTexArray;
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unsigned int mEmissiveReflectSpecPowerTexArray;
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unsigned int volTex;
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};
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#endif
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