96 lines
3.5 KiB
C++
96 lines
3.5 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) 2008-2021 NVIDIA Corporation. All rights reserved.
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#ifndef SAMPLE_TRIANGLE_DEBUG_RENDER_H
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#define SAMPLE_TRIANGLE_DEBUG_RENDER_H
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#include <RendererMeshContext.h>
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#include <FrameworkFoundation.h>
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namespace SampleRenderer
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{
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class Renderer;
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class RendererColor;
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class RendererVertexBuffer;
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}
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namespace SampleFramework
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{
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class SampleAssetManager;
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class SampleMaterialAsset;
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class SampleTriangleDebugRender
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{
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public:
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void addTriangle(const PxVec3 &p0, const PxVec3 &p1, const PxVec3 &p2, const SampleRenderer::RendererColor &color);
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void addTriangle(const PxVec3 &p0, const PxVec3 &p1, const PxVec3 &p2, const PxVec3& n0, const PxVec3& n1, const PxVec3& n2, const SampleRenderer::RendererColor &color);
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void queueForRenderTriangle(void);
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protected:
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SampleTriangleDebugRender(SampleRenderer::Renderer &renderer, SampleAssetManager &assetmanager);
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virtual ~SampleTriangleDebugRender(void);
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void checkResizeTriangle(PxU32 maxVerts);
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void clearTriangle(void);
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private:
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void checkLock(void);
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void checkUnlock(void);
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void addVert(const PxVec3 &p, const PxVec3 &n, const SampleRenderer::RendererColor &color);
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private:
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SampleTriangleDebugRender &operator=(const SampleTriangleDebugRender&) { return *this; }
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private:
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SampleRenderer::Renderer &m_renderer;
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SampleAssetManager &m_assetmanager;
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SampleMaterialAsset *m_material;
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PxU32 m_maxVerts;
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PxU32 m_numVerts;
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SampleRenderer::RendererVertexBuffer *m_vertexbuffer;
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SampleRenderer::RendererMesh *m_mesh;
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SampleRenderer::RendererMeshContext m_meshContext;
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void *m_lockedPositions;
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PxU32 m_positionStride;
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void *m_lockedNormals;
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PxU32 m_normalStride;
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void *m_lockedColors;
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PxU32 m_colorStride;
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};
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} // namespace SampleFramework
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#endif
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