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PhysX4.1/physx/samples/sampleframework/framework/include/SampleTriangleDebugRender.h
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
#ifndef SAMPLE_TRIANGLE_DEBUG_RENDER_H
#define SAMPLE_TRIANGLE_DEBUG_RENDER_H
#include <RendererMeshContext.h>
#include <FrameworkFoundation.h>
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