text: //
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  // 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) 2008-2018 NVIDIA Corporation. All rights reserved.
  
  #ifndef RENDERER_MESH_H
  #define RENDERER_MESH_H
  
  #include <RendererConfig.h>
  #include <RendererIndexBuffer.h>
  
  namespace SampleRenderer
  {
  	class Renderer;
  	class RendererMeshDesc;
  	class RendererVertexBuffer;
  	class RendererIndexBuffer;
  	class RendererInstanceBuffer;
  	class RendererMaterial;
  
  	class RendererMesh
  	{
  		friend class Renderer;
  		friend class GLES2Renderer;
  	public:
  		enum Primitive
  		{
  			PRIMITIVE_POINTS = 0,
  			PRIMITIVE_LINES,
  			PRIMITIVE_LINE_STRIP,
  			PRIMITIVE_TRIANGLES,
  			PRIMITIVE_TRIANGLE_STRIP,
  			PRIMITIVE_POINT_SPRITES,
  
  			NUM_PRIMITIVES
  		}_Primitive;
  
  	protected:
  		RendererMesh(const RendererMeshDesc &desc);
  		virtual ~RendererMesh(void);
  
  	public:
  		void release(void);
  
  		Primitive getPrimitives(void) const;
  
  		PxU32 getNumVertices(void) const;
  		PxU32 getNumIndices(void) const;
  		PxU32 getNumInstances(void) const;
  
  		void setVertexBufferRange(PxU32 firstVertex, PxU32 numVertices);
  		void setIndexBufferRange(PxU32 firstIndex, PxU32 numIndices);
  		void setInstanceBufferRange(PxU32 firstInstance, PxU32 numInstances);
  
  		PxU32                             getNumVertexBuffers(void) const;
  		const RendererVertexBuffer *const*getVertexBuffers(void) const;
  
  		const RendererIndexBuffer        *getIndexBuffer(void) const;
  
  		const RendererInstanceBuffer     *getInstanceBuffer(void) const;
  
  		virtual bool willRender() const { return true; }
  
  	protected:
  		void         bind(void) const;
  		void         render(RendererMaterial *material) const;
  		void         unbind(void) const;
  
  		virtual void renderIndices(PxU32 numVertices, PxU32 firstIndex, PxU32 numIndices, RendererIndexBuffer::Format indexFormat, RendererMaterial *material) const = 0;
  		virtual void renderVertices(PxU32 numVertices, RendererMaterial *material) const = 0;
  
  		virtual void renderIndicesInstanced(PxU32 numVertices, PxU32 firstIndex, PxU32 numIndices, RendererIndexBuffer::Format indexFormat,RendererMaterial *material) const = 0;
  		virtual void renderVerticesInstanced(PxU32 numVertices,RendererMaterial *material) const = 0;
  
  		virtual Renderer& renderer() = 0;
  
  	protected:
  		Primitive               m_primitives;
  
  		RendererVertexBuffer  **m_vertexBuffers;
  		PxU32                   m_numVertexBuffers;
  		PxU32                   m_firstVertex;
  		PxU32                   m_numVertices;
  
  		RendererIndexBuffer    *m_indexBuffer;
  		PxU32                   m_firstIndex;
  		PxU32                   m_numIndices;
  
  		RendererInstanceBuffer *m_instanceBuffer;
  		PxU32                   m_firstInstance;
  		PxU32                   m_numInstances;
  	};
  
  } // namespace SampleRenderer
  
  #endif
  