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authorBryan Galdrikian <[email protected]>2018-05-31 11:36:08 -0700
committerBryan Galdrikian <[email protected]>2018-05-31 11:36:08 -0700
commit7115f60b91b5717d90f643fd692010905c7004db (patch)
treeeffd68c6978751c517d54c2f2bb5bb6e7dc93e18 /samples/SampleBase/renderer/Renderable.cpp
parentUpdating BlastTool zip (diff)
downloadblast-1.1.3_rc1.tar.xz
blast-1.1.3_rc1.zip
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'samples/SampleBase/renderer/Renderable.cpp')
-rwxr-xr-x[-rw-r--r--]samples/SampleBase/renderer/Renderable.cpp132
1 files changed, 66 insertions, 66 deletions
diff --git a/samples/SampleBase/renderer/Renderable.cpp b/samples/SampleBase/renderer/Renderable.cpp
index 26df56d..e79a081 100644..100755
--- a/samples/SampleBase/renderer/Renderable.cpp
+++ b/samples/SampleBase/renderer/Renderable.cpp
@@ -1,66 +1,66 @@
-// This code contains NVIDIA Confidential Information and is disclosed to you
-// under a form of NVIDIA software license agreement provided separately to you.
-//
-// Notice
-// NVIDIA Corporation and its licensors retain all intellectual property and
-// proprietary rights in and to this software and related documentation and
-// any modifications thereto. Any use, reproduction, disclosure, or
-// distribution of this software and related documentation without an express
-// license agreement from NVIDIA Corporation is strictly prohibited.
-//
-// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
-// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
-// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
-// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
-//
-// Information and code furnished is believed to be accurate and reliable.
-// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
-// information or for any infringement of patents or other rights of third parties that may
-// result from its use. No license is granted by implication or otherwise under any patent
-// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
-// This code supersedes and replaces all information previously supplied.
-// NVIDIA Corporation products are not authorized for use as critical
-// components in life support devices or systems without express written approval of
-// NVIDIA Corporation.
-//
-// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
-
-
-#include "Renderable.h"
-#include "Renderer.h"
-#include "RenderUtils.h"
-
-const DirectX::XMFLOAT4 DEFAULT_COLOR(0.5f, 0.5f, 0.5f, 1.0f);
-
-Renderable::Renderable(IRenderMesh& mesh, RenderMaterial& material) : m_mesh(mesh), m_scale(1, 1, 1), m_color(DEFAULT_COLOR), m_hidden(false), m_transform(PxIdentity)
-{
- setMaterial(material);
-}
-
-void Renderable::setMaterial(RenderMaterial& material)
-{
- m_materialInstance = material.getMaterialInstance(&m_mesh);
-}
-
-void Renderable::render(Renderer& renderer, bool depthStencilOnly) const
-{
- if (!m_materialInstance->isValid())
- {
- PX_ALWAYS_ASSERT();
- return;
- }
-
- m_materialInstance->bind(*renderer.m_context, 0, depthStencilOnly);
-
- // setup object CB
- {
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- renderer.m_context->Map(renderer.m_objectCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
- Renderer::CBObject* objectBuffer = (Renderer::CBObject*)mappedResource.pData;
- objectBuffer->world = PxMat44ToXMMATRIX(getModelMatrix());
- objectBuffer->color = getColor();
- renderer.m_context->Unmap(renderer.m_objectCB, 0);
- }
-
- m_mesh.render(*renderer.m_context);
-}
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#include "Renderable.h"
+#include "Renderer.h"
+#include "RenderUtils.h"
+
+const DirectX::XMFLOAT4 DEFAULT_COLOR(0.5f, 0.5f, 0.5f, 1.0f);
+
+Renderable::Renderable(IRenderMesh& mesh, RenderMaterial& material) : m_mesh(mesh), m_scale(1, 1, 1), m_color(DEFAULT_COLOR), m_hidden(false), m_transform(PxIdentity)
+{
+ setMaterial(material);
+}
+
+void Renderable::setMaterial(RenderMaterial& material)
+{
+ m_materialInstance = material.getMaterialInstance(&m_mesh);
+}
+
+void Renderable::render(Renderer& renderer, bool depthStencilOnly) const
+{
+ if (!m_materialInstance->isValid())
+ {
+ PX_ALWAYS_ASSERT();
+ return;
+ }
+
+ m_materialInstance->bind(*renderer.m_context, 0, depthStencilOnly);
+
+ // setup object CB
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ renderer.m_context->Map(renderer.m_objectCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ Renderer::CBObject* objectBuffer = (Renderer::CBObject*)mappedResource.pData;
+ objectBuffer->world = PxMat44ToXMMATRIX(getModelMatrix());
+ objectBuffer->color = getColor();
+ renderer.m_context->Unmap(renderer.m_objectCB, 0);
+ }
+
+ m_mesh.render(*renderer.m_context);
+}