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| author | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
| commit | 7115f60b91b5717d90f643fd692010905c7004db (patch) | |
| tree | effd68c6978751c517d54c2f2bb5bb6e7dc93e18 /samples/SampleBase/renderer/Renderable.h | |
| parent | Updating BlastTool zip (diff) | |
| download | blast-7115f60b91b5717d90f643fd692010905c7004db.tar.xz blast-7115f60b91b5717d90f643fd692010905c7004db.zip | |
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'samples/SampleBase/renderer/Renderable.h')
| -rwxr-xr-x[-rw-r--r--] | samples/SampleBase/renderer/Renderable.h | 290 |
1 files changed, 145 insertions, 145 deletions
diff --git a/samples/SampleBase/renderer/Renderable.h b/samples/SampleBase/renderer/Renderable.h index 4953f3d..61129d5 100644..100755 --- a/samples/SampleBase/renderer/Renderable.h +++ b/samples/SampleBase/renderer/Renderable.h @@ -1,146 +1,146 @@ -// 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. - - -#ifndef RENDERABLE_H -#define RENDERABLE_H - -#include "RenderMaterial.h" -#include <DirectXMath.h> -#include "PxMat44.h" -#include "PxVec3.h" -#include "PxVec4.h" - -using namespace physx; - -class Renderer; - -/** -RenderMesh interface, used by Renderable -*/ -class IRenderMesh -{ -public: - virtual ~IRenderMesh() {} - virtual const std::vector<D3D11_INPUT_ELEMENT_DESC>& getInputElementDesc() const = 0; - virtual void render(ID3D11DeviceContext& context) const = 0; -}; - -/** -Renderable, represents single object renderer by Renderer. -Basically Renderable = RenderMaterial + RenderMesh -*/ -class Renderable -{ -public: - //////// public API //////// - - void setMaterial(RenderMaterial& material); - - PxMat44 getModelMatrix() const - { - return PxMat44(m_transform) * PxMat44(PxVec4(m_scale, 1)); - } - - void setTransform(PxTransform& transform) - { - m_transform = transform; - } - - const PxTransform& getTransform() const - { - return m_transform; - } - - void setScale(PxVec3 scale) - { - m_scale = scale; - } - - const PxVec3& getScale() const - { - return m_scale; - } - - void setColor(DirectX::XMFLOAT4 color) - { - m_color = color; - } - DirectX::XMFLOAT4 getColor() const - { - return m_color; - } - - void setHidden(bool hidden) - { - m_hidden = hidden; - } - - bool isHidden() const - { - return m_hidden; - } - - bool isTransparent() const - { - return !(m_materialInstance->getMaterial().getBlending() == RenderMaterial::BLEND_NONE); - } - - RenderMaterial& getMaterial() const { return m_materialInstance->getMaterial(); } - -private: - //////// methods used by Renderer //////// - - friend class Renderer; - - void render(Renderer& renderer) const - { - render(renderer, false); - } - - void renderDepthStencilOnly(Renderer& renderer) const - { - render(renderer, true); - } - - Renderable(IRenderMesh& mesh, RenderMaterial& material); - - void render(Renderer& renderer, bool depthStencilOnly) const; - - - //////// internal data //////// - - DirectX::XMFLOAT4 m_color; - PxTransform m_transform; - PxVec3 m_scale; - - RenderMaterial::InstancePtr m_materialInstance; - IRenderMesh& m_mesh; - bool m_hidden; -}; - +// 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.
+
+
+#ifndef RENDERABLE_H
+#define RENDERABLE_H
+
+#include "RenderMaterial.h"
+#include <DirectXMath.h>
+#include "PxMat44.h"
+#include "PxVec3.h"
+#include "PxVec4.h"
+
+using namespace physx;
+
+class Renderer;
+
+/**
+RenderMesh interface, used by Renderable
+*/
+class IRenderMesh
+{
+public:
+ virtual ~IRenderMesh() {}
+ virtual const std::vector<D3D11_INPUT_ELEMENT_DESC>& getInputElementDesc() const = 0;
+ virtual void render(ID3D11DeviceContext& context) const = 0;
+};
+
+/**
+Renderable, represents single object renderer by Renderer.
+Basically Renderable = RenderMaterial + RenderMesh
+*/
+class Renderable
+{
+public:
+ //////// public API ////////
+
+ void setMaterial(RenderMaterial& material);
+
+ PxMat44 getModelMatrix() const
+ {
+ return PxMat44(m_transform) * PxMat44(PxVec4(m_scale, 1));
+ }
+
+ void setTransform(PxTransform& transform)
+ {
+ m_transform = transform;
+ }
+
+ const PxTransform& getTransform() const
+ {
+ return m_transform;
+ }
+
+ void setScale(PxVec3 scale)
+ {
+ m_scale = scale;
+ }
+
+ const PxVec3& getScale() const
+ {
+ return m_scale;
+ }
+
+ void setColor(DirectX::XMFLOAT4 color)
+ {
+ m_color = color;
+ }
+ DirectX::XMFLOAT4 getColor() const
+ {
+ return m_color;
+ }
+
+ void setHidden(bool hidden)
+ {
+ m_hidden = hidden;
+ }
+
+ bool isHidden() const
+ {
+ return m_hidden;
+ }
+
+ bool isTransparent() const
+ {
+ return !(m_materialInstance->getMaterial().getBlending() == RenderMaterial::BLEND_NONE);
+ }
+
+ RenderMaterial& getMaterial() const { return m_materialInstance->getMaterial(); }
+
+private:
+ //////// methods used by Renderer ////////
+
+ friend class Renderer;
+
+ void render(Renderer& renderer) const
+ {
+ render(renderer, false);
+ }
+
+ void renderDepthStencilOnly(Renderer& renderer) const
+ {
+ render(renderer, true);
+ }
+
+ Renderable(IRenderMesh& mesh, RenderMaterial& material);
+
+ void render(Renderer& renderer, bool depthStencilOnly) const;
+
+
+ //////// internal data ////////
+
+ DirectX::XMFLOAT4 m_color;
+ PxTransform m_transform;
+ PxVec3 m_scale;
+
+ RenderMaterial::InstancePtr m_materialInstance;
+ IRenderMesh& m_mesh;
+ bool m_hidden;
+};
+
#endif //RENDERABLE_H
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