aboutsummaryrefslogtreecommitdiff
path: root/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderable.cpp
diff options
context:
space:
mode:
authorAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
committerAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
commit236f03c0b9a4982328ed1201978f7f69d192d9b2 (patch)
treee486f2fa39dba203563895541e92c60ed3e25759 /tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderable.cpp
parentAdded screens to welcome page (diff)
downloadblast-236f03c0b9a4982328ed1201978f7f69d192d9b2.tar.xz
blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.zip
Blast 1.1 release (windows / linux)
see docs/release_notes.txt for details
Diffstat (limited to 'tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderable.cpp')
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderable.cpp96
1 files changed, 82 insertions, 14 deletions
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderable.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderable.cpp
index 51569b7..5ce713d 100644
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderable.cpp
+++ b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/Renderable.cpp
@@ -1,12 +1,30 @@
-/*
-* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
-*
-* NVIDIA CORPORATION and its licensors retain all intellectual property
-* and proprietary rights in and to this software, 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.
-*/
+// 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) 2008-2017 NVIDIA Corporation. All rights reserved.
+
#include "Renderable.h"
#include "Renderer.h"
@@ -17,6 +35,8 @@ 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)
// Add By Lixu Begin
, m_selected(false)
+, m_depthTest(true)
+, m_highlight(false)
// Add By Lixu End
{
setMaterial(material);
@@ -37,17 +57,65 @@ void Renderable::render(Renderer& renderer, bool depthStencilOnly) const
}
m_materialInstance->bind(*renderer.m_context, 0, depthStencilOnly);
+
+ DirectX::XMFLOAT4 diffuseColor = getColor();
+ DirectX::XMFLOAT4 specularColor = diffuseColor;
+ float useDiffuseTexture = -1.0;
+ float useSpecularTexture = -1.0;
+ float useNormalTexture = -1.0;
+ float specularShininess = 1.0;
+ RenderMaterial& renderMaterial = m_materialInstance->getMaterial();
+ std::string mName = renderMaterial.getMaterialName();
+ if (mName != "")
+ {
+ float r, g, b, a;
+ std::string texName;
+
+ renderMaterial.getDiffuseColor(r, g, b, a);
+ diffuseColor = DirectX::XMFLOAT4(r, g, b, a);
+ renderMaterial.getSpecularColor(r, g, b, a);
+ specularColor = DirectX::XMFLOAT4(r, g, b, a);
+
+ texName = renderMaterial.getTextureFileName();
+ if (texName != "" && !renderMaterial.isBadTexture())
+ {
+ useDiffuseTexture = 1.0;
+ }
+
+ texName = renderMaterial.getTextureFileName(RenderMaterial::TT_Specular);
+ if (texName != "" && !renderMaterial.isBadTexture(RenderMaterial::TT_Specular))
+ {
+ useSpecularTexture = 1.0;
+ }
+
+ texName = renderMaterial.getTextureFileName(RenderMaterial::TT_Normal);
+ if (texName != "" && !renderMaterial.isBadTexture(RenderMaterial::TT_Normal))
+ {
+ useNormalTexture = 1.0;
+ }
+
+ specularShininess = renderMaterial.getSpecularShininess();
+ }
+
+ float selected = -1.0;
+ if (m_selected || m_highlight)
+ {
+ selected = 1.0;
+ }
// 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();
-// Add By Lixu Begin
- objectBuffer->selected = m_selected ? 1.0 : -1.0;
-// Add By Lixu End
+ objectBuffer->worldMatrix = PxMat44ToXMMATRIX(getModelMatrix());
+ objectBuffer->diffuseColor = diffuseColor;
+ objectBuffer->specularColor = specularColor;
+ objectBuffer->useDiffuseTexture = useDiffuseTexture;
+ objectBuffer->useSpecularTexture = useSpecularTexture;
+ objectBuffer->useNormalTexture = useNormalTexture;
+ objectBuffer->specularShininess = specularShininess;
+ objectBuffer->selected = selected;
renderer.m_context->Unmap(renderer.m_objectCB, 0);
}