From 7115f60b91b5717d90f643fd692010905c7004db Mon Sep 17 00:00:00 2001 From: Bryan Galdrikian Date: Thu, 31 May 2018 11:36:08 -0700 Subject: Blast 1.1.3. See docs/release_notes.txt. --- samples/SampleBase/renderer/Renderable.cpp | 132 ++++++++++++++--------------- 1 file changed, 66 insertions(+), 66 deletions(-) mode change 100644 => 100755 samples/SampleBase/renderer/Renderable.cpp (limited to 'samples/SampleBase/renderer/Renderable.cpp') diff --git a/samples/SampleBase/renderer/Renderable.cpp b/samples/SampleBase/renderer/Renderable.cpp old mode 100644 new mode 100755 index 26df56d..e79a081 --- 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); +} -- cgit v1.2.3