/* * 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. */ #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); }