// 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) 2008-2020 NVIDIA Corporation. All rights reserved. #ifndef RENDERABLE_H #define RENDERABLE_H #include "RenderMaterial.h" #include #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& 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