// 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" #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) // Add By Lixu Begin , m_selected(false) , m_depthTest(true) , m_highlight(false) // Add By Lixu End { setMaterial(material); } void Renderable::setMaterial(RenderMaterial& material) { material.addRelatedRenderable(this); 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); 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->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); } m_mesh.render(*renderer.m_context); }