1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
|
// 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 <DirectXMath.h>
#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<D3D11_INPUT_ELEMENT_DESC>& 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
|