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// 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.
#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;
// Add By Lixu Begin
virtual void setScale(PxMat44 scale, bool replace) {};
int mUniqueId;
// Add By Lixu End
};
/**
Renderable, represents single object renderer by Renderer.
Basically Renderable = RenderMaterial + RenderMesh
*/
class Renderable
{
public:
//////// public API ////////
// suppose chunk count is less than 10000
static int getRenderableId(int familyId, int chunkId)
{
int renderableId = familyId * 10000 + chunkId;
return renderableId;
}
static void getFamilyChunkId(int renderableId, int& familyId, int& chunkId)
{
familyId = renderableId / 10000;
chunkId = renderableId % 10000;
}
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;
}
// Add By Lixu Begin
void setSelected(bool selected)
{
m_selected = selected;
}
bool isSelected() const
{
return m_selected;
}
void setMeshScale(PxMat44 scale, bool replace)
{
m_mesh.setScale(scale, replace);
}
void setDepthTest(bool depthTest)
{
m_depthTest = depthTest;
}
bool isDepthTest() const
{
return m_depthTest;
}
void setHighlight(bool highlight)
{
m_highlight = highlight;
}
bool isHighlight() const
{
return m_highlight;
}
// Add By Lixu End
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;
// Add By Lixu Begin
bool m_selected;
bool m_depthTest;
bool m_highlight;
// Add By Lixu End
};
#endif //RENDERABLE_H
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