/* * Copyright (c) 2008-2017, 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" #include 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_hidden(false), m_transform(PxIdentity) { setColor(DEFAULT_COLOR); setMaterial(material); } void Renderable::setMaterial(RenderMaterial& material) { m_materialInstances.clear(); m_materialInstances.push_back(material.getMaterialInstance(&m_mesh)); } void Renderable::addMaterial(RenderMaterial& material) { m_materialInstances.push_back(material.getMaterialInstance(&m_mesh)); } void Renderable::render(Renderer& renderer, bool depthStencilOnly) const { for(int submeshId = 0; submeshId < m_mesh.getSubMeshCount(); submeshId++) { if(m_mesh.isRenderSubmeshHidden(submeshId)) continue; //physx::PxMat44 submeshTransform = m_mesh.getRenderSubmeshTransform(submeshId); auto& material = m_materialInstances[submeshId%getMaterialCount()]; if(!material->isValid()) { NV_CLOTH_ASSERT(false); return; } //skip transparent submeshes in the depthStensil pass if(depthStencilOnly && !(material->getMaterial().getBlending() == RenderMaterial::BLEND_NONE)) continue; material->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(submeshId % getColorCount()); objectBuffer->boneoffsetoffset = getBoneCount()*(1+submeshId); objectBuffer->submesh = submeshId; renderer.m_context->Unmap(renderer.m_objectCB, 0); } m_mesh.render(*renderer.m_context, submeshId); } }