/* * 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. */ #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: IRenderMesh(){ m_submeshCount = 1; } virtual ~IRenderMesh() {} virtual const std::vector& getInputElementDesc() const = 0; virtual void render(ID3D11DeviceContext& context, int submesh) const = 0; virtual physx::PxMat44 getRenderSubmeshTransform(int submesh) { return physx::PxMat44(physx::PxIdentity); } virtual bool isRenderSubmeshHidden(int submesh) { return false; } virtual int getBoneCount() const { return 0; } int getSubMeshCount() const { return m_submeshCount; } protected: int m_submeshCount; }; /** Renderable, represents single object renderer by Renderer. Basically Renderable = RenderMaterial(s) + RenderMesh(es) */ class Renderable { public: //////// public API //////// void setMaterial(RenderMaterial& material); void clearMaterials() { m_materialInstances.clear(); } void addMaterial(RenderMaterial& material); RenderMaterial& getMaterial(int id) const { return m_materialInstances[id]->getMaterial(); } int getMaterialCount() const { return (int)m_materialInstances.size(); } 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_colors.clear(); m_colors.push_back(color); } void addColor(DirectX::XMFLOAT4 color) { m_colors.push_back(color); } DirectX::XMFLOAT4& getColor(int id) { return m_colors[id]; } DirectX::XMFLOAT4 const& getColor(int id) const { return m_colors[id]; } int getColorCount() const { return (int)m_colors.size(); } int getBoneCount() const { return m_mesh.getBoneCount(); } void setHidden(bool hidden) { m_hidden = hidden; } bool isHidden() const { return m_hidden; } bool isTransparent() const { for(int i = 0; i < (int)m_materialInstances.size(); i++) { if(!(m_materialInstances[i]->getMaterial().getBlending() == RenderMaterial::BLEND_NONE)) return true; } return false; } 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 //////// std::vector m_colors; PxTransform m_transform; PxVec3 m_scale; std::vector m_materialInstances; IRenderMesh& m_mesh; bool m_hidden; }; #endif //RENDERABLE_H