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/*
* 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"
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())
{
PX_ALWAYS_ASSERT();
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);
}
}
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