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path: root/NvCloth/samples/SampleBase/renderer/Renderable.cpp
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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);
	}
}