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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.
*/
#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:
IRenderMesh(){ m_submeshCount = 1; }
virtual ~IRenderMesh() {}
virtual const std::vector<D3D11_INPUT_ELEMENT_DESC>& 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<DirectX::XMFLOAT4> m_colors;
PxTransform m_transform;
PxVec3 m_scale;
std::vector<RenderMaterial::InstancePtr> m_materialInstances;
IRenderMesh& m_mesh;
bool m_hidden;
};
#endif //RENDERABLE_H
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