aboutsummaryrefslogtreecommitdiff
path: root/APEX_1.4/samples_v2/SampleBase/ApexRenderer.h
diff options
context:
space:
mode:
authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/samples_v2/SampleBase/ApexRenderer.h
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'APEX_1.4/samples_v2/SampleBase/ApexRenderer.h')
-rw-r--r--APEX_1.4/samples_v2/SampleBase/ApexRenderer.h183
1 files changed, 183 insertions, 0 deletions
diff --git a/APEX_1.4/samples_v2/SampleBase/ApexRenderer.h b/APEX_1.4/samples_v2/SampleBase/ApexRenderer.h
new file mode 100644
index 00000000..b7fe8306
--- /dev/null
+++ b/APEX_1.4/samples_v2/SampleBase/ApexRenderer.h
@@ -0,0 +1,183 @@
+/*
+* Copyright (c) 2008-2015, 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 APEX_RENDERER_H
+#define APEX_RENDERER_H
+
+#include "ApexRenderMaterial.h"
+#include "Apex.h"
+#include "ApexController.h"
+#include <DirectXMath.h>
+#include "SampleManager.h"
+
+using namespace nvidia::apex;
+
+class CFirstPersonCamera;
+class PhysXPrimitive;
+class RenderDebugImpl;
+
+class ApexRenderer : public ISampleController, public UserRenderer
+{
+ public:
+ ApexRenderer(CFirstPersonCamera* cam, ApexController& apex);
+ ~ApexRenderer();
+ virtual void renderResource(const RenderContext& context);
+ void renderResource(PhysXPrimitive* primitive);
+ void renderDebugPrimitive(const RENDER_DEBUG::RenderDebugVertex *vertices, uint32_t verticesCount, D3D11_PRIMITIVE_TOPOLOGY topology);
+
+ void reloadShaders();
+
+ bool getWireframeMode()
+ {
+ return mWireframeMode;
+ }
+
+ void setWireframeMode(bool enabled)
+ {
+ if(mWireframeMode != enabled)
+ {
+ mWireframeMode = enabled;
+ initializeDefaultRSState();
+ }
+ }
+
+ DirectX::XMFLOAT3& getAmbientColor()
+ {
+ return mCBWorldData.ambientColor;
+ }
+
+ DirectX::XMFLOAT3& getPointLightPos()
+ {
+ return mCBWorldData.pointLightPos;
+ }
+
+ DirectX::XMFLOAT3& getPointLightColor()
+ {
+ return mCBWorldData.pointLightColor;
+ }
+
+ DirectX::XMFLOAT3& getDirLightDir()
+ {
+ return mCBWorldData.dirLightDir;
+ }
+
+ DirectX::XMFLOAT3& getDirLightColor()
+ {
+ return mCBWorldData.dirLightColor;
+ }
+
+ float& getSpecularIntensity()
+ {
+ return mCBWorldData.specularIntensity;
+ }
+
+ float& getSpecularPower()
+ {
+ return mCBWorldData.specularPower;
+ }
+
+ protected:
+ // callbacks:
+ virtual HRESULT DeviceCreated(ID3D11Device* pDevice);
+ virtual void DeviceDestroyed();
+ virtual void onInitialize();
+ virtual void onTerminate();
+ virtual void BackBufferResized(ID3D11Device* pDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc);
+ virtual void Render(ID3D11Device* /*device*/, ID3D11DeviceContext* ctx, ID3D11RenderTargetView* pRTV,
+ ID3D11DepthStencilView* pDSV);
+
+ private:
+ void initializeDefaultRSState();
+
+ ApexController& mApex;
+ struct CBCamera
+ {
+ DirectX::XMMATRIX projection;
+ DirectX::XMMATRIX projectionInv;
+ DirectX::XMMATRIX view;
+ DirectX::XMFLOAT3 viewPos;
+ float unusedPad;
+ };
+ struct CBWorld
+ {
+ DirectX::XMFLOAT3 ambientColor;
+ float unusedPad1;
+ DirectX::XMFLOAT3 pointLightPos;
+ float unusedPad2;
+ DirectX::XMFLOAT3 pointLightColor;
+ float unusedPad3;
+ DirectX::XMFLOAT3 dirLightDir;
+ float specularPower;
+ DirectX::XMFLOAT3 dirLightColor;
+ float specularIntensity; // TODO: actually it's per object property
+ };
+ struct CBObject
+ {
+ DirectX::XMMATRIX world;
+ DirectX::XMFLOAT3 color;
+ float unusedPad;
+ };
+
+ CBWorld mCBWorldData;
+
+ ID3D11Device* mDevice;
+ ID3D11DeviceContext* mCurrentContext;
+
+ CFirstPersonCamera* mCamera;
+
+ ID3D11Buffer* mCameraCB;
+ ID3D11Buffer* mWorldCB;
+ ID3D11Buffer* mObjectCB;
+
+ ID3D11RasterizerState* mRSState;
+ ID3D11DepthStencilState* mDSState;
+
+ ID3D11Texture2D* mDSTexture;
+ ID3D11DepthStencilView* mDSView;
+ ID3D11ShaderResourceView* mDSTextureSRV;
+
+
+ ID3D11SamplerState* mPointSampler;
+ ID3D11SamplerState* mLinearSampler;
+
+ ApexRenderMaterial* mPhysXPrimitiveRenderMaterial;
+ ApexRenderMaterial::Instance* mPhysXPrimitiveRenderMaterialInstance;
+
+ ApexRenderMaterial* mDebugPrimitiveRenderMaterial;
+ ApexRenderMaterial::Instance* mDebugPrimitiveRenderMaterialInstance;;
+
+ ID3D11Buffer* mDebugPrimitiveVB;
+ uint32_t mDebugPrimitiveVBVerticesCount;
+
+ RenderDebugImpl* mRenderDebugImpl;
+
+ bool mWireframeMode;
+};
+
+static nvidia::PxMat44 XMMATRIXToPxMat44(const DirectX::XMMATRIX& mat)
+{
+ nvidia::PxMat44 m;
+ memcpy(const_cast<float*>(m.front()), &mat.r[0], 4 * 4 * sizeof(float));
+ return m;
+}
+
+static DirectX::XMMATRIX PxMat44ToXMMATRIX(const nvidia::PxMat44& mat)
+{
+ return DirectX::XMMATRIX(mat.front());
+}
+
+static nvidia::PxVec4 XMVECTORToPxVec4(const DirectX::XMVECTOR& vec)
+{
+ DirectX::XMFLOAT4 f;
+ DirectX::XMStoreFloat4(&f, vec);
+ return nvidia::PxVec4(f.x, f.y, f.z, f.w);
+}
+
+#endif \ No newline at end of file