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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/samples_v2/SampleBase/ApexRenderer.h | |
| download | physx-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.h | 183 |
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
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