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| author | Bryan Galdrikian <[email protected]> | 2017-02-24 09:32:20 -0800 |
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| committer | Bryan Galdrikian <[email protected]> | 2017-02-24 09:32:20 -0800 |
| commit | e1bf674c16e3c8472b29574159c789cd3f0c64e0 (patch) | |
| tree | 9f0cfce09c71a2c27ff19589fcad6cd83504477c /NvBlast/samples/SampleBase/blast/BlastFamilyModelSimple.cpp | |
| parent | first commit (diff) | |
| download | archived-blast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.tar.xz archived-blast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.zip | |
Updating to [email protected] and [email protected] with a new directory structure.
NvBlast folder is gone, files have been moved to top level directory. README is changed to reflect this.
Diffstat (limited to 'NvBlast/samples/SampleBase/blast/BlastFamilyModelSimple.cpp')
| -rw-r--r-- | NvBlast/samples/SampleBase/blast/BlastFamilyModelSimple.cpp | 335 |
1 files changed, 0 insertions, 335 deletions
diff --git a/NvBlast/samples/SampleBase/blast/BlastFamilyModelSimple.cpp b/NvBlast/samples/SampleBase/blast/BlastFamilyModelSimple.cpp deleted file mode 100644 index 858758f..0000000 --- a/NvBlast/samples/SampleBase/blast/BlastFamilyModelSimple.cpp +++ /dev/null @@ -1,335 +0,0 @@ -/* -* 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. -*/ - -#include "BlastFamilyModelSimple.h" -#include "RenderUtils.h" -#include "DeviceManager.h" -#include "Renderer.h" -#include "NvBlastExtPxAsset.h" -#include "NvBlastExtPxActor.h" -#include "NvBlastTkActor.h" -#include "NvBlastTkAsset.h" -#include "PxRigidDynamic.h" - -using namespace physx; - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// SimpleRenderMesh -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -class SimpleRenderMesh : public IRenderMesh -{ -public: - SimpleRenderMesh(const SimpleMesh* mesh) : m_mesh(mesh) - { - m_device = GetDeviceManager()->GetDevice(); - - m_inputDesc.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - m_inputDesc.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - m_inputDesc.push_back({ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - m_inputDesc.push_back({ "TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - - m_numVertices = static_cast<uint32_t>(mesh->vertices.size()); - m_numFaces = static_cast<uint32_t>(mesh->indices.size()); - - // VB - { - D3D11_SUBRESOURCE_DATA vertexBufferData; - ZeroMemory(&vertexBufferData, sizeof(vertexBufferData)); - vertexBufferData.pSysMem = mesh->vertices.data(); - - D3D11_BUFFER_DESC bufferDesc; - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - bufferDesc.ByteWidth = sizeof(SimpleMesh::Vertex) * m_numVertices; - bufferDesc.CPUAccessFlags = 0; - bufferDesc.MiscFlags = 0; - bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; - - V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_vertexBuffer)); - } - - // Health Buffer - { - // fill with 1.0f initially - std::vector<float> healths(mesh->vertices.size()); - std::fill(healths.begin(), healths.end(), 1.0f); - - D3D11_SUBRESOURCE_DATA vertexBufferData; - ZeroMemory(&vertexBufferData, sizeof(vertexBufferData)); - vertexBufferData.pSysMem = healths.data(); - - D3D11_BUFFER_DESC bufferDesc; - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - bufferDesc.ByteWidth = (uint32_t)(sizeof(float) * m_numVertices); - bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - bufferDesc.MiscFlags = 0; - bufferDesc.Usage = D3D11_USAGE_DYNAMIC; - - V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_healthBuffer)); - } - - // IB - if (m_numFaces) - { - D3D11_SUBRESOURCE_DATA indexBufferData; - - ZeroMemory(&indexBufferData, sizeof(indexBufferData)); - indexBufferData.pSysMem = mesh->indices.data(); - - D3D11_BUFFER_DESC bufferDesc; - - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; - bufferDesc.ByteWidth = sizeof(uint16_t) * m_numFaces; - bufferDesc.CPUAccessFlags = 0; - bufferDesc.MiscFlags = 0; - bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; - - V(m_device->CreateBuffer(&bufferDesc, &indexBufferData, &m_indexBuffer)); - } - } - - ~SimpleRenderMesh() - { - SAFE_RELEASE(m_healthBuffer); - SAFE_RELEASE(m_vertexBuffer); - SAFE_RELEASE(m_indexBuffer); - } - - - void render(ID3D11DeviceContext& context) const - { - context.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - - UINT strides[2] = { sizeof(SimpleMesh::Vertex), sizeof(uint32_t) }; - UINT offsets[2] = { 0 }; - ID3D11Buffer* buffers[2] = { m_vertexBuffer, m_healthBuffer }; - context.IASetVertexBuffers(0, 2, buffers, strides, offsets); - - - context.IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0); - - if (m_indexBuffer) - context.DrawIndexed(m_numFaces, 0, 0); - else - context.Draw(m_numVertices, 0); - } - - const std::vector<D3D11_INPUT_ELEMENT_DESC>& getInputElementDesc() const { return m_inputDesc; } - - const SimpleMesh* getMesh() { return m_mesh; } - - void updateHealths(const std::vector<float>& healths) - { - ID3D11DeviceContext* context; - m_device->GetImmediateContext(&context); - - // update buffer - { - D3D11_MAPPED_SUBRESOURCE mappedRead; - V(context->Map(m_healthBuffer, 0, D3D11_MAP_WRITE_DISCARD, NULL, &mappedRead)); - memcpy(mappedRead.pData, healths.data(), sizeof(float) * healths.size()); - context->Unmap(m_healthBuffer, 0); - } - - } - - -private: - - ID3D11Device* m_device; - - ID3D11Buffer* m_vertexBuffer; - ID3D11Buffer* m_healthBuffer; - ID3D11Buffer* m_indexBuffer; - uint32_t m_numFaces; - uint32_t m_numVertices; - - std::vector<D3D11_INPUT_ELEMENT_DESC> m_inputDesc; - - const SimpleMesh* m_mesh; -}; - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// BlastFamilyModelSimple -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -BlastFamilyModelSimple::BlastFamilyModelSimple(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSimple& blastAsset, const BlastAsset::ActorDesc& desc) - : BlastFamily(physXController, pxManager, blastAsset), m_renderer(renderer) -{ - // materials - auto materials = blastAsset.getRenderMaterials(); - - // model - const BlastModel& model = blastAsset.getModel(); - - // create render mesh for every BlastModel::Chunk::Mesh and renderable with it - const std::vector<BlastModel::Chunk>& modelChunks = model.chunks; - m_chunks.resize(modelChunks.size()); - for (uint32_t chunkIndex = 0; chunkIndex < modelChunks.size(); chunkIndex++) - { - const std::vector<BlastModel::Chunk::Mesh>& meshes = modelChunks[chunkIndex].meshes; - std::vector<SimpleRenderMesh*>& renderMeshes = m_chunks[chunkIndex].renderMeshes; - std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables; - renderMeshes.resize(meshes.size()); - renderables.resize(meshes.size()); - for (uint32_t i = 0; i < meshes.size(); i++) - { - renderMeshes[i] = new SimpleRenderMesh(&meshes[i].mesh); - - uint32_t materialIndex = model.chunks[chunkIndex].meshes[i].materialIndex; - Renderable* renderable = renderer.createRenderable(*renderMeshes[i], *materials[materialIndex]); - renderable->setHidden(true); - renderables[i] = renderable; - - } - } - - // initialize in position - initialize(desc); -} - -BlastFamilyModelSimple::~BlastFamilyModelSimple() -{ - // release all chunks - for (uint32_t chunkIndex = 0; chunkIndex < m_chunks.size(); chunkIndex++) - { - std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables; - for (uint32_t i = 0; i < m_chunks[chunkIndex].renderables.size(); i++) - { - m_renderer.removeRenderable(m_chunks[chunkIndex].renderables[i]); - SAFE_DELETE(m_chunks[chunkIndex].renderMeshes[i]); - } - } -} - -void BlastFamilyModelSimple::onActorCreated(const ExtPxActor& actor) -{ - // separate color for every material - std::vector<DirectX::XMFLOAT4> colors; - - const uint32_t* chunkIndices = actor.getChunkIndices(); - uint32_t chunkCount = actor.getChunkCount(); - for (uint32_t i = 0; i < chunkCount; i++) - { - uint32_t chunkIndex = chunkIndices[i]; - std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables; - for (uint32_t r = 0; r < renderables.size(); r++) - { - if (colors.size() <= r) - colors.push_back(getRandomPastelColor()); - - renderables[r]->setHidden(false); - renderables[r]->setColor(colors[r]); - } - } -} - -void BlastFamilyModelSimple::onActorUpdate(const ExtPxActor& actor) -{ - const ExtPxChunk* chunks = m_blastAsset.getPxAsset()->getChunks(); - const ExtPxSubchunk* subChunks = m_blastAsset.getPxAsset()->getSubchunks(); - const uint32_t* chunkIndices = actor.getChunkIndices(); - uint32_t chunkCount = actor.getChunkCount(); - for (uint32_t i = 0; i < chunkCount; i++) - { - uint32_t chunkIndex = chunkIndices[i]; - std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables; - for (Renderable* r : renderables) - { - r->setTransform(actor.getPhysXActor().getGlobalPose() * subChunks[chunks[chunkIndex].firstSubchunkIndex].transform); - } - } -} - -void BlastFamilyModelSimple::onActorDestroyed(const ExtPxActor& actor) -{ - const uint32_t* chunkIndices = actor.getChunkIndices(); - uint32_t chunkCount = actor.getChunkCount(); - for (uint32_t i = 0; i < chunkCount; i++) - { - uint32_t chunkIndex = chunkIndices[i]; - std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables; - for (Renderable* r : renderables) - { - r->setHidden(true); - } - } -} - -void BlastFamilyModelSimple::onActorHealthUpdate(const ExtPxActor& actor) -{ - TkActor& tkActor = actor.getTkActor(); - const TkAsset* tkAsset = tkActor.getAsset(); - - const float* bondHealths = tkActor.getBondHealths(); - uint32_t nodeCount = tkActor.getGraphNodeCount(); - if (nodeCount == 0) // subsupport chunks don't have graph nodes - return; - - std::vector<uint32_t> nodes(tkActor.getGraphNodeCount()); - tkActor.getGraphNodeIndices(nodes.data(), static_cast<uint32_t>(nodes.size())); - - const NvBlastChunk* chunks = tkAsset->getChunks(); - const NvBlastBond* bonds = tkAsset->getBonds(); - - const NvBlastSupportGraph graph = tkAsset->getGraph(); - - std::vector<float> healthBuffer; - - for (uint32_t node0 : nodes) - { - uint32_t chunkIndex = graph.chunkIndices[node0]; - - if (chunkIndex >= m_chunks.size()) - continue; - - std::vector<SimpleRenderMesh*>& meshes = m_chunks[chunkIndex].renderMeshes; - const auto& renderables = m_chunks[chunkIndex].renderables; - for (uint32_t i = 0; i < meshes.size(); ++i) - { - if(renderables[i]->isHidden()) - continue; - - SimpleRenderMesh* renderMesh = meshes[i]; - - const SimpleMesh* mesh = renderMesh->getMesh(); - healthBuffer.resize(mesh->vertices.size()); - - for (uint32_t vertexIndex = 0; vertexIndex < mesh->vertices.size(); vertexIndex++) - { - PxVec3 position = mesh->vertices[vertexIndex].position; - float health = 0.0f; - float healthDenom = 0.0f; - - for (uint32_t adjacencyIndex = graph.adjacencyPartition[node0]; adjacencyIndex < graph.adjacencyPartition[node0 + 1]; adjacencyIndex++) - { - uint32_t node1 = graph.adjacentNodeIndices[adjacencyIndex]; - uint32_t bondIndex = graph.adjacentBondIndices[adjacencyIndex]; - float bondHealth = PxClamp(bondHealths[bondIndex] / BOND_HEALTH_MAX, 0.0f, 1.0f); - const NvBlastBond& solverBond = bonds[bondIndex]; - const PxVec3& centroid = reinterpret_cast<const PxVec3&>(solverBond.centroid); - - float factor = 1.0f / (centroid - position).magnitudeSquared(); - - health += bondHealth * factor; - healthDenom += factor; - } - - healthBuffer[vertexIndex] = healthDenom > 0.0f ? health / healthDenom : 1.0f; - } - - renderMesh->updateHealths(healthBuffer); - } - } -} |