diff options
| author | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
| commit | 7115f60b91b5717d90f643fd692010905c7004db (patch) | |
| tree | effd68c6978751c517d54c2f2bb5bb6e7dc93e18 /samples/SampleBase/renderer/SkinnedRenderMesh.h | |
| parent | Updating BlastTool zip (diff) | |
| download | blast-1.1.3_rc1.tar.xz blast-1.1.3_rc1.zip | |
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'samples/SampleBase/renderer/SkinnedRenderMesh.h')
| -rwxr-xr-x[-rw-r--r--] | samples/SampleBase/renderer/SkinnedRenderMesh.h | 198 |
1 files changed, 99 insertions, 99 deletions
diff --git a/samples/SampleBase/renderer/SkinnedRenderMesh.h b/samples/SampleBase/renderer/SkinnedRenderMesh.h index e70ea27..2e3da21 100644..100755 --- a/samples/SampleBase/renderer/SkinnedRenderMesh.h +++ b/samples/SampleBase/renderer/SkinnedRenderMesh.h @@ -1,100 +1,100 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and 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. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. - - -#ifndef SKINNED_RENDER_MESH_H -#define SKINNED_RENDER_MESH_H - -#include "Utils.h" -#include <DirectXMath.h> - -#include <vector> -#include "Renderable.h" -#include "Mesh.h" - -/** -SkinnedRenderMesh: - bonde indices are passed as vertex input, - bone transforms are stored in texture - max bone meshes count: SkinnedRenderMesh::MeshesCountMax -*/ -class SkinnedRenderMesh : public IRenderMesh -{ -public: - //////// ctor //////// - - SkinnedRenderMesh(const std::vector<const SimpleMesh*>& meshes); - ~SkinnedRenderMesh(); - - - //////// const //////// - - static const uint32_t MeshesCountMax = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; - - - //////// public API //////// - - void updateVisibleMeshes(const std::vector<uint32_t>& visibleMeshes); - void updateVisibleMeshTransforms(std::vector<PxMat44>& transforms); - - - //////// IRenderMesh implementation //////// - - virtual const std::vector<D3D11_INPUT_ELEMENT_DESC>& getInputElementDesc() const { return m_inputDesc; } - virtual void render(ID3D11DeviceContext& context) const; - -private: - //////// internal data //////// - - struct MeshInfo - { - uint32_t firstIndex; - uint32_t indicesCount; - - uint32_t firstVertex; - uint32_t verticesCount; - }; - - std::vector<D3D11_INPUT_ELEMENT_DESC> m_inputDesc; - - ID3D11Device* m_device; - - ID3D11Buffer* m_vertexBuffer; - ID3D11Buffer* m_boneIndexBuffer; - ID3D11Buffer* m_indexBuffer; - ID3D11Texture2D* m_boneTexture; - ID3D11ShaderResourceView* m_boneTextureSRV; - - uint32_t m_indexCount; - - std::vector<MeshInfo> m_meshesInfo; - std::vector<uint32_t> m_indices; -}; - - - +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and 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.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef SKINNED_RENDER_MESH_H
+#define SKINNED_RENDER_MESH_H
+
+#include "Utils.h"
+#include <DirectXMath.h>
+
+#include <vector>
+#include "Renderable.h"
+#include "Mesh.h"
+
+/**
+SkinnedRenderMesh:
+ bonde indices are passed as vertex input,
+ bone transforms are stored in texture
+ max bone meshes count: SkinnedRenderMesh::MeshesCountMax
+*/
+class SkinnedRenderMesh : public IRenderMesh
+{
+public:
+ //////// ctor ////////
+
+ SkinnedRenderMesh(const std::vector<const SimpleMesh*>& meshes);
+ ~SkinnedRenderMesh();
+
+
+ //////// const ////////
+
+ static const uint32_t MeshesCountMax = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
+
+
+ //////// public API ////////
+
+ void updateVisibleMeshes(const std::vector<uint32_t>& visibleMeshes);
+ void updateVisibleMeshTransforms(std::vector<PxMat44>& transforms);
+
+
+ //////// IRenderMesh implementation ////////
+
+ virtual const std::vector<D3D11_INPUT_ELEMENT_DESC>& getInputElementDesc() const { return m_inputDesc; }
+ virtual void render(ID3D11DeviceContext& context) const;
+
+private:
+ //////// internal data ////////
+
+ struct MeshInfo
+ {
+ uint32_t firstIndex;
+ uint32_t indicesCount;
+
+ uint32_t firstVertex;
+ uint32_t verticesCount;
+ };
+
+ std::vector<D3D11_INPUT_ELEMENT_DESC> m_inputDesc;
+
+ ID3D11Device* m_device;
+
+ ID3D11Buffer* m_vertexBuffer;
+ ID3D11Buffer* m_boneIndexBuffer;
+ ID3D11Buffer* m_indexBuffer;
+ ID3D11Texture2D* m_boneTexture;
+ ID3D11ShaderResourceView* m_boneTextureSRV;
+
+ uint32_t m_indexCount;
+
+ std::vector<MeshInfo> m_meshesInfo;
+ std::vector<uint32_t> m_indices;
+};
+
+
+
#endif //SKINNED_RENDER_MESH_H
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