diff options
Diffstat (limited to 'samples/SampleBase/renderer/PrimitiveRenderMesh.cpp')
| -rwxr-xr-x[-rw-r--r--] | samples/SampleBase/renderer/PrimitiveRenderMesh.cpp | 444 |
1 files changed, 222 insertions, 222 deletions
diff --git a/samples/SampleBase/renderer/PrimitiveRenderMesh.cpp b/samples/SampleBase/renderer/PrimitiveRenderMesh.cpp index 83c6431..cbc34ce 100644..100755 --- a/samples/SampleBase/renderer/PrimitiveRenderMesh.cpp +++ b/samples/SampleBase/renderer/PrimitiveRenderMesh.cpp @@ -1,222 +1,222 @@ -// 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. - - -#include "PrimitiveRenderMesh.h" -#include "Renderer.h" - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Base Mesh internal class -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -PrimitiveRenderMesh::PrimitiveRenderMesh(const float v[], UINT numVertices) -{ - std::vector<D3D11_INPUT_ELEMENT_DESC> layout; - layout.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - layout.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - - initialize(v, numVertices, sizeof(float) * 6, layout, nullptr, 0); -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Box Mesh -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -const float boxVertices[] = -{ - -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, - 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, - 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, - 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, - -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, - -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, - - -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, - 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, - 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, - 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, - -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, - -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, - - -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, - -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, - -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, - -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, - -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, - -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, - - 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, - 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, - 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, - 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, - 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, - 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, - - -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, - 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, - 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, - 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, - -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, - -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, - - -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, - 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, - 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, - 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, - -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, - -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f -}; - -BoxRenderMesh::BoxRenderMesh() : PrimitiveRenderMesh(boxVertices, sizeof(boxVertices) / (6 * sizeof(boxVertices[0]))) {} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Plane Mesh -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -const float planeSize = 1.0f; // we use scaling instead -const float planeTilesCount = 1000.0f; - -const float planeVertices[] = -{ - 0, planeSize, planeSize, 1.0f, 0.0f, 0.0f, planeTilesCount, planeTilesCount, - 0, planeSize, -planeSize, 1.0f, 0.0f, 0.0f, planeTilesCount, -planeTilesCount, - 0, -planeSize, -planeSize, 1.0f, 0.0f, 0.0f, -planeTilesCount, -planeTilesCount, - 0, -planeSize, -planeSize, 1.0f, 0.0f, 0.0f, -planeTilesCount, -planeTilesCount, - 0, -planeSize, planeSize, 1.0f, 0.0f, 0.0f, -planeTilesCount, planeTilesCount, - 0, planeSize, planeSize, 1.0f, 0.0f, 0.0f, planeTilesCount, planeTilesCount -}; - -PlaneRenderMesh::PlaneRenderMesh() -{ - std::vector<D3D11_INPUT_ELEMENT_DESC> layout; - layout.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - layout.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - layout.push_back({ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - - initialize(planeVertices, sizeof(planeVertices) / (8 * sizeof(planeVertices[0])), sizeof(float) * 8, layout, nullptr, 0); -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Sphere Mesh -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - - -const uint32_t g_numSlices = 8; // along lines of longitude -const uint32_t g_numStacks = 16; // along lines of latitude - -const uint32_t g_numSphereVertices = (g_numSlices * 2 + 1)*(g_numStacks + 1); -const uint32_t g_numSphereIndices = g_numSlices * 2 * g_numStacks * 6; - -const uint32_t g_numConeVertices = (g_numSlices * 2 + 1) * 2; -const uint32_t g_numConeIndices = g_numSlices * 2 * 6; - -PxVec3 g_spherePositions[g_numSphereVertices]; -uint16_t g_sphereIndices[g_numSphereIndices]; - -void generateSphereMesh(uint16_t slices, uint16_t stacks, PxVec3* positions, uint16_t* indices) -{ - const PxF32 thetaStep = PxPi / stacks; - const PxF32 phiStep = PxTwoPi / (slices * 2); - - PxF32 theta = 0.0f; - - // generate vertices - for (uint16_t y = 0; y <= stacks; ++y) - { - PxF32 phi = 0.0f; - - PxF32 cosTheta = PxCos(theta); - PxF32 sinTheta = PxSin(theta); - - for (uint16_t x = 0; x <= slices * 2; ++x) - { - PxF32 cosPhi = PxCos(phi); - PxF32 sinPhi = PxSin(phi); - - PxVec3 p(cosPhi*sinTheta, cosTheta, sinPhi*sinTheta); - - // write vertex - *(positions++) = p; - - phi += phiStep; - } - - theta += thetaStep; - } - - const uint16_t numRingQuads = 2 * slices; - const uint16_t numRingVerts = 2 * slices + 1; - - // add faces - for (uint16_t y = 0; y < stacks; ++y) - { - for (uint16_t i = 0; i < numRingQuads; ++i) - { - // add a quad - *(indices++) = (y + 0)*numRingVerts + i; - *(indices++) = (y + 1)*numRingVerts + i; - *(indices++) = (y + 1)*numRingVerts + i + 1; - - *(indices++) = (y + 1)*numRingVerts + i + 1; - *(indices++) = (y + 0)*numRingVerts + i + 1; - *(indices++) = (y + 0)*numRingVerts + i; - } - } -} - - -struct SphereVertex -{ - PxVec3 position; - PxVec3 normal; -}; - -SphereRenderMesh::SphereRenderMesh() -{ - generateSphereMesh(g_numSlices, g_numStacks, g_spherePositions, g_sphereIndices); - - std::vector<SphereVertex> vertices; - for (uint32_t i = 0; i < g_numSphereVertices; i++) - { - vertices.push_back({ g_spherePositions[i], g_spherePositions[i] }); - } - - std::vector<D3D11_INPUT_ELEMENT_DESC> layout; - layout.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - layout.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - - initialize(vertices.data(), (uint32_t)vertices.size(), sizeof(SphereVertex), layout, g_sphereIndices, g_numSphereIndices); -} - - -SphereRenderMesh::~SphereRenderMesh() -{ -} +// 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.
+
+
+#include "PrimitiveRenderMesh.h"
+#include "Renderer.h"
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Base Mesh internal class
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+PrimitiveRenderMesh::PrimitiveRenderMesh(const float v[], UINT numVertices)
+{
+ std::vector<D3D11_INPUT_ELEMENT_DESC> layout;
+ layout.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 });
+ layout.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 });
+
+ initialize(v, numVertices, sizeof(float) * 6, layout, nullptr, 0);
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Box Mesh
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+const float boxVertices[] =
+{
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f,
+ 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f,
+
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f,
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f,
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f,
+ -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f,
+
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
+
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f,
+ 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f,
+
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f
+};
+
+BoxRenderMesh::BoxRenderMesh() : PrimitiveRenderMesh(boxVertices, sizeof(boxVertices) / (6 * sizeof(boxVertices[0]))) {}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Plane Mesh
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+const float planeSize = 1.0f; // we use scaling instead
+const float planeTilesCount = 1000.0f;
+
+const float planeVertices[] =
+{
+ 0, planeSize, planeSize, 1.0f, 0.0f, 0.0f, planeTilesCount, planeTilesCount,
+ 0, planeSize, -planeSize, 1.0f, 0.0f, 0.0f, planeTilesCount, -planeTilesCount,
+ 0, -planeSize, -planeSize, 1.0f, 0.0f, 0.0f, -planeTilesCount, -planeTilesCount,
+ 0, -planeSize, -planeSize, 1.0f, 0.0f, 0.0f, -planeTilesCount, -planeTilesCount,
+ 0, -planeSize, planeSize, 1.0f, 0.0f, 0.0f, -planeTilesCount, planeTilesCount,
+ 0, planeSize, planeSize, 1.0f, 0.0f, 0.0f, planeTilesCount, planeTilesCount
+};
+
+PlaneRenderMesh::PlaneRenderMesh()
+{
+ std::vector<D3D11_INPUT_ELEMENT_DESC> layout;
+ layout.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 });
+ layout.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 });
+ layout.push_back({ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 });
+
+ initialize(planeVertices, sizeof(planeVertices) / (8 * sizeof(planeVertices[0])), sizeof(float) * 8, layout, nullptr, 0);
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Sphere Mesh
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+
+const uint32_t g_numSlices = 8; // along lines of longitude
+const uint32_t g_numStacks = 16; // along lines of latitude
+
+const uint32_t g_numSphereVertices = (g_numSlices * 2 + 1)*(g_numStacks + 1);
+const uint32_t g_numSphereIndices = g_numSlices * 2 * g_numStacks * 6;
+
+const uint32_t g_numConeVertices = (g_numSlices * 2 + 1) * 2;
+const uint32_t g_numConeIndices = g_numSlices * 2 * 6;
+
+PxVec3 g_spherePositions[g_numSphereVertices];
+uint16_t g_sphereIndices[g_numSphereIndices];
+
+void generateSphereMesh(uint16_t slices, uint16_t stacks, PxVec3* positions, uint16_t* indices)
+{
+ const PxF32 thetaStep = PxPi / stacks;
+ const PxF32 phiStep = PxTwoPi / (slices * 2);
+
+ PxF32 theta = 0.0f;
+
+ // generate vertices
+ for (uint16_t y = 0; y <= stacks; ++y)
+ {
+ PxF32 phi = 0.0f;
+
+ PxF32 cosTheta = PxCos(theta);
+ PxF32 sinTheta = PxSin(theta);
+
+ for (uint16_t x = 0; x <= slices * 2; ++x)
+ {
+ PxF32 cosPhi = PxCos(phi);
+ PxF32 sinPhi = PxSin(phi);
+
+ PxVec3 p(cosPhi*sinTheta, cosTheta, sinPhi*sinTheta);
+
+ // write vertex
+ *(positions++) = p;
+
+ phi += phiStep;
+ }
+
+ theta += thetaStep;
+ }
+
+ const uint16_t numRingQuads = 2 * slices;
+ const uint16_t numRingVerts = 2 * slices + 1;
+
+ // add faces
+ for (uint16_t y = 0; y < stacks; ++y)
+ {
+ for (uint16_t i = 0; i < numRingQuads; ++i)
+ {
+ // add a quad
+ *(indices++) = (y + 0)*numRingVerts + i;
+ *(indices++) = (y + 1)*numRingVerts + i;
+ *(indices++) = (y + 1)*numRingVerts + i + 1;
+
+ *(indices++) = (y + 1)*numRingVerts + i + 1;
+ *(indices++) = (y + 0)*numRingVerts + i + 1;
+ *(indices++) = (y + 0)*numRingVerts + i;
+ }
+ }
+}
+
+
+struct SphereVertex
+{
+ PxVec3 position;
+ PxVec3 normal;
+};
+
+SphereRenderMesh::SphereRenderMesh()
+{
+ generateSphereMesh(g_numSlices, g_numStacks, g_spherePositions, g_sphereIndices);
+
+ std::vector<SphereVertex> vertices;
+ for (uint32_t i = 0; i < g_numSphereVertices; i++)
+ {
+ vertices.push_back({ g_spherePositions[i], g_spherePositions[i] });
+ }
+
+ std::vector<D3D11_INPUT_ELEMENT_DESC> layout;
+ layout.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 });
+ layout.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 });
+
+ initialize(vertices.data(), (uint32_t)vertices.size(), sizeof(SphereVertex), layout, g_sphereIndices, g_numSphereIndices);
+}
+
+
+SphereRenderMesh::~SphereRenderMesh()
+{
+}
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