diff options
Diffstat (limited to 'samples/SampleBase/renderer/SkinnedRenderMesh.cpp')
| -rwxr-xr-x[-rw-r--r--] | samples/SampleBase/renderer/SkinnedRenderMesh.cpp | 466 |
1 files changed, 233 insertions, 233 deletions
diff --git a/samples/SampleBase/renderer/SkinnedRenderMesh.cpp b/samples/SampleBase/renderer/SkinnedRenderMesh.cpp index e15713f..5d7c953 100644..100755 --- a/samples/SampleBase/renderer/SkinnedRenderMesh.cpp +++ b/samples/SampleBase/renderer/SkinnedRenderMesh.cpp @@ -1,234 +1,234 @@ -// 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 "SkinnedRenderMesh.h" -#include "Renderer.h" - -SkinnedRenderMesh::SkinnedRenderMesh(const std::vector<const SimpleMesh*>& meshes) -{ - PX_ASSERT_WITH_MESSAGE(meshes.size() <= MeshesCountMax, "meshes.size() have to be <= SkinnedRenderMesh::MeshesCountMax"); - - m_device = GetDeviceManager()->GetDevice(); - - // input element desc setup - 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_UINT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - - // reserve VB - uint32_t verticesTotal = 0; - std::for_each(meshes.begin(), meshes.end(), [&](const SimpleMesh* c) { verticesTotal += (uint32_t)c->vertices.size(); }); - std::vector<SimpleMesh::Vertex> vertexBuffer; - vertexBuffer.reserve(verticesTotal); - - // reserve IB - uint32_t indicesTotal = 0; - std::for_each(meshes.begin(), meshes.end(), [&](const SimpleMesh* c) { indicesTotal += (uint32_t)c->indices.size(); }); - m_indices.reserve(indicesTotal); - - // fill VB, IB, MeshInfo - m_meshesInfo.resize(meshes.size()); - for (uint32_t meshIndex = 0; meshIndex < meshes.size(); ++meshIndex) - { - const SimpleMesh* mesh = meshes[meshIndex]; - MeshInfo& meshInfo = m_meshesInfo[meshIndex]; - - meshInfo.firstVertex = (uint32_t)vertexBuffer.size(); - vertexBuffer.insert(vertexBuffer.end(), mesh->vertices.begin(), mesh->vertices.end()); - meshInfo.verticesCount = (uint32_t)mesh->vertices.size(); - - meshInfo.firstIndex = (uint32_t)m_indices.size(); - uint32_t indexOffset = meshInfo.firstVertex; - for (uint32_t index : mesh->indices) - { - m_indices.push_back((uint32_t)index + indexOffset); - } - meshInfo.indicesCount = (uint32_t)mesh->indices.size(); - } - - // vertex buffer - { - D3D11_SUBRESOURCE_DATA vertexBufferData; - - ZeroMemory(&vertexBufferData, sizeof(vertexBufferData)); - vertexBufferData.pSysMem = vertexBuffer.data(); - - D3D11_BUFFER_DESC bufferDesc; - - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - bufferDesc.ByteWidth = (uint32_t)(sizeof(SimpleMesh::Vertex) * vertexBuffer.size()); - bufferDesc.CPUAccessFlags = 0; - bufferDesc.MiscFlags = 0; - bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; - - V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_vertexBuffer)); - } - - // bone index buffer - { - D3D11_BUFFER_DESC bufferDesc; - - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - bufferDesc.ByteWidth = (uint32_t)(sizeof(uint32_t) * vertexBuffer.size()); - bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - bufferDesc.MiscFlags = 0; - bufferDesc.Usage = D3D11_USAGE_DYNAMIC; - - V(m_device->CreateBuffer(&bufferDesc, nullptr, &m_boneIndexBuffer)); - } - - // index buffer - { - D3D11_BUFFER_DESC bufferDesc; - - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; - bufferDesc.ByteWidth = (uint32_t)(sizeof(uint32_t) * m_indices.size()); - bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - bufferDesc.MiscFlags = 0; - bufferDesc.Usage = D3D11_USAGE_DYNAMIC; - - V(m_device->CreateBuffer(&bufferDesc, nullptr, &m_indexBuffer)); - } - - // bone texture - { - D3D11_TEXTURE2D_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Width = 4; - desc.Height = (uint32_t)meshes.size(); - desc.MipLevels = 1; - desc.ArraySize = 1; - desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; - desc.SampleDesc.Count = 1; - desc.SampleDesc.Quality = 0; - desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - desc.Usage = D3D11_USAGE_DYNAMIC; - desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; - - V(m_device->CreateTexture2D(&desc, nullptr, &m_boneTexture)); - } - - // bone texture SRV - { - D3D11_SHADER_RESOURCE_VIEW_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; - desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; - desc.Texture2D.MipLevels = 1; - desc.Texture2D.MostDetailedMip = 0; - V(m_device->CreateShaderResourceView(m_boneTexture, &desc, &m_boneTextureSRV)); - } -} - -SkinnedRenderMesh::~SkinnedRenderMesh() -{ - SAFE_RELEASE(m_vertexBuffer); - SAFE_RELEASE(m_boneIndexBuffer); - SAFE_RELEASE(m_indexBuffer); - SAFE_RELEASE(m_boneTexture); - SAFE_RELEASE(m_boneTextureSRV); -} - -void SkinnedRenderMesh::updateVisibleMeshes(const std::vector<uint32_t>& visibleMeshes) -{ - ID3D11DeviceContext* context; - m_device->GetImmediateContext(&context); - - // update bone index buffer - { - D3D11_MAPPED_SUBRESOURCE mappedRead; - V(context->Map(m_boneIndexBuffer, 0, D3D11_MAP_WRITE_DISCARD, NULL, &mappedRead)); - - uint32_t* boneIndexBuffer = (uint32_t*)mappedRead.pData; - for (uint32_t i = 0; i < visibleMeshes.size(); ++i) - { - const MeshInfo& info = m_meshesInfo[visibleMeshes[i]]; - for (uint32_t v = info.firstVertex; v < info.firstVertex + info.verticesCount; ++v) - { - boneIndexBuffer[v] = i; - } - } - - context->Unmap(m_boneIndexBuffer, 0); - } - - // update index buffer - { - D3D11_MAPPED_SUBRESOURCE mappedRead; - V(context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_DISCARD, NULL, &mappedRead)); - - uint32_t* indexBuffer = (uint32_t*)mappedRead.pData; - uint32_t indexCount = 0; - for (uint32_t meshIndex : visibleMeshes) - { - const MeshInfo& info = m_meshesInfo[meshIndex]; - memcpy(indexBuffer + indexCount, &m_indices[info.firstIndex], info.indicesCount * sizeof(uint32_t)); - indexCount += info.indicesCount; - } - context->Unmap(m_indexBuffer, 0); - m_indexCount = indexCount; - PX_ASSERT(m_indexCount % 3 == 0); - } -} - -void SkinnedRenderMesh::updateVisibleMeshTransforms(std::vector<PxMat44>& transforms) -{ - ID3D11DeviceContext* context; - m_device->GetImmediateContext(&context); - - // update bone transform texture - { - D3D11_MAPPED_SUBRESOURCE mappedRead; - V(context->Map(m_boneTexture, 0, D3D11_MAP_WRITE_DISCARD, NULL, &mappedRead)); - for (uint32_t i = 0; i < transforms.size(); ++i) - { - std::memcpy((uint8_t*)mappedRead.pData + i * mappedRead.RowPitch, &transforms[i], sizeof(PxMat44)); - } - context->Unmap(m_boneTexture, 0); - } -} - -void SkinnedRenderMesh::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_boneIndexBuffer }; - context.IASetVertexBuffers(0, 2, buffers, strides, offsets); - - context.IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0); - - context.VSSetShaderResources(1, 1, &m_boneTextureSRV); - - context.DrawIndexed(m_indexCount, 0, 0); +// 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 "SkinnedRenderMesh.h"
+#include "Renderer.h"
+
+SkinnedRenderMesh::SkinnedRenderMesh(const std::vector<const SimpleMesh*>& meshes)
+{
+ PX_ASSERT_WITH_MESSAGE(meshes.size() <= MeshesCountMax, "meshes.size() have to be <= SkinnedRenderMesh::MeshesCountMax");
+
+ m_device = GetDeviceManager()->GetDevice();
+
+ // input element desc setup
+ 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_UINT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 });
+
+ // reserve VB
+ uint32_t verticesTotal = 0;
+ std::for_each(meshes.begin(), meshes.end(), [&](const SimpleMesh* c) { verticesTotal += (uint32_t)c->vertices.size(); });
+ std::vector<SimpleMesh::Vertex> vertexBuffer;
+ vertexBuffer.reserve(verticesTotal);
+
+ // reserve IB
+ uint32_t indicesTotal = 0;
+ std::for_each(meshes.begin(), meshes.end(), [&](const SimpleMesh* c) { indicesTotal += (uint32_t)c->indices.size(); });
+ m_indices.reserve(indicesTotal);
+
+ // fill VB, IB, MeshInfo
+ m_meshesInfo.resize(meshes.size());
+ for (uint32_t meshIndex = 0; meshIndex < meshes.size(); ++meshIndex)
+ {
+ const SimpleMesh* mesh = meshes[meshIndex];
+ MeshInfo& meshInfo = m_meshesInfo[meshIndex];
+
+ meshInfo.firstVertex = (uint32_t)vertexBuffer.size();
+ vertexBuffer.insert(vertexBuffer.end(), mesh->vertices.begin(), mesh->vertices.end());
+ meshInfo.verticesCount = (uint32_t)mesh->vertices.size();
+
+ meshInfo.firstIndex = (uint32_t)m_indices.size();
+ uint32_t indexOffset = meshInfo.firstVertex;
+ for (uint32_t index : mesh->indices)
+ {
+ m_indices.push_back((uint32_t)index + indexOffset);
+ }
+ meshInfo.indicesCount = (uint32_t)mesh->indices.size();
+ }
+
+ // vertex buffer
+ {
+ D3D11_SUBRESOURCE_DATA vertexBufferData;
+
+ ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
+ vertexBufferData.pSysMem = vertexBuffer.data();
+
+ D3D11_BUFFER_DESC bufferDesc;
+
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.ByteWidth = (uint32_t)(sizeof(SimpleMesh::Vertex) * vertexBuffer.size());
+ bufferDesc.CPUAccessFlags = 0;
+ bufferDesc.MiscFlags = 0;
+ bufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
+
+ V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_vertexBuffer));
+ }
+
+ // bone index buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.ByteWidth = (uint32_t)(sizeof(uint32_t) * vertexBuffer.size());
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+
+ V(m_device->CreateBuffer(&bufferDesc, nullptr, &m_boneIndexBuffer));
+ }
+
+ // index buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ bufferDesc.ByteWidth = (uint32_t)(sizeof(uint32_t) * m_indices.size());
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+
+ V(m_device->CreateBuffer(&bufferDesc, nullptr, &m_indexBuffer));
+ }
+
+ // bone texture
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = 4;
+ desc.Height = (uint32_t)meshes.size();
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ desc.Usage = D3D11_USAGE_DYNAMIC;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+
+ V(m_device->CreateTexture2D(&desc, nullptr, &m_boneTexture));
+ }
+
+ // bone texture SRV
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
+ desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ desc.Texture2D.MipLevels = 1;
+ desc.Texture2D.MostDetailedMip = 0;
+ V(m_device->CreateShaderResourceView(m_boneTexture, &desc, &m_boneTextureSRV));
+ }
+}
+
+SkinnedRenderMesh::~SkinnedRenderMesh()
+{
+ SAFE_RELEASE(m_vertexBuffer);
+ SAFE_RELEASE(m_boneIndexBuffer);
+ SAFE_RELEASE(m_indexBuffer);
+ SAFE_RELEASE(m_boneTexture);
+ SAFE_RELEASE(m_boneTextureSRV);
+}
+
+void SkinnedRenderMesh::updateVisibleMeshes(const std::vector<uint32_t>& visibleMeshes)
+{
+ ID3D11DeviceContext* context;
+ m_device->GetImmediateContext(&context);
+
+ // update bone index buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedRead;
+ V(context->Map(m_boneIndexBuffer, 0, D3D11_MAP_WRITE_DISCARD, NULL, &mappedRead));
+
+ uint32_t* boneIndexBuffer = (uint32_t*)mappedRead.pData;
+ for (uint32_t i = 0; i < visibleMeshes.size(); ++i)
+ {
+ const MeshInfo& info = m_meshesInfo[visibleMeshes[i]];
+ for (uint32_t v = info.firstVertex; v < info.firstVertex + info.verticesCount; ++v)
+ {
+ boneIndexBuffer[v] = i;
+ }
+ }
+
+ context->Unmap(m_boneIndexBuffer, 0);
+ }
+
+ // update index buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedRead;
+ V(context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_DISCARD, NULL, &mappedRead));
+
+ uint32_t* indexBuffer = (uint32_t*)mappedRead.pData;
+ uint32_t indexCount = 0;
+ for (uint32_t meshIndex : visibleMeshes)
+ {
+ const MeshInfo& info = m_meshesInfo[meshIndex];
+ memcpy(indexBuffer + indexCount, &m_indices[info.firstIndex], info.indicesCount * sizeof(uint32_t));
+ indexCount += info.indicesCount;
+ }
+ context->Unmap(m_indexBuffer, 0);
+ m_indexCount = indexCount;
+ PX_ASSERT(m_indexCount % 3 == 0);
+ }
+}
+
+void SkinnedRenderMesh::updateVisibleMeshTransforms(std::vector<PxMat44>& transforms)
+{
+ ID3D11DeviceContext* context;
+ m_device->GetImmediateContext(&context);
+
+ // update bone transform texture
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedRead;
+ V(context->Map(m_boneTexture, 0, D3D11_MAP_WRITE_DISCARD, NULL, &mappedRead));
+ for (uint32_t i = 0; i < transforms.size(); ++i)
+ {
+ std::memcpy((uint8_t*)mappedRead.pData + i * mappedRead.RowPitch, &transforms[i], sizeof(PxMat44));
+ }
+ context->Unmap(m_boneTexture, 0);
+ }
+}
+
+void SkinnedRenderMesh::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_boneIndexBuffer };
+ context.IASetVertexBuffers(0, 2, buffers, strides, offsets);
+
+ context.IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
+
+ context.VSSetShaderResources(1, 1, &m_boneTextureSRV);
+
+ context.DrawIndexed(m_indexCount, 0, 0);
}
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