aboutsummaryrefslogtreecommitdiff
path: root/samples/SampleBase/renderer/SkinnedRenderMesh.h
diff options
context:
space:
mode:
Diffstat (limited to 'samples/SampleBase/renderer/SkinnedRenderMesh.h')
-rwxr-xr-x[-rw-r--r--]samples/SampleBase/renderer/SkinnedRenderMesh.h198
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 \ No newline at end of file