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Diffstat (limited to 'tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/PrimitiveRenderMesh.cpp')
| -rw-r--r-- | tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/PrimitiveRenderMesh.cpp | 301 |
1 files changed, 0 insertions, 301 deletions
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/PrimitiveRenderMesh.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/PrimitiveRenderMesh.cpp deleted file mode 100644 index bcb1580..0000000 --- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/PrimitiveRenderMesh.cpp +++ /dev/null @@ -1,301 +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) 2008-2017 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() -{ -} - -// Add By Lixu Begin -const float coneVertices[] = -{ - 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f,//top - -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f,//left bottom - -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f,//left top - - 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,//top - 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f,//right top - 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,//right bottom - - 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f,//top - -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f,//left top - 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f,//right top - - 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,//top - 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,//right bottom - -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,//left bottom - - -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f,//left top - 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f,//right bottom - 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f,//right top - - 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f,//right bottom - -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f,//left top - -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f,//left bottom -}; - -ConeRenderMesh::ConeRenderMesh() : PrimitiveRenderMesh(coneVertices, sizeof(coneVertices) / (6 * sizeof(coneVertices[0]))) {} - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// FBX Mesh class -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -#include <AnimUtil.h> -#include <PxVec2.h> -#include <vector> - -struct FBXVertex -{ - PxVec3 position; - PxVec3 normal; - PxVec2 uv; -}; - -FBXRenderMesh::FBXRenderMesh(MeshDesc* pMeshData) -{ - 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 }); - - std::vector<FBXVertex> vertices; - std::vector<uint16_t> indices; - - for (uint32_t i = 0; i < pMeshData->m_NumVertices; ++i) - { - atcore_float3 pos = pMeshData->m_pVertices[i]; - atcore_float3 vertexNormal = pMeshData->m_pVertexNormals[i]; - atcore_float2 texcoord = pMeshData->m_pTexCoords[i]; - - FBXVertex newVertex; - newVertex.position = physx::PxVec3(pos.x, pos.y, pos.z); - newVertex.normal = physx::PxVec3(vertexNormal.x, vertexNormal.y, vertexNormal.z); - newVertex.uv = physx::PxVec2(texcoord.x, texcoord.y); - - vertices.push_back(newVertex); - } - - for (uint32_t i = 0; i < pMeshData->m_NumTriangles; ++i) - { - indices.push_back(pMeshData->m_pIndices[i * 3 + 0]); - indices.push_back(pMeshData->m_pIndices[i * 3 + 1]); - indices.push_back(pMeshData->m_pIndices[i * 3 + 2]); - } - - initialize(vertices.data(), (uint32_t)vertices.size(), sizeof(FBXVertex), layout, indices.data(), (uint32_t)indices.size()); -} -// Add By Lixu End
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