From 7115f60b91b5717d90f643fd692010905c7004db Mon Sep 17 00:00:00 2001 From: Bryan Galdrikian Date: Thu, 31 May 2018 11:36:08 -0700 Subject: Blast 1.1.3. See docs/release_notes.txt. --- samples/SampleBase/renderer/SkinnedRenderMesh.cpp | 466 +++++++++++----------- 1 file changed, 233 insertions(+), 233 deletions(-) mode change 100644 => 100755 samples/SampleBase/renderer/SkinnedRenderMesh.cpp (limited to 'samples/SampleBase/renderer/SkinnedRenderMesh.cpp') diff --git a/samples/SampleBase/renderer/SkinnedRenderMesh.cpp b/samples/SampleBase/renderer/SkinnedRenderMesh.cpp old mode 100644 new mode 100755 index e15713f..5d7c953 --- 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& 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 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& 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& 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& 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 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& 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& 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); } \ No newline at end of file -- cgit v1.2.3