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/Sample.h | 226 +- samples/SampleBase/blast/BlastAsset.cpp | 174 +- samples/SampleBase/blast/BlastAsset.h | 262 +- samples/SampleBase/blast/BlastAssetBoxes.cpp | 204 +- samples/SampleBase/blast/BlastAssetBoxes.h | 146 +- samples/SampleBase/blast/BlastAssetModel.cpp | 468 ++-- samples/SampleBase/blast/BlastAssetModel.h | 146 +- samples/SampleBase/blast/BlastAssetModelSimple.cpp | 136 +- samples/SampleBase/blast/BlastAssetModelSimple.h | 128 +- .../SampleBase/blast/BlastAssetModelSkinned.cpp | 120 +- samples/SampleBase/blast/BlastAssetModelSkinned.h | 126 +- samples/SampleBase/blast/BlastController.cpp | 1066 ++++---- samples/SampleBase/blast/BlastController.h | 618 ++--- samples/SampleBase/blast/BlastFamily.cpp | 1166 ++++---- samples/SampleBase/blast/BlastFamily.h | 462 ++-- samples/SampleBase/blast/BlastFamilyBoxes.cpp | 218 +- samples/SampleBase/blast/BlastFamilyBoxes.h | 108 +- .../SampleBase/blast/BlastFamilyModelSimple.cpp | 708 ++--- samples/SampleBase/blast/BlastFamilyModelSimple.h | 138 +- .../SampleBase/blast/BlastFamilyModelSkinned.cpp | 370 +-- samples/SampleBase/blast/BlastFamilyModelSkinned.h | 160 +- samples/SampleBase/blast/BlastModel.cpp | 504 ++-- samples/SampleBase/blast/BlastModel.h | 146 +- samples/SampleBase/blast/BlastReplay.cpp | 356 +-- samples/SampleBase/blast/BlastReplay.h | 184 +- samples/SampleBase/core/Application.cpp | 182 +- samples/SampleBase/core/Application.h | 144 +- samples/SampleBase/core/DeviceManager.cpp | 1590 +++++------ samples/SampleBase/core/DeviceManager.h | 332 +-- samples/SampleBase/core/SampleController.cpp | 168 +- samples/SampleBase/core/SampleController.h | 158 +- samples/SampleBase/core/SampleManager.cpp | 178 +- samples/SampleBase/core/SampleManager.h | 256 +- samples/SampleBase/physx/PhysXController.cpp | 1684 ++++++------ samples/SampleBase/physx/PhysXController.h | 626 ++--- samples/SampleBase/renderer/ConvexRenderMesh.cpp | 200 +- samples/SampleBase/renderer/ConvexRenderMesh.h | 102 +- samples/SampleBase/renderer/CustomRenderMesh.cpp | 228 +- samples/SampleBase/renderer/CustomRenderMesh.h | 116 +- samples/SampleBase/renderer/DebugRenderBuffer.h | 134 +- samples/SampleBase/renderer/Mesh.cpp | 60 +- samples/SampleBase/renderer/Mesh.h | 136 +- .../SampleBase/renderer/PrimitiveRenderMesh.cpp | 444 +-- samples/SampleBase/renderer/PrimitiveRenderMesh.h | 156 +- samples/SampleBase/renderer/RenderMaterial.cpp | 448 +-- samples/SampleBase/renderer/RenderMaterial.h | 270 +- samples/SampleBase/renderer/RenderUtils.h | 236 +- samples/SampleBase/renderer/Renderable.cpp | 132 +- samples/SampleBase/renderer/Renderable.h | 290 +- samples/SampleBase/renderer/Renderer.cpp | 1492 +++++----- samples/SampleBase/renderer/Renderer.h | 540 ++-- samples/SampleBase/renderer/RendererHBAO.cpp | 194 +- samples/SampleBase/renderer/RendererHBAO.h | 114 +- samples/SampleBase/renderer/RendererShadow.cpp | 866 +++--- samples/SampleBase/renderer/RendererShadow.h | 198 +- samples/SampleBase/renderer/ResourceManager.cpp | 460 ++-- samples/SampleBase/renderer/ResourceManager.h | 220 +- samples/SampleBase/renderer/ShaderUtils.h | 232 +- samples/SampleBase/renderer/SkinnedRenderMesh.cpp | 466 ++-- samples/SampleBase/renderer/SkinnedRenderMesh.h | 198 +- samples/SampleBase/scene/SampleAssetListParser.cpp | 582 ++-- samples/SampleBase/scene/SampleAssetListParser.h | 74 +- samples/SampleBase/scene/SceneController.cpp | 2845 ++++++++++---------- samples/SampleBase/scene/SceneController.h | 204 +- samples/SampleBase/ui/CommonUIController.cpp | 1276 ++++----- samples/SampleBase/ui/CommonUIController.h | 246 +- samples/SampleBase/ui/DamageToolController.cpp | 968 +++---- samples/SampleBase/ui/DamageToolController.h | 318 +-- samples/SampleBase/ui/imgui_impl_dx11.cpp | 1166 ++++---- samples/SampleBase/ui/imgui_impl_dx11.h | 50 +- .../SampleBase/utils/PxInputDataFromPxFileBuf.h | 136 +- samples/SampleBase/utils/SampleProfiler.cpp | 480 ++-- samples/SampleBase/utils/SampleProfiler.h | 192 +- samples/SampleBase/utils/SampleTime.h | 150 +- samples/SampleBase/utils/UIHelpers.h | 146 +- samples/SampleBase/utils/Utils.cpp | 82 +- samples/SampleBase/utils/Utils.h | 236 +- 77 files changed, 15364 insertions(+), 15377 deletions(-) mode change 100644 => 100755 samples/SampleBase/Sample.h mode change 100644 => 100755 samples/SampleBase/blast/BlastAsset.cpp mode change 100644 => 100755 samples/SampleBase/blast/BlastAsset.h mode change 100644 => 100755 samples/SampleBase/blast/BlastAssetBoxes.cpp mode change 100644 => 100755 samples/SampleBase/blast/BlastAssetBoxes.h mode change 100644 => 100755 samples/SampleBase/blast/BlastAssetModel.cpp mode change 100644 => 100755 samples/SampleBase/blast/BlastAssetModel.h mode change 100644 => 100755 samples/SampleBase/blast/BlastAssetModelSimple.cpp mode change 100644 => 100755 samples/SampleBase/blast/BlastAssetModelSimple.h mode change 100644 => 100755 samples/SampleBase/blast/BlastAssetModelSkinned.cpp mode change 100644 => 100755 samples/SampleBase/blast/BlastAssetModelSkinned.h mode change 100644 => 100755 samples/SampleBase/blast/BlastController.cpp mode change 100644 => 100755 samples/SampleBase/blast/BlastController.h mode change 100644 => 100755 samples/SampleBase/blast/BlastFamily.cpp mode change 100644 => 100755 samples/SampleBase/blast/BlastFamily.h mode change 100644 => 100755 samples/SampleBase/blast/BlastFamilyBoxes.cpp mode change 100644 => 100755 samples/SampleBase/blast/BlastFamilyBoxes.h mode change 100644 => 100755 samples/SampleBase/blast/BlastFamilyModelSimple.cpp mode change 100644 => 100755 samples/SampleBase/blast/BlastFamilyModelSimple.h mode change 100644 => 100755 samples/SampleBase/blast/BlastFamilyModelSkinned.cpp mode change 100644 => 100755 samples/SampleBase/blast/BlastFamilyModelSkinned.h mode change 100644 => 100755 samples/SampleBase/blast/BlastModel.cpp mode change 100644 => 100755 samples/SampleBase/blast/BlastModel.h mode change 100644 => 100755 samples/SampleBase/blast/BlastReplay.cpp mode change 100644 => 100755 samples/SampleBase/blast/BlastReplay.h mode change 100644 => 100755 samples/SampleBase/core/Application.cpp mode change 100644 => 100755 samples/SampleBase/core/Application.h mode change 100644 => 100755 samples/SampleBase/core/DeviceManager.cpp mode change 100644 => 100755 samples/SampleBase/core/DeviceManager.h mode change 100644 => 100755 samples/SampleBase/core/SampleController.cpp mode change 100644 => 100755 samples/SampleBase/core/SampleController.h mode change 100644 => 100755 samples/SampleBase/core/SampleManager.cpp mode change 100644 => 100755 samples/SampleBase/core/SampleManager.h mode change 100644 => 100755 samples/SampleBase/physx/PhysXController.cpp mode change 100644 => 100755 samples/SampleBase/physx/PhysXController.h mode change 100644 => 100755 samples/SampleBase/renderer/ConvexRenderMesh.cpp mode change 100644 => 100755 samples/SampleBase/renderer/ConvexRenderMesh.h mode change 100644 => 100755 samples/SampleBase/renderer/CustomRenderMesh.cpp mode change 100644 => 100755 samples/SampleBase/renderer/CustomRenderMesh.h mode change 100644 => 100755 samples/SampleBase/renderer/DebugRenderBuffer.h mode change 100644 => 100755 samples/SampleBase/renderer/Mesh.cpp mode change 100644 => 100755 samples/SampleBase/renderer/Mesh.h mode change 100644 => 100755 samples/SampleBase/renderer/PrimitiveRenderMesh.cpp mode change 100644 => 100755 samples/SampleBase/renderer/PrimitiveRenderMesh.h mode change 100644 => 100755 samples/SampleBase/renderer/RenderMaterial.cpp mode change 100644 => 100755 samples/SampleBase/renderer/RenderMaterial.h mode change 100644 => 100755 samples/SampleBase/renderer/RenderUtils.h mode change 100644 => 100755 samples/SampleBase/renderer/Renderable.cpp mode change 100644 => 100755 samples/SampleBase/renderer/Renderable.h mode change 100644 => 100755 samples/SampleBase/renderer/Renderer.cpp mode change 100644 => 100755 samples/SampleBase/renderer/Renderer.h mode change 100644 => 100755 samples/SampleBase/renderer/RendererHBAO.cpp mode change 100644 => 100755 samples/SampleBase/renderer/RendererHBAO.h mode change 100644 => 100755 samples/SampleBase/renderer/RendererShadow.cpp mode change 100644 => 100755 samples/SampleBase/renderer/RendererShadow.h mode change 100644 => 100755 samples/SampleBase/renderer/ResourceManager.cpp mode change 100644 => 100755 samples/SampleBase/renderer/ResourceManager.h mode change 100644 => 100755 samples/SampleBase/renderer/ShaderUtils.h mode change 100644 => 100755 samples/SampleBase/renderer/SkinnedRenderMesh.cpp mode change 100644 => 100755 samples/SampleBase/renderer/SkinnedRenderMesh.h mode change 100644 => 100755 samples/SampleBase/scene/SampleAssetListParser.cpp mode change 100644 => 100755 samples/SampleBase/scene/SampleAssetListParser.h mode change 100644 => 100755 samples/SampleBase/scene/SceneController.cpp mode change 100644 => 100755 samples/SampleBase/scene/SceneController.h mode change 100644 => 100755 samples/SampleBase/ui/CommonUIController.cpp mode change 100644 => 100755 samples/SampleBase/ui/CommonUIController.h mode change 100644 => 100755 samples/SampleBase/ui/DamageToolController.cpp mode change 100644 => 100755 samples/SampleBase/ui/DamageToolController.h mode change 100644 => 100755 samples/SampleBase/ui/imgui_impl_dx11.cpp mode change 100644 => 100755 samples/SampleBase/ui/imgui_impl_dx11.h mode change 100644 => 100755 samples/SampleBase/utils/PxInputDataFromPxFileBuf.h mode change 100644 => 100755 samples/SampleBase/utils/SampleProfiler.cpp mode change 100644 => 100755 samples/SampleBase/utils/SampleProfiler.h mode change 100644 => 100755 samples/SampleBase/utils/SampleTime.h mode change 100644 => 100755 samples/SampleBase/utils/UIHelpers.h mode change 100644 => 100755 samples/SampleBase/utils/Utils.cpp mode change 100644 => 100755 samples/SampleBase/utils/Utils.h (limited to 'samples/SampleBase') diff --git a/samples/SampleBase/Sample.h b/samples/SampleBase/Sample.h old mode 100644 new mode 100755 index 241e40e..8c6e49c --- a/samples/SampleBase/Sample.h +++ b/samples/SampleBase/Sample.h @@ -1,114 +1,114 @@ -// 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 SAMPLE_H -#define SAMPLE_H - -#include "PxTransform.h" -#include -#include - - -struct AssetList -{ - struct BoxAsset - { - BoxAsset() : staticHeight(-std::numeric_limits().infinity()), - jointAllBonds(false), extents(20, 20, 20), bondFlags(7) - {} - - struct Level - { - Level() :x(0), y(0), z(0), isSupport(0) {}; - - int x, y, z; - bool isSupport; - }; - - std::string id; - std::string name; - physx::PxVec3 extents; - float staticHeight; - bool jointAllBonds; - std::vector levels; - uint32_t bondFlags; - }; - - struct ModelAsset - { - ModelAsset() : isSkinned(false), transform(physx::PxIdentity) - {} - - std::string id; - std::string file; - std::string name; - physx::PxTransform transform; - bool isSkinned; - }; - - struct CompositeAsset - { - CompositeAsset() : transform(physx::PxIdentity) - {} - - struct AssetRef - { - std::string id; - physx::PxTransform transform; - }; - - struct Joint - { - int32_t assetIndices[2]; - uint32_t chunkIndices[2]; - physx::PxVec3 attachPositions[2]; - }; - - std::string id; - std::string name; - physx::PxTransform transform; - std::vector assetRefs; - std::vector joints; - }; - - std::vector models; - std::vector composites; - std::vector boxes; -}; - -struct SampleConfig -{ - std::wstring sampleName; - std::string assetsFile; - std::vector additionalResourcesDir; - AssetList additionalAssetList; -}; - -int runSample(const SampleConfig& config); - +// 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 SAMPLE_H +#define SAMPLE_H + +#include "PxTransform.h" +#include +#include + + +struct AssetList +{ + struct BoxAsset + { + BoxAsset() : staticHeight(-std::numeric_limits().infinity()), + jointAllBonds(false), extents(20, 20, 20), bondFlags(7) + {} + + struct Level + { + Level() :x(0), y(0), z(0), isSupport(0) {}; + + int x, y, z; + bool isSupport; + }; + + std::string id; + std::string name; + physx::PxVec3 extents; + float staticHeight; + bool jointAllBonds; + std::vector levels; + uint32_t bondFlags; + }; + + struct ModelAsset + { + ModelAsset() : isSkinned(false), transform(physx::PxIdentity) + {} + + std::string id; + std::string file; + std::string name; + physx::PxTransform transform; + bool isSkinned; + }; + + struct CompositeAsset + { + CompositeAsset() : transform(physx::PxIdentity) + {} + + struct AssetRef + { + std::string id; + physx::PxTransform transform; + }; + + struct Joint + { + int32_t assetIndices[2]; + uint32_t chunkIndices[2]; + physx::PxVec3 attachPositions[2]; + }; + + std::string id; + std::string name; + physx::PxTransform transform; + std::vector assetRefs; + std::vector joints; + }; + + std::vector models; + std::vector composites; + std::vector boxes; +}; + +struct SampleConfig +{ + std::wstring sampleName; + std::string assetsFile; + std::vector additionalResourcesDir; + AssetList additionalAssetList; +}; + +int runSample(const SampleConfig& config); + #endif //SAMPLE_H \ No newline at end of file diff --git a/samples/SampleBase/blast/BlastAsset.cpp b/samples/SampleBase/blast/BlastAsset.cpp old mode 100644 new mode 100755 index 05e411a..5e7abd1 --- a/samples/SampleBase/blast/BlastAsset.cpp +++ b/samples/SampleBase/blast/BlastAsset.cpp @@ -1,87 +1,87 @@ -// 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 "BlastAsset.h" -#include "NvBlastExtPxAsset.h" -#include "NvBlastTkAsset.h" -#include "NvBlastExtDamageShaders.h" -#include - - -BlastAsset::BlastAsset(Renderer& renderer) - : m_renderer(renderer), m_bondHealthMax(1.0f), m_supportChunkHealthMax(1.0f), m_damageAccelerator(nullptr) -{ -} - -BlastAsset::~BlastAsset() -{ - if (m_damageAccelerator) - { - m_damageAccelerator->release(); - } -} - -void BlastAsset::initialize() -{ - // calc max healths - const auto& actorDesc = m_pxAsset->getDefaultActorDesc(); - if (actorDesc.initialBondHealths) - { - m_bondHealthMax = FLT_MIN; - const uint32_t bondCount = m_pxAsset->getTkAsset().getBondCount(); - for (uint32_t i = 0; i < bondCount; ++i) - { - m_bondHealthMax = std::max(m_bondHealthMax, actorDesc.initialBondHealths[i]); - } - } - else - { - m_bondHealthMax = actorDesc.uniformInitialBondHealth; - } - - if(actorDesc.initialSupportChunkHealths) - { - m_supportChunkHealthMax = FLT_MIN; - const uint32_t nodeCount = m_pxAsset->getTkAsset().getGraph().nodeCount; - for (uint32_t i = 0; i < nodeCount; ++i) - { - m_supportChunkHealthMax = std::max(m_supportChunkHealthMax, actorDesc.initialSupportChunkHealths[i]); - } - } - else - { - m_supportChunkHealthMax = actorDesc.uniformInitialLowerSupportChunkHealth; - } - - m_damageAccelerator = NvBlastExtDamageAcceleratorCreate(m_pxAsset->getTkAsset().getAssetLL(), 3); -} - -size_t BlastAsset::getBlastAssetSize() const -{ - return m_pxAsset->getTkAsset().getDataSize(); -} +// 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 "BlastAsset.h" +#include "NvBlastExtPxAsset.h" +#include "NvBlastTkAsset.h" +#include "NvBlastExtDamageShaders.h" +#include + + +BlastAsset::BlastAsset(Renderer& renderer) + : m_renderer(renderer), m_bondHealthMax(1.0f), m_supportChunkHealthMax(1.0f), m_damageAccelerator(nullptr) +{ +} + +BlastAsset::~BlastAsset() +{ + if (m_damageAccelerator) + { + m_damageAccelerator->release(); + } +} + +void BlastAsset::initialize() +{ + // calc max healths + const auto& actorDesc = m_pxAsset->getDefaultActorDesc(); + if (actorDesc.initialBondHealths) + { + m_bondHealthMax = FLT_MIN; + const uint32_t bondCount = m_pxAsset->getTkAsset().getBondCount(); + for (uint32_t i = 0; i < bondCount; ++i) + { + m_bondHealthMax = std::max(m_bondHealthMax, actorDesc.initialBondHealths[i]); + } + } + else + { + m_bondHealthMax = actorDesc.uniformInitialBondHealth; + } + + if(actorDesc.initialSupportChunkHealths) + { + m_supportChunkHealthMax = FLT_MIN; + const uint32_t nodeCount = m_pxAsset->getTkAsset().getGraph().nodeCount; + for (uint32_t i = 0; i < nodeCount; ++i) + { + m_supportChunkHealthMax = std::max(m_supportChunkHealthMax, actorDesc.initialSupportChunkHealths[i]); + } + } + else + { + m_supportChunkHealthMax = actorDesc.uniformInitialLowerSupportChunkHealth; + } + + m_damageAccelerator = NvBlastExtDamageAcceleratorCreate(m_pxAsset->getTkAsset().getAssetLL(), 3); +} + +size_t BlastAsset::getBlastAssetSize() const +{ + return m_pxAsset->getTkAsset().getDataSize(); +} diff --git a/samples/SampleBase/blast/BlastAsset.h b/samples/SampleBase/blast/BlastAsset.h old mode 100644 new mode 100755 index 9b2beb2..0fda6ac --- a/samples/SampleBase/blast/BlastAsset.h +++ b/samples/SampleBase/blast/BlastAsset.h @@ -1,132 +1,132 @@ -// 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 BLAST_ASSET_H -#define BLAST_ASSET_H - -#include -#include "PxTransform.h" -#include "NvBlastTypes.h" - - -using namespace physx; - -class Renderer; -class BlastFamily; -class PhysXController; -class NvBlastExtDamageAccelerator; - -namespace Nv -{ -namespace Blast -{ -class ExtPxFamily; -class ExtPxAsset; -class ExtPxManager; -class TkGroup; -} -} - -using namespace Nv::Blast; - -typedef std::shared_ptr BlastFamilyPtr; - - -class BlastAsset -{ -public: - //////// ctor //////// - - BlastAsset(Renderer& renderer); - virtual ~BlastAsset(); - - - //////// desc //////// - - /** - Descriptor with actor initial settings. - */ - struct ActorDesc - { - NvBlastID id; - PxTransform transform; - TkGroup* group; - }; - - - //////// abstract //////// - - virtual BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc) = 0; - - - //////// data getters //////// - - ExtPxAsset* getPxAsset() const - { - return m_pxAsset; - } - - size_t getBlastAssetSize() const; - - float getBondHealthMax() const - { - return m_bondHealthMax; - } - - float getSupportChunkHealthMax() const - { - return m_bondHealthMax; - } - - NvBlastExtDamageAccelerator* getAccelerator() const - { - return m_damageAccelerator; - } - -protected: - //////// internal operations //////// - - void initialize(); - - - //////// input data //////// - - Renderer& m_renderer; - - - //////// internal data //////// - - ExtPxAsset* m_pxAsset; - float m_bondHealthMax; - float m_supportChunkHealthMax; - NvBlastExtDamageAccelerator* m_damageAccelerator; -}; - - - +// 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 BLAST_ASSET_H +#define BLAST_ASSET_H + +#include +#include "PxTransform.h" +#include "NvBlastTypes.h" + + +using namespace physx; + +class Renderer; +class BlastFamily; +class PhysXController; +class NvBlastExtDamageAccelerator; + +namespace Nv +{ +namespace Blast +{ +class ExtPxFamily; +class ExtPxAsset; +class ExtPxManager; +class TkGroup; +} +} + +using namespace Nv::Blast; + +typedef std::shared_ptr BlastFamilyPtr; + + +class BlastAsset +{ +public: + //////// ctor //////// + + BlastAsset(Renderer& renderer); + virtual ~BlastAsset(); + + + //////// desc //////// + + /** + Descriptor with actor initial settings. + */ + struct ActorDesc + { + NvBlastID id; + PxTransform transform; + TkGroup* group; + }; + + + //////// abstract //////// + + virtual BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc) = 0; + + + //////// data getters //////// + + ExtPxAsset* getPxAsset() const + { + return m_pxAsset; + } + + size_t getBlastAssetSize() const; + + float getBondHealthMax() const + { + return m_bondHealthMax; + } + + float getSupportChunkHealthMax() const + { + return m_bondHealthMax; + } + + NvBlastExtDamageAccelerator* getAccelerator() const + { + return m_damageAccelerator; + } + +protected: + //////// internal operations //////// + + void initialize(); + + + //////// input data //////// + + Renderer& m_renderer; + + + //////// internal data //////// + + ExtPxAsset* m_pxAsset; + float m_bondHealthMax; + float m_supportChunkHealthMax; + NvBlastExtDamageAccelerator* m_damageAccelerator; +}; + + + #endif //BLAST_ASSET_H \ No newline at end of file diff --git a/samples/SampleBase/blast/BlastAssetBoxes.cpp b/samples/SampleBase/blast/BlastAssetBoxes.cpp old mode 100644 new mode 100755 index b31e67c..0bb23b3 --- a/samples/SampleBase/blast/BlastAssetBoxes.cpp +++ b/samples/SampleBase/blast/BlastAssetBoxes.cpp @@ -1,102 +1,102 @@ -// 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 "BlastAssetBoxes.h" -#include "BlastFamilyBoxes.h" -#include "NvBlastExtPxAsset.h" -#include "PxPhysics.h" -#include "cooking/PxCooking.h" - - -BlastAssetBoxes::BlastAssetBoxes(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const Desc& desc) - : BlastAsset(renderer) -{ - // generate boxes slices procedurally - CubeAssetGenerator::generate(m_generatorAsset, desc.generatorSettings); - - // asset desc / tk asset - ExtPxAssetDesc assetDesc; - assetDesc.chunkDescs = m_generatorAsset.solverChunks.data(); - assetDesc.chunkCount = (uint32_t)m_generatorAsset.solverChunks.size(); - assetDesc.bondDescs = m_generatorAsset.solverBonds.data(); - assetDesc.bondCount = (uint32_t)m_generatorAsset.solverBonds.size(); - std::vector bondFlags(assetDesc.bondCount); - std::fill(bondFlags.begin(), bondFlags.end(), desc.jointAllBonds ? 1 : 0); - assetDesc.bondFlags = bondFlags.data(); - - // box convex - PxVec3 vertices[8] = { { -1, -1, -1 }, { -1, -1, 1 }, { -1, 1, -1 }, { -1, 1, 1 }, { 1, -1, -1 }, { 1, -1, 1 }, { 1, 1, -1 }, { 1, 1, 1 } }; - PxConvexMeshDesc convexMeshDesc; - convexMeshDesc.points.count = 8; - convexMeshDesc.points.data = vertices; - convexMeshDesc.points.stride = sizeof(PxVec3); - convexMeshDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX; - m_boxMesh = cooking.createConvexMesh(convexMeshDesc, physics.getPhysicsInsertionCallback()); - - // prepare chunks - const uint32_t chunkCount = (uint32_t)m_generatorAsset.solverChunks.size(); - std::vector pxChunks(chunkCount); - std::vector pxSubchunks; - pxSubchunks.reserve(chunkCount); - for (uint32_t i = 0; i < m_generatorAsset.solverChunks.size(); i++) - { - uint32_t chunkID = m_generatorAsset.solverChunks[i].userData; - GeneratorAsset::BlastChunkCube& cube = m_generatorAsset.chunks[chunkID]; - PxVec3 position = *reinterpret_cast(&cube.position); - PxVec3 extents = *reinterpret_cast(&cube.extents); - ExtPxAssetDesc::ChunkDesc& chunk = pxChunks[chunkID]; - ExtPxAssetDesc::SubchunkDesc subchunk = - { - PxTransform(position), - PxConvexMeshGeometry(m_boxMesh, PxMeshScale(extents / 2)) - }; - pxSubchunks.push_back(subchunk); - chunk.subchunks = &pxSubchunks.back(); - chunk.subchunkCount = 1; - chunk.isStatic = (position.y - (extents.y - desc.generatorSettings.extents.y) / 2) <= desc.staticHeight; - } - - // create asset - assetDesc.pxChunks = pxChunks.data(); - m_pxAsset = ExtPxAsset::create(assetDesc, framework); - - initialize(); -} - - -BlastAssetBoxes::~BlastAssetBoxes() -{ - m_boxMesh->release(); - m_pxAsset->release(); -} - - -BlastFamilyPtr BlastAssetBoxes::createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc) -{ - return BlastFamilyPtr(new BlastFamilyBoxes(physXConroller, pxManager, m_renderer, *this, desc)); -} +// 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 "BlastAssetBoxes.h" +#include "BlastFamilyBoxes.h" +#include "NvBlastExtPxAsset.h" +#include "PxPhysics.h" +#include "cooking/PxCooking.h" + + +BlastAssetBoxes::BlastAssetBoxes(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const Desc& desc) + : BlastAsset(renderer) +{ + // generate boxes slices procedurally + CubeAssetGenerator::generate(m_generatorAsset, desc.generatorSettings); + + // asset desc / tk asset + ExtPxAssetDesc assetDesc; + assetDesc.chunkDescs = m_generatorAsset.solverChunks.data(); + assetDesc.chunkCount = (uint32_t)m_generatorAsset.solverChunks.size(); + assetDesc.bondDescs = m_generatorAsset.solverBonds.data(); + assetDesc.bondCount = (uint32_t)m_generatorAsset.solverBonds.size(); + std::vector bondFlags(assetDesc.bondCount); + std::fill(bondFlags.begin(), bondFlags.end(), desc.jointAllBonds ? 1 : 0); + assetDesc.bondFlags = bondFlags.data(); + + // box convex + PxVec3 vertices[8] = { { -1, -1, -1 }, { -1, -1, 1 }, { -1, 1, -1 }, { -1, 1, 1 }, { 1, -1, -1 }, { 1, -1, 1 }, { 1, 1, -1 }, { 1, 1, 1 } }; + PxConvexMeshDesc convexMeshDesc; + convexMeshDesc.points.count = 8; + convexMeshDesc.points.data = vertices; + convexMeshDesc.points.stride = sizeof(PxVec3); + convexMeshDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX; + m_boxMesh = cooking.createConvexMesh(convexMeshDesc, physics.getPhysicsInsertionCallback()); + + // prepare chunks + const uint32_t chunkCount = (uint32_t)m_generatorAsset.solverChunks.size(); + std::vector pxChunks(chunkCount); + std::vector pxSubchunks; + pxSubchunks.reserve(chunkCount); + for (uint32_t i = 0; i < m_generatorAsset.solverChunks.size(); i++) + { + uint32_t chunkID = m_generatorAsset.solverChunks[i].userData; + GeneratorAsset::BlastChunkCube& cube = m_generatorAsset.chunks[chunkID]; + PxVec3 position = *reinterpret_cast(&cube.position); + PxVec3 extents = *reinterpret_cast(&cube.extents); + ExtPxAssetDesc::ChunkDesc& chunk = pxChunks[chunkID]; + ExtPxAssetDesc::SubchunkDesc subchunk = + { + PxTransform(position), + PxConvexMeshGeometry(m_boxMesh, PxMeshScale(extents / 2)) + }; + pxSubchunks.push_back(subchunk); + chunk.subchunks = &pxSubchunks.back(); + chunk.subchunkCount = 1; + chunk.isStatic = (position.y - (extents.y - desc.generatorSettings.extents.y) / 2) <= desc.staticHeight; + } + + // create asset + assetDesc.pxChunks = pxChunks.data(); + m_pxAsset = ExtPxAsset::create(assetDesc, framework); + + initialize(); +} + + +BlastAssetBoxes::~BlastAssetBoxes() +{ + m_boxMesh->release(); + m_pxAsset->release(); +} + + +BlastFamilyPtr BlastAssetBoxes::createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc) +{ + return BlastFamilyPtr(new BlastFamilyBoxes(physXConroller, pxManager, m_renderer, *this, desc)); +} diff --git a/samples/SampleBase/blast/BlastAssetBoxes.h b/samples/SampleBase/blast/BlastAssetBoxes.h old mode 100644 new mode 100755 index 6603be4..0be8a74 --- a/samples/SampleBase/blast/BlastAssetBoxes.h +++ b/samples/SampleBase/blast/BlastAssetBoxes.h @@ -1,74 +1,74 @@ -// 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 BLAST_ASSET_BOXES_H -#define BLAST_ASSET_BOXES_H - -#include "BlastAsset.h" -#include "AssetGenerator.h" -#include "PxConvexMesh.h" - - -namespace physx -{ -class PxPhysics; -class PxCooking; -} - -namespace Nv -{ -namespace Blast -{ -class TkFramework; -} -} - - -class BlastAssetBoxes : public BlastAsset -{ -public: - struct Desc - { - CubeAssetGenerator::Settings generatorSettings; - float staticHeight; - bool jointAllBonds; - }; - - BlastAssetBoxes(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const Desc& desc); - virtual ~BlastAssetBoxes(); - - BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc); - -private: - PxConvexMesh* m_boxMesh; - GeneratorAsset m_generatorAsset; -}; - - - +// 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 BLAST_ASSET_BOXES_H +#define BLAST_ASSET_BOXES_H + +#include "BlastAsset.h" +#include "AssetGenerator.h" +#include "PxConvexMesh.h" + + +namespace physx +{ +class PxPhysics; +class PxCooking; +} + +namespace Nv +{ +namespace Blast +{ +class TkFramework; +} +} + + +class BlastAssetBoxes : public BlastAsset +{ +public: + struct Desc + { + CubeAssetGenerator::Settings generatorSettings; + float staticHeight; + bool jointAllBonds; + }; + + BlastAssetBoxes(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const Desc& desc); + virtual ~BlastAssetBoxes(); + + BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc); + +private: + PxConvexMesh* m_boxMesh; + GeneratorAsset m_generatorAsset; +}; + + + #endif //BLAST_ASSET_BOXES_H \ No newline at end of file diff --git a/samples/SampleBase/blast/BlastAssetModel.cpp b/samples/SampleBase/blast/BlastAssetModel.cpp old mode 100644 new mode 100755 index 90888f6..942820a --- a/samples/SampleBase/blast/BlastAssetModel.cpp +++ b/samples/SampleBase/blast/BlastAssetModel.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 "BlastAssetModel.h" -#include "Renderer.h" -#include "BlastController.h" -#include "Utils.h" -#include "ResourceManager.h" -#include "NvBlastExtPxAsset.h" -#include -#include -#include "NvBlastExtExporter.h" -#include "PxPhysics.h" -#include -#include "NvBlastExtAssetUtils.h" -#include "NvBlastExtPxAsset.h" -#include "NvBlastTkAsset.h" -#include "NvBlastExtSerialization.h" -#include "NvBlastExtLlSerialization.h" -#include "NvBlastExtTkSerialization.h" -#include "NvBlastExtPxSerialization.h" -#include "NvBlastExtAuthoring.h" -#include "NvBlastExtAuthoringCollisionBuilder.h" - -BlastAssetModel::BlastAssetModel(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName) - : BlastAsset(renderer) -{ - const float unitConversion = 1.f; - - const NvcVec3 inputScale = { unitConversion, unitConversion, unitConversion }; - - ResourceManager& resourceManager = m_renderer.getResourceManager(); - std::string path; - - // load obj file - std::ostringstream objFileName; - objFileName << modelName << ".obj"; - - if (resourceManager.findFile(objFileName.str(), path)) - { - m_model = BlastModel::loadFromFileTinyLoader(path.c_str()); - if (!m_model) - { - ASSERT_PRINT(false, "obj load failed"); - } - } - else // Obj is not found, try FBX - { - objFileName.clear(); - objFileName.str(""); - objFileName << modelName << ".fbx"; - if (resourceManager.findFile(objFileName.str(), path)) - { - m_model = BlastModel::loadFromFbxFile(path.c_str()); - if (!m_model) - { - ASSERT_PRINT(false, "fbx load failed"); - } - - } - else - { - ASSERT_PRINT(false, "mesh file not found"); - } - } - - for (auto& chunk : m_model->chunks) - { - for (auto& mesh : chunk.meshes) - { - SimpleMesh& smesh = const_cast(mesh.mesh); - smesh.center *= unitConversion; - smesh.extents *= unitConversion; - for (auto& vertex : smesh.vertices) - { - vertex.position *= unitConversion; - } - } - } - - // Physics Asset - - // Read file into buffer - std::ostringstream blastFileName; - blastFileName << modelName << ".blast"; - if (resourceManager.findFile(blastFileName.str(), path)) - { - std::ifstream stream(path.c_str(), std::ios::binary); - std::streampos size = stream.tellg(); - stream.seekg(0, std::ios::end); - size = stream.tellg() - size; - stream.seekg(0, std::ios::beg); - std::vector buffer(size); - stream.read(buffer.data(), buffer.size()); - stream.close(); - uint32_t objectTypeID; - void* asset = serialization.deserializeFromBuffer(buffer.data(), buffer.size(), &objectTypeID); - if (asset == nullptr) - { - ASSERT_PRINT(asset != nullptr, "can't load .blast file."); - } - else - if (objectTypeID == Nv::Blast::ExtPxObjectTypeID::Asset) - { - m_pxAsset = reinterpret_cast(asset); - const TkAsset& tkAsset = m_pxAsset->getTkAsset(); - NvBlastAsset* llasset = const_cast(tkAsset.getAssetLL()); - NvBlastExtAssetTransformInPlace(llasset, &inputScale, nullptr, nullptr); - ExtPxSubchunk* subchunks = const_cast(m_pxAsset->getSubchunks()); - for (uint32_t i = 0; i < m_pxAsset->getSubchunkCount(); ++i) - { - subchunks[i].geometry.scale.scale = PxVec3(unitConversion); - } - } - else - { - TkAsset* tkAsset = nullptr; - if (objectTypeID == Nv::Blast::TkObjectTypeID::Asset) - { - tkAsset = reinterpret_cast(asset); - NvBlastAsset* llasset = const_cast(tkAsset->getAssetLL()); - NvBlastExtAssetTransformInPlace(llasset, &inputScale, nullptr, nullptr); - } - else - if (objectTypeID == Nv::Blast::LlObjectTypeID::Asset) - { - NvBlastAsset* llasset = reinterpret_cast(asset); - NvBlastExtAssetTransformInPlace(llasset, &inputScale, nullptr, nullptr); - tkAsset = framework.createAsset(llasset, nullptr, 0, true); - } - else - { - ASSERT_PRINT(false, ".blast file contains unknown object."); - } - - if (tkAsset != nullptr) - { - std::vector physicsChunks; - std::vector > physicsSubchunks; - /** - Try find FBX and check whether it contains collision geometry. - */ - objFileName.str(""); - objFileName << modelName << ".fbx"; - if (resourceManager.findFile(objFileName.str(), path)) - { - std::shared_ptr rdr(NvBlastExtExporterCreateFbxFileReader(), [](IFbxFileReader* p) {p->release(); }); - rdr->loadFromFile(path.c_str()); - if (rdr->isCollisionLoaded() == 0) - { - ASSERT_PRINT(false, "fbx doesn't contain collision geometry"); - } - uint32_t* hullsOffsets = nullptr; - CollisionHull** hulls = nullptr; - uint32_t meshCount = rdr->getCollision(hullsOffsets, hulls); - - /** - Create physics meshes; - */ - std::shared_ptr collisionBuilder( - NvBlastExtAuthoringCreateConvexMeshBuilder(&cooking, &physics.getPhysicsInsertionCallback()), - [](Nv::Blast::ConvexMeshBuilder* cmb) {cmb->release(); }); - - physicsChunks.resize(meshCount); - physicsSubchunks.resize(meshCount); - - for (uint32_t i = 0; i < meshCount; ++i) - { - for (uint32_t sbHulls = hullsOffsets[i]; sbHulls < hullsOffsets[i+1]; ++sbHulls) - { - PxConvexMeshGeometry temp = physx::PxConvexMeshGeometry(collisionBuilder.get()->buildConvexMesh(*hulls[sbHulls])); - if (temp.isValid()) - { - physicsSubchunks[i].push_back(ExtPxAssetDesc::SubchunkDesc()); - physicsSubchunks[i].back().geometry = temp; - physicsSubchunks[i].back().transform = physx::PxTransform(physx::PxIdentity); - } - } - } - for (uint32_t i = 0; i < meshCount; ++i) - { - physicsChunks[i].isStatic = false; - physicsChunks[i].subchunkCount = (uint32_t)physicsSubchunks[i].size(); - physicsChunks[i].subchunks = physicsSubchunks[i].data(); - } - if (hulls && hullsOffsets) - { - for (uint32_t h = 0; h < hullsOffsets[meshCount]; h++) - { - hulls[h]->release(); - } - NVBLAST_FREE(hulls); - NVBLAST_FREE(hullsOffsets); - } - } - m_pxAsset = ExtPxAsset::create(tkAsset, physicsChunks.data(), (uint32_t)physicsChunks.size()); - ASSERT_PRINT(m_pxAsset != nullptr, "can't create asset"); - } - } - } - - initialize(); -} - - -BlastAssetModel::~BlastAssetModel() -{ - m_pxAsset->release(); -} +// 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 "BlastAssetModel.h" +#include "Renderer.h" +#include "BlastController.h" +#include "Utils.h" +#include "ResourceManager.h" +#include "NvBlastExtPxAsset.h" +#include +#include +#include "NvBlastExtExporter.h" +#include "PxPhysics.h" +#include +#include "NvBlastExtAssetUtils.h" +#include "NvBlastExtPxAsset.h" +#include "NvBlastTkAsset.h" +#include "NvBlastExtSerialization.h" +#include "NvBlastExtLlSerialization.h" +#include "NvBlastExtTkSerialization.h" +#include "NvBlastExtPxSerialization.h" +#include "NvBlastExtAuthoring.h" +#include "NvBlastExtAuthoringCollisionBuilder.h" + +BlastAssetModel::BlastAssetModel(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName) + : BlastAsset(renderer) +{ + const float unitConversion = 1.f; + + const NvcVec3 inputScale = { unitConversion, unitConversion, unitConversion }; + + ResourceManager& resourceManager = m_renderer.getResourceManager(); + std::string path; + + // load obj file + std::ostringstream objFileName; + objFileName << modelName << ".obj"; + + if (resourceManager.findFile(objFileName.str(), path)) + { + m_model = BlastModel::loadFromFileTinyLoader(path.c_str()); + if (!m_model) + { + ASSERT_PRINT(false, "obj load failed"); + } + } + else // Obj is not found, try FBX + { + objFileName.clear(); + objFileName.str(""); + objFileName << modelName << ".fbx"; + if (resourceManager.findFile(objFileName.str(), path)) + { + m_model = BlastModel::loadFromFbxFile(path.c_str()); + if (!m_model) + { + ASSERT_PRINT(false, "fbx load failed"); + } + + } + else + { + ASSERT_PRINT(false, "mesh file not found"); + } + } + + for (auto& chunk : m_model->chunks) + { + for (auto& mesh : chunk.meshes) + { + SimpleMesh& smesh = const_cast(mesh.mesh); + smesh.center *= unitConversion; + smesh.extents *= unitConversion; + for (auto& vertex : smesh.vertices) + { + vertex.position *= unitConversion; + } + } + } + + // Physics Asset + + // Read file into buffer + std::ostringstream blastFileName; + blastFileName << modelName << ".blast"; + if (resourceManager.findFile(blastFileName.str(), path)) + { + std::ifstream stream(path.c_str(), std::ios::binary); + std::streampos size = stream.tellg(); + stream.seekg(0, std::ios::end); + size = stream.tellg() - size; + stream.seekg(0, std::ios::beg); + std::vector buffer(size); + stream.read(buffer.data(), buffer.size()); + stream.close(); + uint32_t objectTypeID; + void* asset = serialization.deserializeFromBuffer(buffer.data(), buffer.size(), &objectTypeID); + if (asset == nullptr) + { + ASSERT_PRINT(asset != nullptr, "can't load .blast file."); + } + else + if (objectTypeID == Nv::Blast::ExtPxObjectTypeID::Asset) + { + m_pxAsset = reinterpret_cast(asset); + const TkAsset& tkAsset = m_pxAsset->getTkAsset(); + NvBlastAsset* llasset = const_cast(tkAsset.getAssetLL()); + NvBlastExtAssetTransformInPlace(llasset, &inputScale, nullptr, nullptr); + ExtPxSubchunk* subchunks = const_cast(m_pxAsset->getSubchunks()); + for (uint32_t i = 0; i < m_pxAsset->getSubchunkCount(); ++i) + { + subchunks[i].geometry.scale.scale = PxVec3(unitConversion); + } + } + else + { + TkAsset* tkAsset = nullptr; + if (objectTypeID == Nv::Blast::TkObjectTypeID::Asset) + { + tkAsset = reinterpret_cast(asset); + NvBlastAsset* llasset = const_cast(tkAsset->getAssetLL()); + NvBlastExtAssetTransformInPlace(llasset, &inputScale, nullptr, nullptr); + } + else + if (objectTypeID == Nv::Blast::LlObjectTypeID::Asset) + { + NvBlastAsset* llasset = reinterpret_cast(asset); + NvBlastExtAssetTransformInPlace(llasset, &inputScale, nullptr, nullptr); + tkAsset = framework.createAsset(llasset, nullptr, 0, true); + } + else + { + ASSERT_PRINT(false, ".blast file contains unknown object."); + } + + if (tkAsset != nullptr) + { + std::vector physicsChunks; + std::vector > physicsSubchunks; + /** + Try find FBX and check whether it contains collision geometry. + */ + objFileName.str(""); + objFileName << modelName << ".fbx"; + if (resourceManager.findFile(objFileName.str(), path)) + { + std::shared_ptr rdr(NvBlastExtExporterCreateFbxFileReader(), [](IFbxFileReader* p) {p->release(); }); + rdr->loadFromFile(path.c_str()); + if (rdr->isCollisionLoaded() == 0) + { + ASSERT_PRINT(false, "fbx doesn't contain collision geometry"); + } + uint32_t* hullsOffsets = nullptr; + CollisionHull** hulls = nullptr; + uint32_t meshCount = rdr->getCollision(hullsOffsets, hulls); + + /** + Create physics meshes; + */ + std::shared_ptr collisionBuilder( + NvBlastExtAuthoringCreateConvexMeshBuilder(&cooking, &physics.getPhysicsInsertionCallback()), + [](Nv::Blast::ConvexMeshBuilder* cmb) {cmb->release(); }); + + physicsChunks.resize(meshCount); + physicsSubchunks.resize(meshCount); + + for (uint32_t i = 0; i < meshCount; ++i) + { + for (uint32_t sbHulls = hullsOffsets[i]; sbHulls < hullsOffsets[i+1]; ++sbHulls) + { + PxConvexMeshGeometry temp = physx::PxConvexMeshGeometry(collisionBuilder.get()->buildConvexMesh(*hulls[sbHulls])); + if (temp.isValid()) + { + physicsSubchunks[i].push_back(ExtPxAssetDesc::SubchunkDesc()); + physicsSubchunks[i].back().geometry = temp; + physicsSubchunks[i].back().transform = physx::PxTransform(physx::PxIdentity); + } + } + } + for (uint32_t i = 0; i < meshCount; ++i) + { + physicsChunks[i].isStatic = false; + physicsChunks[i].subchunkCount = (uint32_t)physicsSubchunks[i].size(); + physicsChunks[i].subchunks = physicsSubchunks[i].data(); + } + if (hulls && hullsOffsets) + { + for (uint32_t h = 0; h < hullsOffsets[meshCount]; h++) + { + hulls[h]->release(); + } + NVBLAST_FREE(hulls); + NVBLAST_FREE(hullsOffsets); + } + } + m_pxAsset = ExtPxAsset::create(tkAsset, physicsChunks.data(), (uint32_t)physicsChunks.size()); + ASSERT_PRINT(m_pxAsset != nullptr, "can't create asset"); + } + } + } + + initialize(); +} + + +BlastAssetModel::~BlastAssetModel() +{ + m_pxAsset->release(); +} diff --git a/samples/SampleBase/blast/BlastAssetModel.h b/samples/SampleBase/blast/BlastAssetModel.h old mode 100644 new mode 100755 index cdd5e42..cb76b75 --- a/samples/SampleBase/blast/BlastAssetModel.h +++ b/samples/SampleBase/blast/BlastAssetModel.h @@ -1,74 +1,74 @@ -// 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 BLAST_ASSET_MODEL_H -#define BLAST_ASSET_MODEL_H - -#include "BlastAsset.h" -#include "BlastModel.h" - - -namespace physx -{ -class PxPhysics; -class PxCooking; -} - -namespace Nv -{ -namespace Blast -{ -class TkFramework; -class ExtSerialization; -} -} - - -class BlastAssetModel : public BlastAsset -{ -public: - //////// ctor //////// - - BlastAssetModel(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName); - virtual ~BlastAssetModel(); - - - //////// data getters //////// - - const BlastModel& getModel() const - { - return *m_model.get(); - } - -private: - //////// private internal data //////// - - BlastModelPtr m_model; -}; - +// 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 BLAST_ASSET_MODEL_H +#define BLAST_ASSET_MODEL_H + +#include "BlastAsset.h" +#include "BlastModel.h" + + +namespace physx +{ +class PxPhysics; +class PxCooking; +} + +namespace Nv +{ +namespace Blast +{ +class TkFramework; +class ExtSerialization; +} +} + + +class BlastAssetModel : public BlastAsset +{ +public: + //////// ctor //////// + + BlastAssetModel(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName); + virtual ~BlastAssetModel(); + + + //////// data getters //////// + + const BlastModel& getModel() const + { + return *m_model.get(); + } + +private: + //////// private internal data //////// + + BlastModelPtr m_model; +}; + #endif //BLAST_ASSET_MODEL_H \ No newline at end of file diff --git a/samples/SampleBase/blast/BlastAssetModelSimple.cpp b/samples/SampleBase/blast/BlastAssetModelSimple.cpp old mode 100644 new mode 100755 index 7acc4fd..3af5b1f --- a/samples/SampleBase/blast/BlastAssetModelSimple.cpp +++ b/samples/SampleBase/blast/BlastAssetModelSimple.cpp @@ -1,68 +1,68 @@ -// 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 "BlastAssetModelSimple.h" -#include "BlastFamilyModelSimple.h" -#include "CustomRenderMesh.h" -#include "Renderer.h" - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// BlastAssetModelSimple -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -BlastAssetModelSimple::BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName) - : BlastAssetModel(framework, physics, cooking, serialization, renderer, modelName) -{ - // prepare materials - for (const BlastModel::Material& material : getModel().materials) - { - if (material.diffuseTexture.empty()) - m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_simple")); - else - m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_simple_textured", material.diffuseTexture.c_str())); - } - - initialize(); -} - - -BlastAssetModelSimple::~BlastAssetModelSimple() -{ - // release materials - for (RenderMaterial* r : m_renderMaterials) - { - SAFE_DELETE(r); - } -} - - -BlastFamilyPtr BlastAssetModelSimple::createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc) -{ - return BlastFamilyPtr(new BlastFamilyModelSimple(physXConroller, pxManager, m_renderer, *this, desc)); -} +// 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 "BlastAssetModelSimple.h" +#include "BlastFamilyModelSimple.h" +#include "CustomRenderMesh.h" +#include "Renderer.h" + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// BlastAssetModelSimple +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +BlastAssetModelSimple::BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName) + : BlastAssetModel(framework, physics, cooking, serialization, renderer, modelName) +{ + // prepare materials + for (const BlastModel::Material& material : getModel().materials) + { + if (material.diffuseTexture.empty()) + m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_simple")); + else + m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_simple_textured", material.diffuseTexture.c_str())); + } + + initialize(); +} + + +BlastAssetModelSimple::~BlastAssetModelSimple() +{ + // release materials + for (RenderMaterial* r : m_renderMaterials) + { + SAFE_DELETE(r); + } +} + + +BlastFamilyPtr BlastAssetModelSimple::createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc) +{ + return BlastFamilyPtr(new BlastFamilyModelSimple(physXConroller, pxManager, m_renderer, *this, desc)); +} diff --git a/samples/SampleBase/blast/BlastAssetModelSimple.h b/samples/SampleBase/blast/BlastAssetModelSimple.h old mode 100644 new mode 100755 index c226b02..1aa31e0 --- a/samples/SampleBase/blast/BlastAssetModelSimple.h +++ b/samples/SampleBase/blast/BlastAssetModelSimple.h @@ -1,65 +1,65 @@ -// 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 BLAST_ASSET_MODEL_SIMPLE_H -#define BLAST_ASSET_MODEL_SIMPLE_H - -#include "BlastAssetModel.h" - - -class RenderMaterial; - -class BlastAssetModelSimple : public BlastAssetModel -{ -public: - //////// ctor //////// - - BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName); - virtual ~BlastAssetModelSimple(); - - - //////// interface implementation //////// - - virtual BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc); - - - //////// data getters //////// - - const std::vector& getRenderMaterials() const - { - return m_renderMaterials; - } - - -private: - //////// private internal data //////// - - std::vector m_renderMaterials; -}; - +// 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 BLAST_ASSET_MODEL_SIMPLE_H +#define BLAST_ASSET_MODEL_SIMPLE_H + +#include "BlastAssetModel.h" + + +class RenderMaterial; + +class BlastAssetModelSimple : public BlastAssetModel +{ +public: + //////// ctor //////// + + BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName); + virtual ~BlastAssetModelSimple(); + + + //////// interface implementation //////// + + virtual BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc); + + + //////// data getters //////// + + const std::vector& getRenderMaterials() const + { + return m_renderMaterials; + } + + +private: + //////// private internal data //////// + + std::vector m_renderMaterials; +}; + #endif //BLAST_ASSET_MODEL_SIMPLE_H \ No newline at end of file diff --git a/samples/SampleBase/blast/BlastAssetModelSkinned.cpp b/samples/SampleBase/blast/BlastAssetModelSkinned.cpp old mode 100644 new mode 100755 index 331ca15..405178d --- a/samples/SampleBase/blast/BlastAssetModelSkinned.cpp +++ b/samples/SampleBase/blast/BlastAssetModelSkinned.cpp @@ -1,60 +1,60 @@ -// 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 "BlastAssetModelSkinned.h" -#include "BlastFamilyModelSkinned.h" -#include "RenderMaterial.h" -#include "Renderer.h" - - -BlastAssetModelSkinned::BlastAssetModelSkinned(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName) - : BlastAssetModel(framework, physics, cooking, serialization, renderer, modelName) -{ - for (const BlastModel::Material& material : getModel().materials) - { - if (material.diffuseTexture.empty()) - m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_skinned")); - else - m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_skinned_textured", material.diffuseTexture.c_str())); - } - - initialize(); -} - -BlastAssetModelSkinned::~BlastAssetModelSkinned() -{ - for (RenderMaterial* r : m_renderMaterials) - { - SAFE_DELETE(r); - } -} - -BlastFamilyPtr BlastAssetModelSkinned::createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc) -{ - return BlastFamilyPtr(new BlastFamilyModelSkinned(physXConroller, pxManager, m_renderer, *this, desc)); -} +// 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 "BlastAssetModelSkinned.h" +#include "BlastFamilyModelSkinned.h" +#include "RenderMaterial.h" +#include "Renderer.h" + + +BlastAssetModelSkinned::BlastAssetModelSkinned(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName) + : BlastAssetModel(framework, physics, cooking, serialization, renderer, modelName) +{ + for (const BlastModel::Material& material : getModel().materials) + { + if (material.diffuseTexture.empty()) + m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_skinned")); + else + m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_skinned_textured", material.diffuseTexture.c_str())); + } + + initialize(); +} + +BlastAssetModelSkinned::~BlastAssetModelSkinned() +{ + for (RenderMaterial* r : m_renderMaterials) + { + SAFE_DELETE(r); + } +} + +BlastFamilyPtr BlastAssetModelSkinned::createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc) +{ + return BlastFamilyPtr(new BlastFamilyModelSkinned(physXConroller, pxManager, m_renderer, *this, desc)); +} diff --git a/samples/SampleBase/blast/BlastAssetModelSkinned.h b/samples/SampleBase/blast/BlastAssetModelSkinned.h old mode 100644 new mode 100755 index 8ebb722..9075e04 --- a/samples/SampleBase/blast/BlastAssetModelSkinned.h +++ b/samples/SampleBase/blast/BlastAssetModelSkinned.h @@ -1,64 +1,64 @@ -// 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 BLAST_ASSET_MODEL_SKINNED_H -#define BLAST_ASSET_MODEL_SKINNED_H - -#include "BlastAssetModel.h" - -class RenderMaterial; - -class BlastAssetModelSkinned : public BlastAssetModel -{ -public: - //////// ctor //////// - - BlastAssetModelSkinned(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName); - virtual ~BlastAssetModelSkinned(); - - - //////// interface implementation //////// - - BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc); - - - //////// public getter //////// - - const std::vector& getRenderMaterials() const - { - return m_renderMaterials; - } - - -private: - //////// internal data //////// - - std::vector m_renderMaterials; -}; - +// 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 BLAST_ASSET_MODEL_SKINNED_H +#define BLAST_ASSET_MODEL_SKINNED_H + +#include "BlastAssetModel.h" + +class RenderMaterial; + +class BlastAssetModelSkinned : public BlastAssetModel +{ +public: + //////// ctor //////// + + BlastAssetModelSkinned(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName); + virtual ~BlastAssetModelSkinned(); + + + //////// interface implementation //////// + + BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc); + + + //////// public getter //////// + + const std::vector& getRenderMaterials() const + { + return m_renderMaterials; + } + + +private: + //////// internal data //////// + + std::vector m_renderMaterials; +}; + #endif //BLAST_ASSET_MODEL_SKINNED_H \ No newline at end of file diff --git a/samples/SampleBase/blast/BlastController.cpp b/samples/SampleBase/blast/BlastController.cpp old mode 100644 new mode 100755 index c1e977e..e185922 --- a/samples/SampleBase/blast/BlastController.cpp +++ b/samples/SampleBase/blast/BlastController.cpp @@ -1,533 +1,533 @@ -// 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 "BlastController.h" -#include "BlastFamily.h" -#include "BlastAsset.h" -#include "BlastReplay.h" -#include "PhysXController.h" -#include "SampleTime.h" -#include "SampleProfiler.h" -#include "Utils.h" -#include "Renderer.h" - -#include "NvBlastExtPxTask.h" - -#include "NvBlast.h" -#include "NvBlastPxCallbacks.h" -#include "NvBlastExtPxManager.h" -#include "NvBlastExtPxFamily.h" -#include "NvBlastExtPxActor.h" -#include "NvBlastExtPxAsset.h" -#include "NvBlastExtSerialization.h" -#include "NvBlastExtTkSerialization.h" -#include "NvBlastExtPxSerialization.h" - -#include "NvBlastTkFramework.h" - -#include "PsString.h" -#include "PxTaskManager.h" -#include "PxDefaultCpuDispatcher.h" -#include "PxRigidBody.h" -#include "PxScene.h" -#include "PxRigidDynamic.h" -#include "PxDistanceJoint.h" - -#include -#include -#include - -#include "imgui.h" - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Joint creation -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -static physx::PxJoint* createPxJointCallback(ExtPxActor* actor0, const physx::PxTransform& localFrame0, ExtPxActor* actor1, const physx::PxTransform& localFrame1, physx::PxPhysics& physics, TkJoint& joint) -{ - PxDistanceJoint* pxJoint = PxDistanceJointCreate(physics, actor0 ? &actor0->getPhysXActor() : nullptr, localFrame0, actor1 ? &actor1->getPhysXActor() : nullptr, localFrame1); - pxJoint->setMaxDistance(1.0f); - return pxJoint; -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Controller -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -BlastController::BlastController() -: m_eventCallback(nullptr), debugRenderMode(BlastFamily::DEBUG_RENDER_DISABLED), m_impactDamageEnabled(true), -m_impactDamageToStressEnabled(false), m_rigidBodyLimitEnabled(true), m_rigidBodyLimit(40000), m_blastAssetsSize(0), debugRenderScale(0.01f), -m_taskManager(nullptr), m_extGroupTaskManager(nullptr), m_damageDescBuffer(64 * 1024), m_damageParamsBuffer(1024) -{ - m_impactDamageToStressFactor = 0.01f; - m_draggingToStressFactor = 100.0f; -} - - -BlastController::~BlastController() -{ -} - -void BlastController::reinitialize() -{ - onSampleStop(); - onSampleStart(); -} - -void BlastController::onSampleStart() -{ - m_tkFramework = NvBlastTkFrameworkCreate(); - - m_replay = new BlastReplay(); - - m_taskManager = PxTaskManager::createTaskManager(NvBlastGetPxErrorCallback(), getPhysXController().getCPUDispatcher(), 0); - - TkGroupDesc gdesc; - gdesc.workerCount = m_taskManager->getCpuDispatcher()->getWorkerCount(); - m_tkGroup = m_tkFramework->createGroup(gdesc); - - m_extPxManager = ExtPxManager::create(getPhysXController().getPhysics(), *m_tkFramework, createPxJointCallback); - m_extPxManager->setActorCountLimit(m_rigidBodyLimitEnabled ? m_rigidBodyLimit : 0); - m_extImpactDamageManager = ExtImpactDamageManager::create(m_extPxManager, m_extImpactDamageManagerSettings); - m_eventCallback = new EventCallback(m_extImpactDamageManager); - - m_extGroupTaskManager = ExtGroupTaskManager::create(*m_taskManager); - m_extGroupTaskManager->setGroup(m_tkGroup); - - setImpactDamageEnabled(m_impactDamageEnabled, true); - - m_extSerialization = NvBlastExtSerializationCreate(); - if (m_extSerialization != nullptr) - { - NvBlastExtTkSerializerLoadSet(*m_tkFramework, *m_extSerialization); - NvBlastExtPxSerializerLoadSet(*m_tkFramework, getPhysXController().getPhysics(), getPhysXController().getCooking(), *m_extSerialization); - } -} - - -void BlastController::onSampleStop() -{ - getPhysXController().simualtionSyncEnd(); - - removeAllFamilies(); - - m_extImpactDamageManager->release(); - m_extPxManager->release(); - SAFE_DELETE(m_eventCallback); - - m_tkGroup->release(); - - delete m_replay; - - m_tkFramework->release(); - - if (m_extGroupTaskManager != nullptr) - { - m_extGroupTaskManager->release(); - m_extGroupTaskManager = nullptr; - } - - if (m_taskManager != nullptr) - { - m_taskManager->release(); - } -} - - -void BlastController::notifyPhysXControllerRelease() -{ - if (m_extGroupTaskManager != nullptr) - { - m_extGroupTaskManager->release(); - m_extGroupTaskManager = nullptr; - } - - if (m_taskManager != nullptr) - { - m_taskManager->release(); - m_taskManager = nullptr; - } -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Deffered/Immediate damage -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -void BlastController::deferDamage(ExtPxActor *actor, BlastFamily& family, const NvBlastDamageProgram& program, const void* damageDesc, uint32_t damageDescSize) -{ - const void* bufferedDamageDesc = m_damageDescBuffer.push(damageDesc, damageDescSize); - PX_ASSERT_WITH_MESSAGE(bufferedDamageDesc, "Damage desc buffer exhausted."); - - NvBlastExtProgramParams programParams = { bufferedDamageDesc, &family.getMaterial(), actor->getFamily().getPxAsset().getAccelerator() }; - - const void* bufferedProgramParams = m_damageParamsBuffer.push(&programParams, sizeof(NvBlastExtProgramParams)); - PX_ASSERT_WITH_MESSAGE(bufferedProgramParams, "Damage params buffer exhausted."); - - if (bufferedDamageDesc && bufferedProgramParams) - { - actor->getTkActor().damage(program, bufferedProgramParams); - } -} - -NvBlastFractureBuffers& BlastController::getFractureBuffers(ExtPxActor* actor) -{ - const TkAsset* tkAsset = actor->getTkActor().getAsset(); - const uint32_t chunkCount = tkAsset->getChunkCount(); - const uint32_t bondCount = tkAsset->getBondCount(); - - m_fractureBuffers.bondFractureCount = bondCount; - m_fractureBuffers.chunkFractureCount = chunkCount; - m_fractureData.resize((uint32_t)(m_fractureBuffers.bondFractureCount * sizeof(NvBlastBondFractureData) + m_fractureBuffers.chunkFractureCount * sizeof(NvBlastChunkFractureData))); // chunk count + bond count - m_fractureBuffers.chunkFractures = reinterpret_cast(m_fractureData.data()); - m_fractureBuffers.bondFractures = reinterpret_cast(&m_fractureData.data()[m_fractureBuffers.chunkFractureCount * sizeof(NvBlastChunkFractureData)]); - return m_fractureBuffers; -} - -void BlastController::immediateDamage(ExtPxActor *actor, BlastFamily& family, const NvBlastDamageProgram& program, const void* damageDesc) -{ - NvBlastExtProgramParams programParams = { damageDesc, &family.getMaterial(), actor->getFamily().getPxAsset().getAccelerator() }; - - NvBlastFractureBuffers& fractureEvents = getFractureBuffers(actor); - actor->getTkActor().generateFracture(&fractureEvents, program, &programParams); - actor->getTkActor().applyFracture(nullptr, &fractureEvents); -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Impact damage -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -void BlastController::updateImpactDamage() -{ - if (m_impactDamageUpdatePending) - { - getPhysXController().getPhysXScene().setSimulationEventCallback(m_impactDamageEnabled ? m_eventCallback : nullptr); - refreshImpactDamageSettings(); - m_impactDamageUpdatePending = false; - } -} - -void BlastController::setImpactDamageEnabled(bool enabled, bool forceUpdate) -{ - if (m_impactDamageEnabled != enabled || forceUpdate) - { - m_impactDamageEnabled = enabled; - m_impactDamageUpdatePending = true; - } -} - -bool BlastController::customImpactDamageFunction(void* data, ExtPxActor* actor, physx::PxShape* shape, physx::PxVec3 position, physx::PxVec3 force) -{ - return reinterpret_cast(data)->stressDamage(actor, position, force); -} - -bool BlastController::stressDamage(ExtPxActor *actor, physx::PxVec3 position, physx::PxVec3 force) -{ - if (actor->getTkActor().getGraphNodeCount() > 1) - { - void* userData = actor->getFamily().userData; - if (userData) - { - ExtPxStressSolver* solver = reinterpret_cast(userData); - solver->getSolver().addForce(*actor->getTkActor().getActorLL(), position, force * m_impactDamageToStressFactor); - return true; - } - } - - return false; -} - -void BlastController::refreshImpactDamageSettings() -{ - m_extImpactDamageManagerSettings.damageFunction = m_impactDamageToStressEnabled ? customImpactDamageFunction : nullptr; - m_extImpactDamageManagerSettings.damageFunctionData = this; - m_extImpactDamageManager->setSettings(m_extImpactDamageManagerSettings); -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Stress -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -void BlastController::updateDraggingStress() -{ - auto physxController = getPhysXController(); - auto actor = physxController.getDraggingActor(); - if (actor) - { - ExtPxActor* pxActor = m_extPxManager->getActorFromPhysXActor(*actor); - if (pxActor && pxActor->getTkActor().getGraphNodeCount() > 1 && pxActor->getPhysXActor().getRigidBodyFlags() & PxRigidBodyFlag::eKINEMATIC) - { - void* userData = pxActor->getFamily().userData; - if (userData) - { - ExtPxStressSolver* solver = reinterpret_cast(userData); - PxTransform t(pxActor->getPhysXActor().getGlobalPose().getInverse()); - PxVec3 dragVector = t.rotate(physxController.getDragVector()); - const float factor = dragVector.magnitudeSquared() * m_draggingToStressFactor; - solver->getSolver().addForce(*pxActor->getTkActor().getActorLL(), physxController.getDragActorHookLocalPoint(), dragVector.getNormalized() * factor); - } - } - } -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Stats -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -uint32_t BlastController::getActorCount() const -{ - return std::accumulate(m_families.begin(), m_families.end(), (uint32_t)0, [](uint32_t sum, const BlastFamilyPtr& a) - { - return sum += a->getActorCount(); - }); -} - -uint32_t BlastController::getTotalVisibleChunkCount() const -{ - return std::accumulate(m_families.begin(), m_families.end(), (uint32_t)0, [](uint32_t sum, const BlastFamilyPtr& a) - { - return sum += a->getTotalVisibleChunkCount(); - }); -} - -size_t BlastController::getFamilySize() const -{ - return std::accumulate(m_families.begin(), m_families.end(), (size_t)0, [](size_t sum, const BlastFamilyPtr& a) - { - return sum += a->getFamilySize(); - }); -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Time -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -const double Time::s_secondsPerTick = Time::getTickDuration(); - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Controller events -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -void BlastController::Animate(double dt) -{ - PROFILER_SCOPED_FUNCTION(); - - PROFILER_BEGIN("Apply Impact Damage"); - m_extImpactDamageManager->applyDamage(); - PROFILER_END(); - - updateDraggingStress(); - - fillDebugRender(); - - getPhysXController().simualtionSyncEnd(); - - updateImpactDamage(); - - Time blastTime; - for (uint32_t i = 0; i < m_families.size(); ++i) - { - if (m_families[i]) - { - m_families[i]->updatePreSplit(dt); - } - } - - m_replay->update(); - - PROFILER_BEGIN("Tk Group Process/Sync"); - -#if 1 - - m_extGroupTaskManager->process(); - m_extGroupTaskManager->wait(); - -#else // process group on main thread - - m_tkGroup->process(); - -#endif - - m_damageParamsBuffer.clear(); - m_damageDescBuffer.clear(); - - PROFILER_END(); - - getPhysXController().simulationBegin(dt); - - TkGroupStats gstats; - m_tkGroup->getStats(gstats); - - this->m_lastBlastTimers.blastDamageMaterial = NvBlastTicksToSeconds(gstats.timers.material); - this->m_lastBlastTimers.blastDamageFracture = NvBlastTicksToSeconds(gstats.timers.fracture); - this->m_lastBlastTimers.blastSplitIsland = NvBlastTicksToSeconds(gstats.timers.island); - this->m_lastBlastTimers.blastSplitPartition = NvBlastTicksToSeconds(gstats.timers.partition); - this->m_lastBlastTimers.blastSplitVisibility = NvBlastTicksToSeconds(gstats.timers.visibility); - - for (uint32_t i = 0; i < m_families.size(); ++i) - { - if (m_families[i]) - { - m_families[i]->updateAfterSplit(dt); - } - } -} - - -void BlastController::drawUI() -{ - // impact damage - bool impactEnabled = getImpactDamageEnabled(); - if (ImGui::Checkbox("Impact Damage", &impactEnabled)) - { - setImpactDamageEnabled(impactEnabled); - } - { - bool refresh = false; - refresh |= ImGui::Checkbox("Use Shear Damage", &m_extImpactDamageManagerSettings.shearDamage); - refresh |= ImGui::DragFloat("Material Hardness", &m_extImpactDamageManagerSettings.hardness); - refresh |= ImGui::DragFloat("Damage Radius (Max)", &m_extImpactDamageManagerSettings.damageRadiusMax); - refresh |= ImGui::DragFloat("Damage Threshold (Min)", &m_extImpactDamageManagerSettings.damageThresholdMin, 1.0f, 0.0f, 1.0f); - refresh |= ImGui::DragFloat("Damage Threshold (Max)", &m_extImpactDamageManagerSettings.damageThresholdMax, 1.0f, 0.0f, 1.0f); - refresh |= ImGui::DragFloat("Damage Falloff Radius Factor", &m_extImpactDamageManagerSettings.damageFalloffRadiusFactor, 1.0f, 0.0f, 32.0f); - refresh |= ImGui::Checkbox("Impact Damage To Stress Solver", &m_impactDamageToStressEnabled); - - if (refresh) - { - refreshImpactDamageSettings(); - } - } - - ImGui::DragFloat("Impact Damage To Stress Factor", &m_impactDamageToStressFactor, 0.001f, 0.0f, 1000.0f, "%.4f"); - ImGui::DragFloat("Dragging To Stress Factor", &m_draggingToStressFactor, 0.1f, 0.0f, 1000.0f, "%.3f"); - - ImGui::Checkbox("Limit Rigid Body Count", &m_rigidBodyLimitEnabled); - if (m_rigidBodyLimitEnabled) - { - ImGui::DragInt("Rigid Body Limit", (int*)&m_rigidBodyLimit, 100, 1000, 100000); - } - m_extPxManager->setActorCountLimit(m_rigidBodyLimitEnabled ? m_rigidBodyLimit : 0); -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// actor management -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -BlastFamilyPtr BlastController::spawnFamily(BlastAsset* blastAsset, const BlastAsset::ActorDesc& desc) -{ - BlastFamilyPtr actor = blastAsset->createFamily(getPhysXController(), *m_extPxManager, desc); - m_families.push_back(actor); - recalculateAssetsSize(); - m_replay->addFamily(&actor->getFamily()->getTkFamily()); - return actor; -} - -void BlastController::removeFamily(BlastFamilyPtr actor) -{ - m_replay->removeFamily(&actor->getFamily()->getTkFamily()); - m_families.erase(std::remove(m_families.begin(), m_families.end(), actor), m_families.end()); - recalculateAssetsSize(); - getPhysXController().resetDragging(); -} - -void BlastController::removeAllFamilies() -{ - while (!m_families.empty()) - { - removeFamily(m_families.back()); - } - m_replay->reset(); -} - -void BlastController::recalculateAssetsSize() -{ - std::set uniquedAssets; - m_blastAssetsSize = 0; - for (uint32_t i = 0; i < m_families.size(); ++i) - { - if (uniquedAssets.find(&m_families[i]->getBlastAsset()) == uniquedAssets.end()) - { - m_blastAssetsSize += m_families[i]->getBlastAsset().getBlastAssetSize(); - uniquedAssets.insert(&m_families[i]->getBlastAsset()); - } - } -} - -bool BlastController::overlap(const PxGeometry& geometry, const PxTransform& pose, std::function hitCall) -{ - PROFILER_SCOPED_FUNCTION(); - - bool anyHit = false; - for (uint32_t i = 0; i < m_families.size(); ++i) - { - if (m_families[i]) - { - anyHit |= m_families[i]->overlap(geometry, pose, hitCall); - } - } - return anyHit; -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// debug render -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -void BlastController::fillDebugRender() -{ - PROFILER_SCOPED_FUNCTION(); - - m_debugRenderBuffer.clear(); - - if (debugRenderMode != BlastFamily::DEBUG_RENDER_DISABLED) - { - getPhysXController().getPhysXScene().setVisualizationParameter(PxVisualizationParameter::eSCALE, 1); - for (uint32_t i = 0; i < m_families.size(); ++i) - { - m_families[i]->fillDebugRender(m_debugRenderBuffer, debugRenderMode, debugRenderScale); - } - } - else - { - getPhysXController().getPhysXScene().setVisualizationParameter(PxVisualizationParameter::eSCALE, 0); - } - - getRenderer().queueRenderBuffer(&m_debugRenderBuffer); -} - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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 "BlastController.h" +#include "BlastFamily.h" +#include "BlastAsset.h" +#include "BlastReplay.h" +#include "PhysXController.h" +#include "SampleTime.h" +#include "SampleProfiler.h" +#include "Utils.h" +#include "Renderer.h" + +#include "NvBlastExtPxTask.h" + +#include "NvBlast.h" +#include "NvBlastPxCallbacks.h" +#include "NvBlastExtPxManager.h" +#include "NvBlastExtPxFamily.h" +#include "NvBlastExtPxActor.h" +#include "NvBlastExtPxAsset.h" +#include "NvBlastExtSerialization.h" +#include "NvBlastExtTkSerialization.h" +#include "NvBlastExtPxSerialization.h" + +#include "NvBlastTkFramework.h" + +#include "PsString.h" +#include "PxTaskManager.h" +#include "PxDefaultCpuDispatcher.h" +#include "PxRigidBody.h" +#include "PxScene.h" +#include "PxRigidDynamic.h" +#include "PxDistanceJoint.h" + +#include +#include +#include + +#include "imgui.h" + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Joint creation +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +static physx::PxJoint* createPxJointCallback(ExtPxActor* actor0, const physx::PxTransform& localFrame0, ExtPxActor* actor1, const physx::PxTransform& localFrame1, physx::PxPhysics& physics, TkJoint& joint) +{ + PxDistanceJoint* pxJoint = PxDistanceJointCreate(physics, actor0 ? &actor0->getPhysXActor() : nullptr, localFrame0, actor1 ? &actor1->getPhysXActor() : nullptr, localFrame1); + pxJoint->setMaxDistance(1.0f); + return pxJoint; +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Controller +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +BlastController::BlastController() +: m_eventCallback(nullptr), debugRenderMode(BlastFamily::DEBUG_RENDER_DISABLED), m_impactDamageEnabled(true), +m_impactDamageToStressEnabled(false), m_rigidBodyLimitEnabled(true), m_rigidBodyLimit(40000), m_blastAssetsSize(0), debugRenderScale(0.01f), +m_taskManager(nullptr), m_extGroupTaskManager(nullptr), m_damageDescBuffer(64 * 1024), m_damageParamsBuffer(1024) +{ + m_impactDamageToStressFactor = 0.01f; + m_draggingToStressFactor = 100.0f; +} + + +BlastController::~BlastController() +{ +} + +void BlastController::reinitialize() +{ + onSampleStop(); + onSampleStart(); +} + +void BlastController::onSampleStart() +{ + m_tkFramework = NvBlastTkFrameworkCreate(); + + m_replay = new BlastReplay(); + + m_taskManager = PxTaskManager::createTaskManager(NvBlastGetPxErrorCallback(), getPhysXController().getCPUDispatcher(), 0); + + TkGroupDesc gdesc; + gdesc.workerCount = m_taskManager->getCpuDispatcher()->getWorkerCount(); + m_tkGroup = m_tkFramework->createGroup(gdesc); + + m_extPxManager = ExtPxManager::create(getPhysXController().getPhysics(), *m_tkFramework, createPxJointCallback); + m_extPxManager->setActorCountLimit(m_rigidBodyLimitEnabled ? m_rigidBodyLimit : 0); + m_extImpactDamageManager = ExtImpactDamageManager::create(m_extPxManager, m_extImpactDamageManagerSettings); + m_eventCallback = new EventCallback(m_extImpactDamageManager); + + m_extGroupTaskManager = ExtGroupTaskManager::create(*m_taskManager); + m_extGroupTaskManager->setGroup(m_tkGroup); + + setImpactDamageEnabled(m_impactDamageEnabled, true); + + m_extSerialization = NvBlastExtSerializationCreate(); + if (m_extSerialization != nullptr) + { + NvBlastExtTkSerializerLoadSet(*m_tkFramework, *m_extSerialization); + NvBlastExtPxSerializerLoadSet(*m_tkFramework, getPhysXController().getPhysics(), getPhysXController().getCooking(), *m_extSerialization); + } +} + + +void BlastController::onSampleStop() +{ + getPhysXController().simualtionSyncEnd(); + + removeAllFamilies(); + + m_extImpactDamageManager->release(); + m_extPxManager->release(); + SAFE_DELETE(m_eventCallback); + + m_tkGroup->release(); + + delete m_replay; + + m_tkFramework->release(); + + if (m_extGroupTaskManager != nullptr) + { + m_extGroupTaskManager->release(); + m_extGroupTaskManager = nullptr; + } + + if (m_taskManager != nullptr) + { + m_taskManager->release(); + } +} + + +void BlastController::notifyPhysXControllerRelease() +{ + if (m_extGroupTaskManager != nullptr) + { + m_extGroupTaskManager->release(); + m_extGroupTaskManager = nullptr; + } + + if (m_taskManager != nullptr) + { + m_taskManager->release(); + m_taskManager = nullptr; + } +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Deffered/Immediate damage +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +void BlastController::deferDamage(ExtPxActor *actor, BlastFamily& family, const NvBlastDamageProgram& program, const void* damageDesc, uint32_t damageDescSize) +{ + const void* bufferedDamageDesc = m_damageDescBuffer.push(damageDesc, damageDescSize); + PX_ASSERT_WITH_MESSAGE(bufferedDamageDesc, "Damage desc buffer exhausted."); + + NvBlastExtProgramParams programParams = { bufferedDamageDesc, &family.getMaterial(), actor->getFamily().getPxAsset().getAccelerator() }; + + const void* bufferedProgramParams = m_damageParamsBuffer.push(&programParams, sizeof(NvBlastExtProgramParams)); + PX_ASSERT_WITH_MESSAGE(bufferedProgramParams, "Damage params buffer exhausted."); + + if (bufferedDamageDesc && bufferedProgramParams) + { + actor->getTkActor().damage(program, bufferedProgramParams); + } +} + +NvBlastFractureBuffers& BlastController::getFractureBuffers(ExtPxActor* actor) +{ + const TkAsset* tkAsset = actor->getTkActor().getAsset(); + const uint32_t chunkCount = tkAsset->getChunkCount(); + const uint32_t bondCount = tkAsset->getBondCount(); + + m_fractureBuffers.bondFractureCount = bondCount; + m_fractureBuffers.chunkFractureCount = chunkCount; + m_fractureData.resize((uint32_t)(m_fractureBuffers.bondFractureCount * sizeof(NvBlastBondFractureData) + m_fractureBuffers.chunkFractureCount * sizeof(NvBlastChunkFractureData))); // chunk count + bond count + m_fractureBuffers.chunkFractures = reinterpret_cast(m_fractureData.data()); + m_fractureBuffers.bondFractures = reinterpret_cast(&m_fractureData.data()[m_fractureBuffers.chunkFractureCount * sizeof(NvBlastChunkFractureData)]); + return m_fractureBuffers; +} + +void BlastController::immediateDamage(ExtPxActor *actor, BlastFamily& family, const NvBlastDamageProgram& program, const void* damageDesc) +{ + NvBlastExtProgramParams programParams = { damageDesc, &family.getMaterial(), actor->getFamily().getPxAsset().getAccelerator() }; + + NvBlastFractureBuffers& fractureEvents = getFractureBuffers(actor); + actor->getTkActor().generateFracture(&fractureEvents, program, &programParams); + actor->getTkActor().applyFracture(nullptr, &fractureEvents); +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Impact damage +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +void BlastController::updateImpactDamage() +{ + if (m_impactDamageUpdatePending) + { + getPhysXController().getPhysXScene().setSimulationEventCallback(m_impactDamageEnabled ? m_eventCallback : nullptr); + refreshImpactDamageSettings(); + m_impactDamageUpdatePending = false; + } +} + +void BlastController::setImpactDamageEnabled(bool enabled, bool forceUpdate) +{ + if (m_impactDamageEnabled != enabled || forceUpdate) + { + m_impactDamageEnabled = enabled; + m_impactDamageUpdatePending = true; + } +} + +bool BlastController::customImpactDamageFunction(void* data, ExtPxActor* actor, physx::PxShape* shape, physx::PxVec3 position, physx::PxVec3 force) +{ + return reinterpret_cast(data)->stressDamage(actor, position, force); +} + +bool BlastController::stressDamage(ExtPxActor *actor, physx::PxVec3 position, physx::PxVec3 force) +{ + if (actor->getTkActor().getGraphNodeCount() > 1) + { + void* userData = actor->getFamily().userData; + if (userData) + { + ExtPxStressSolver* solver = reinterpret_cast(userData); + solver->getSolver().addForce(*actor->getTkActor().getActorLL(), position, force * m_impactDamageToStressFactor); + return true; + } + } + + return false; +} + +void BlastController::refreshImpactDamageSettings() +{ + m_extImpactDamageManagerSettings.damageFunction = m_impactDamageToStressEnabled ? customImpactDamageFunction : nullptr; + m_extImpactDamageManagerSettings.damageFunctionData = this; + m_extImpactDamageManager->setSettings(m_extImpactDamageManagerSettings); +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Stress +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +void BlastController::updateDraggingStress() +{ + auto physxController = getPhysXController(); + auto actor = physxController.getDraggingActor(); + if (actor) + { + ExtPxActor* pxActor = m_extPxManager->getActorFromPhysXActor(*actor); + if (pxActor && pxActor->getTkActor().getGraphNodeCount() > 1 && pxActor->getPhysXActor().getRigidBodyFlags() & PxRigidBodyFlag::eKINEMATIC) + { + void* userData = pxActor->getFamily().userData; + if (userData) + { + ExtPxStressSolver* solver = reinterpret_cast(userData); + PxTransform t(pxActor->getPhysXActor().getGlobalPose().getInverse()); + PxVec3 dragVector = t.rotate(physxController.getDragVector()); + const float factor = dragVector.magnitudeSquared() * m_draggingToStressFactor; + solver->getSolver().addForce(*pxActor->getTkActor().getActorLL(), physxController.getDragActorHookLocalPoint(), dragVector.getNormalized() * factor); + } + } + } +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Stats +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +uint32_t BlastController::getActorCount() const +{ + return std::accumulate(m_families.begin(), m_families.end(), (uint32_t)0, [](uint32_t sum, const BlastFamilyPtr& a) + { + return sum += a->getActorCount(); + }); +} + +uint32_t BlastController::getTotalVisibleChunkCount() const +{ + return std::accumulate(m_families.begin(), m_families.end(), (uint32_t)0, [](uint32_t sum, const BlastFamilyPtr& a) + { + return sum += a->getTotalVisibleChunkCount(); + }); +} + +size_t BlastController::getFamilySize() const +{ + return std::accumulate(m_families.begin(), m_families.end(), (size_t)0, [](size_t sum, const BlastFamilyPtr& a) + { + return sum += a->getFamilySize(); + }); +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Time +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +const double Time::s_secondsPerTick = Time::getTickDuration(); + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Controller events +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +void BlastController::Animate(double dt) +{ + PROFILER_SCOPED_FUNCTION(); + + PROFILER_BEGIN("Apply Impact Damage"); + m_extImpactDamageManager->applyDamage(); + PROFILER_END(); + + updateDraggingStress(); + + fillDebugRender(); + + getPhysXController().simualtionSyncEnd(); + + updateImpactDamage(); + + Time blastTime; + for (uint32_t i = 0; i < m_families.size(); ++i) + { + if (m_families[i]) + { + m_families[i]->updatePreSplit(dt); + } + } + + m_replay->update(); + + PROFILER_BEGIN("Tk Group Process/Sync"); + +#if 1 + + m_extGroupTaskManager->process(); + m_extGroupTaskManager->wait(); + +#else // process group on main thread + + m_tkGroup->process(); + +#endif + + m_damageParamsBuffer.clear(); + m_damageDescBuffer.clear(); + + PROFILER_END(); + + getPhysXController().simulationBegin(dt); + + TkGroupStats gstats; + m_tkGroup->getStats(gstats); + + this->m_lastBlastTimers.blastDamageMaterial = NvBlastTicksToSeconds(gstats.timers.material); + this->m_lastBlastTimers.blastDamageFracture = NvBlastTicksToSeconds(gstats.timers.fracture); + this->m_lastBlastTimers.blastSplitIsland = NvBlastTicksToSeconds(gstats.timers.island); + this->m_lastBlastTimers.blastSplitPartition = NvBlastTicksToSeconds(gstats.timers.partition); + this->m_lastBlastTimers.blastSplitVisibility = NvBlastTicksToSeconds(gstats.timers.visibility); + + for (uint32_t i = 0; i < m_families.size(); ++i) + { + if (m_families[i]) + { + m_families[i]->updateAfterSplit(dt); + } + } +} + + +void BlastController::drawUI() +{ + // impact damage + bool impactEnabled = getImpactDamageEnabled(); + if (ImGui::Checkbox("Impact Damage", &impactEnabled)) + { + setImpactDamageEnabled(impactEnabled); + } + { + bool refresh = false; + refresh |= ImGui::Checkbox("Use Shear Damage", &m_extImpactDamageManagerSettings.shearDamage); + refresh |= ImGui::DragFloat("Material Hardness", &m_extImpactDamageManagerSettings.hardness); + refresh |= ImGui::DragFloat("Damage Radius (Max)", &m_extImpactDamageManagerSettings.damageRadiusMax); + refresh |= ImGui::DragFloat("Damage Threshold (Min)", &m_extImpactDamageManagerSettings.damageThresholdMin, 1.0f, 0.0f, 1.0f); + refresh |= ImGui::DragFloat("Damage Threshold (Max)", &m_extImpactDamageManagerSettings.damageThresholdMax, 1.0f, 0.0f, 1.0f); + refresh |= ImGui::DragFloat("Damage Falloff Radius Factor", &m_extImpactDamageManagerSettings.damageFalloffRadiusFactor, 1.0f, 0.0f, 32.0f); + refresh |= ImGui::Checkbox("Impact Damage To Stress Solver", &m_impactDamageToStressEnabled); + + if (refresh) + { + refreshImpactDamageSettings(); + } + } + + ImGui::DragFloat("Impact Damage To Stress Factor", &m_impactDamageToStressFactor, 0.001f, 0.0f, 1000.0f, "%.4f"); + ImGui::DragFloat("Dragging To Stress Factor", &m_draggingToStressFactor, 0.1f, 0.0f, 1000.0f, "%.3f"); + + ImGui::Checkbox("Limit Rigid Body Count", &m_rigidBodyLimitEnabled); + if (m_rigidBodyLimitEnabled) + { + ImGui::DragInt("Rigid Body Limit", (int*)&m_rigidBodyLimit, 100, 1000, 100000); + } + m_extPxManager->setActorCountLimit(m_rigidBodyLimitEnabled ? m_rigidBodyLimit : 0); +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// actor management +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +BlastFamilyPtr BlastController::spawnFamily(BlastAsset* blastAsset, const BlastAsset::ActorDesc& desc) +{ + BlastFamilyPtr actor = blastAsset->createFamily(getPhysXController(), *m_extPxManager, desc); + m_families.push_back(actor); + recalculateAssetsSize(); + m_replay->addFamily(&actor->getFamily()->getTkFamily()); + return actor; +} + +void BlastController::removeFamily(BlastFamilyPtr actor) +{ + m_replay->removeFamily(&actor->getFamily()->getTkFamily()); + m_families.erase(std::remove(m_families.begin(), m_families.end(), actor), m_families.end()); + recalculateAssetsSize(); + getPhysXController().resetDragging(); +} + +void BlastController::removeAllFamilies() +{ + while (!m_families.empty()) + { + removeFamily(m_families.back()); + } + m_replay->reset(); +} + +void BlastController::recalculateAssetsSize() +{ + std::set uniquedAssets; + m_blastAssetsSize = 0; + for (uint32_t i = 0; i < m_families.size(); ++i) + { + if (uniquedAssets.find(&m_families[i]->getBlastAsset()) == uniquedAssets.end()) + { + m_blastAssetsSize += m_families[i]->getBlastAsset().getBlastAssetSize(); + uniquedAssets.insert(&m_families[i]->getBlastAsset()); + } + } +} + +bool BlastController::overlap(const PxGeometry& geometry, const PxTransform& pose, std::function hitCall) +{ + PROFILER_SCOPED_FUNCTION(); + + bool anyHit = false; + for (uint32_t i = 0; i < m_families.size(); ++i) + { + if (m_families[i]) + { + anyHit |= m_families[i]->overlap(geometry, pose, hitCall); + } + } + return anyHit; +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// debug render +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +void BlastController::fillDebugRender() +{ + PROFILER_SCOPED_FUNCTION(); + + m_debugRenderBuffer.clear(); + + if (debugRenderMode != BlastFamily::DEBUG_RENDER_DISABLED) + { + getPhysXController().getPhysXScene().setVisualizationParameter(PxVisualizationParameter::eSCALE, 1); + for (uint32_t i = 0; i < m_families.size(); ++i) + { + m_families[i]->fillDebugRender(m_debugRenderBuffer, debugRenderMode, debugRenderScale); + } + } + else + { + getPhysXController().getPhysXScene().setVisualizationParameter(PxVisualizationParameter::eSCALE, 0); + } + + getRenderer().queueRenderBuffer(&m_debugRenderBuffer); +} + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// diff --git a/samples/SampleBase/blast/BlastController.h b/samples/SampleBase/blast/BlastController.h old mode 100644 new mode 100755 index f54226d..438435f --- a/samples/SampleBase/blast/BlastController.h +++ b/samples/SampleBase/blast/BlastController.h @@ -1,309 +1,309 @@ -// 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 BLAST_CONTROLLER_H -#define BLAST_CONTROLLER_H - -#include "SampleManager.h" -#include "BlastFamily.h" -#include "DebugRenderBuffer.h" -#include "PxSimulationEventCallback.h" -#include "NvBlastExtImpactDamageManager.h" - -using namespace physx; - -class BlastAsset; -class BlastReplay; - -namespace physx -{ -class PxTaskManager; -} -namespace Nv -{ -namespace Blast -{ -class TkFramework; -class ExtGroupTaskManager; -class ExtSerialization; -} -} - - -struct BlastTimers -{ - double blastDamageMaterial; - double blastDamageFracture; - double blastSplitIsland; - double blastSplitPartition; - double blastSplitVisibility; -}; - -/** -Blast Controller. Entry point for all blast related code, keeps blast actors and controls them. -*/ -class BlastController : public ISampleController -{ -public: - //////// ctor //////// - - BlastController(); - virtual ~BlastController(); - - void reinitialize(); - - //////// controller callbacks //////// - - virtual void onSampleStart(); - virtual void onSampleStop(); - - virtual void Animate(double dt); - void drawUI(); - - - //////// public API //////// - - bool overlap(const PxGeometry& geometry, const PxTransform& pose, std::function hitCall); - - bool stressDamage(ExtPxActor *actor, PxVec3 position, PxVec3 force); - - void deferDamage(ExtPxActor *actor, BlastFamily& family, const NvBlastDamageProgram& program, const void* damageDesc, uint32_t damageDescSize); - void immediateDamage(ExtPxActor *actor, BlastFamily& family, const NvBlastDamageProgram& program, const void* damageDesc); - NvBlastFractureBuffers& getFractureBuffers(ExtPxActor* actor); - - BlastFamilyPtr spawnFamily(BlastAsset* blastAsset, const BlastAsset::ActorDesc& desc); - void removeFamily(BlastFamilyPtr actor); - void removeAllFamilies(); - - - //////// public getters/setters //////// - - TkFramework& getTkFramework() const - { - return *m_tkFramework; - } - - TkGroup* getTkGroup() const - { - return m_tkGroup; - } - - ExtPxManager& getExtPxManager() const - { - return *m_extPxManager; - } - - ExtImpactDamageManager* getExtImpactDamageManager() const - { - return m_extImpactDamageManager; - } - - BlastReplay* getReplay() const - { - return m_replay; - } - - uint32_t getActorCount() const; - - uint32_t getTotalVisibleChunkCount() const; - - size_t getFamilySize() const; - - size_t getBlastAssetsSize() const - { - return m_blastAssetsSize; - } - - const BlastTimers& getLastBlastTimers() const - { - return m_lastBlastTimers; - } - - bool getImpactDamageEnabled() const - { - return m_impactDamageEnabled; - } - - void setImpactDamageEnabled(bool enabled, bool forceUpdate = false); - - ExtStressSolverSettings& getStressSolverSettings() - { - return m_extStressSolverSettings; - } - - float getLastStressDelta() const; - - void notifyPhysXControllerRelease(); - - ExtSerialization* getExtSerialization() const - { - return m_extSerialization; - } - - //////// public variables for UI //////// - - BlastFamily::DebugRenderMode debugRenderMode; - float debugRenderScale; - - - //////// Filter shader enum //////// - - enum FilterDataAttributes - { - SUPPRESS_CONTACT_NOTIFY = 1, - }; - -private: - //////// impact damage event callback //////// - - class EventCallback : public PxSimulationEventCallback - { - public: - EventCallback(ExtImpactDamageManager* manager) : m_manager(manager) {} - - // implemented - virtual void onContact(const PxContactPairHeader& pairHeader, const PxContactPair* pairs, uint32_t nbPairs) - { - m_manager->onContact(pairHeader, pairs, nbPairs); - } - - private: - // unused - void onConstraintBreak(PxConstraintInfo*, PxU32) {} - void onWake(PxActor**, PxU32) {} - void onSleep(PxActor**, PxU32) {} - void onTrigger(PxTriggerPair*, PxU32) {} - void onAdvance(const PxRigidBody*const*, const PxTransform*, const PxU32) {} - - // data - ExtImpactDamageManager* m_manager; - }; - - - //////// private methods //////// - - void updateDraggingStress(); - - void updateImpactDamage(); - - void refreshImpactDamageSettings(); - - void fillDebugRender(); - - void recalculateAssetsSize(); - - static bool customImpactDamageFunction(void* data, ExtPxActor* actor, PxShape* shape, PxVec3 position, PxVec3 force); - - - //////// used controllers //////// - - Renderer& getRenderer() const - { - return getManager()->getRenderer(); - } - - PhysXController& getPhysXController() const - { - return getManager()->getPhysXController(); - } - - - //////// buffer for damage //////// - - class FixedBuffer - { - public: - FixedBuffer(const uint32_t size) - { - m_buffer.resize(size); - m_index = 0; - } - - void* push(const void* data, uint32_t size) - { - if (m_index + size > m_buffer.size()) - return nullptr; - - void* dst = &m_buffer[m_index]; - memcpy(dst, data, size); - m_index += size; - return dst; - } - - void clear() - { - m_index = 0; - } - - private: - std::vector m_buffer; - uint32_t m_index; - }; - - - //////// internal data //////// - - PxTaskManager* m_taskManager; - TkFramework* m_tkFramework; - TkGroup* m_tkGroup; - ExtPxManager* m_extPxManager; - ExtImpactDamageManager* m_extImpactDamageManager; - ExtImpactSettings m_extImpactDamageManagerSettings; - EventCallback* m_eventCallback; - ExtStressSolverSettings m_extStressSolverSettings; - ExtGroupTaskManager* m_extGroupTaskManager; - ExtSerialization* m_extSerialization; - - std::vector m_families; - DebugRenderBuffer m_debugRenderBuffer; - - FixedBuffer m_damageDescBuffer; - FixedBuffer m_damageParamsBuffer; - - NvBlastFractureBuffers m_fractureBuffers; - std::vector m_fractureData; - - bool m_impactDamageEnabled; - bool m_impactDamageUpdatePending; - bool m_impactDamageToStressEnabled; - - float m_impactDamageToStressFactor; - float m_draggingToStressFactor; - - bool m_rigidBodyLimitEnabled; - uint32_t m_rigidBodyLimit; - - BlastReplay* m_replay; - - BlastTimers m_lastBlastTimers; - - size_t m_blastAssetsSize; -}; - - -#endif +// 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 BLAST_CONTROLLER_H +#define BLAST_CONTROLLER_H + +#include "SampleManager.h" +#include "BlastFamily.h" +#include "DebugRenderBuffer.h" +#include "PxSimulationEventCallback.h" +#include "NvBlastExtImpactDamageManager.h" + +using namespace physx; + +class BlastAsset; +class BlastReplay; + +namespace physx +{ +class PxTaskManager; +} +namespace Nv +{ +namespace Blast +{ +class TkFramework; +class ExtGroupTaskManager; +class ExtSerialization; +} +} + + +struct BlastTimers +{ + double blastDamageMaterial; + double blastDamageFracture; + double blastSplitIsland; + double blastSplitPartition; + double blastSplitVisibility; +}; + +/** +Blast Controller. Entry point for all blast related code, keeps blast actors and controls them. +*/ +class BlastController : public ISampleController +{ +public: + //////// ctor //////// + + BlastController(); + virtual ~BlastController(); + + void reinitialize(); + + //////// controller callbacks //////// + + virtual void onSampleStart(); + virtual void onSampleStop(); + + virtual void Animate(double dt); + void drawUI(); + + + //////// public API //////// + + bool overlap(const PxGeometry& geometry, const PxTransform& pose, std::function hitCall); + + bool stressDamage(ExtPxActor *actor, PxVec3 position, PxVec3 force); + + void deferDamage(ExtPxActor *actor, BlastFamily& family, const NvBlastDamageProgram& program, const void* damageDesc, uint32_t damageDescSize); + void immediateDamage(ExtPxActor *actor, BlastFamily& family, const NvBlastDamageProgram& program, const void* damageDesc); + NvBlastFractureBuffers& getFractureBuffers(ExtPxActor* actor); + + BlastFamilyPtr spawnFamily(BlastAsset* blastAsset, const BlastAsset::ActorDesc& desc); + void removeFamily(BlastFamilyPtr actor); + void removeAllFamilies(); + + + //////// public getters/setters //////// + + TkFramework& getTkFramework() const + { + return *m_tkFramework; + } + + TkGroup* getTkGroup() const + { + return m_tkGroup; + } + + ExtPxManager& getExtPxManager() const + { + return *m_extPxManager; + } + + ExtImpactDamageManager* getExtImpactDamageManager() const + { + return m_extImpactDamageManager; + } + + BlastReplay* getReplay() const + { + return m_replay; + } + + uint32_t getActorCount() const; + + uint32_t getTotalVisibleChunkCount() const; + + size_t getFamilySize() const; + + size_t getBlastAssetsSize() const + { + return m_blastAssetsSize; + } + + const BlastTimers& getLastBlastTimers() const + { + return m_lastBlastTimers; + } + + bool getImpactDamageEnabled() const + { + return m_impactDamageEnabled; + } + + void setImpactDamageEnabled(bool enabled, bool forceUpdate = false); + + ExtStressSolverSettings& getStressSolverSettings() + { + return m_extStressSolverSettings; + } + + float getLastStressDelta() const; + + void notifyPhysXControllerRelease(); + + ExtSerialization* getExtSerialization() const + { + return m_extSerialization; + } + + //////// public variables for UI //////// + + BlastFamily::DebugRenderMode debugRenderMode; + float debugRenderScale; + + + //////// Filter shader enum //////// + + enum FilterDataAttributes + { + SUPPRESS_CONTACT_NOTIFY = 1, + }; + +private: + //////// impact damage event callback //////// + + class EventCallback : public PxSimulationEventCallback + { + public: + EventCallback(ExtImpactDamageManager* manager) : m_manager(manager) {} + + // implemented + virtual void onContact(const PxContactPairHeader& pairHeader, const PxContactPair* pairs, uint32_t nbPairs) + { + m_manager->onContact(pairHeader, pairs, nbPairs); + } + + private: + // unused + void onConstraintBreak(PxConstraintInfo*, PxU32) {} + void onWake(PxActor**, PxU32) {} + void onSleep(PxActor**, PxU32) {} + void onTrigger(PxTriggerPair*, PxU32) {} + void onAdvance(const PxRigidBody*const*, const PxTransform*, const PxU32) {} + + // data + ExtImpactDamageManager* m_manager; + }; + + + //////// private methods //////// + + void updateDraggingStress(); + + void updateImpactDamage(); + + void refreshImpactDamageSettings(); + + void fillDebugRender(); + + void recalculateAssetsSize(); + + static bool customImpactDamageFunction(void* data, ExtPxActor* actor, PxShape* shape, PxVec3 position, PxVec3 force); + + + //////// used controllers //////// + + Renderer& getRenderer() const + { + return getManager()->getRenderer(); + } + + PhysXController& getPhysXController() const + { + return getManager()->getPhysXController(); + } + + + //////// buffer for damage //////// + + class FixedBuffer + { + public: + FixedBuffer(const uint32_t size) + { + m_buffer.resize(size); + m_index = 0; + } + + void* push(const void* data, uint32_t size) + { + if (m_index + size > m_buffer.size()) + return nullptr; + + void* dst = &m_buffer[m_index]; + memcpy(dst, data, size); + m_index += size; + return dst; + } + + void clear() + { + m_index = 0; + } + + private: + std::vector m_buffer; + uint32_t m_index; + }; + + + //////// internal data //////// + + PxTaskManager* m_taskManager; + TkFramework* m_tkFramework; + TkGroup* m_tkGroup; + ExtPxManager* m_extPxManager; + ExtImpactDamageManager* m_extImpactDamageManager; + ExtImpactSettings m_extImpactDamageManagerSettings; + EventCallback* m_eventCallback; + ExtStressSolverSettings m_extStressSolverSettings; + ExtGroupTaskManager* m_extGroupTaskManager; + ExtSerialization* m_extSerialization; + + std::vector m_families; + DebugRenderBuffer m_debugRenderBuffer; + + FixedBuffer m_damageDescBuffer; + FixedBuffer m_damageParamsBuffer; + + NvBlastFractureBuffers m_fractureBuffers; + std::vector m_fractureData; + + bool m_impactDamageEnabled; + bool m_impactDamageUpdatePending; + bool m_impactDamageToStressEnabled; + + float m_impactDamageToStressFactor; + float m_draggingToStressFactor; + + bool m_rigidBodyLimitEnabled; + uint32_t m_rigidBodyLimit; + + BlastReplay* m_replay; + + BlastTimers m_lastBlastTimers; + + size_t m_blastAssetsSize; +}; + + +#endif diff --git a/samples/SampleBase/blast/BlastFamily.cpp b/samples/SampleBase/blast/BlastFamily.cpp old mode 100644 new mode 100755 index ff86ea2..5d41eb7 --- a/samples/SampleBase/blast/BlastFamily.cpp +++ b/samples/SampleBase/blast/BlastFamily.cpp @@ -1,583 +1,583 @@ -// 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 "BlastFamily.h" -#include "SampleProfiler.h" -#include "PhysXController.h" -#include "RenderUtils.h" -#include "SampleTime.h" -#include "UIHelpers.h" - -#include "NvBlast.h" -#include "NvBlastTkFamily.h" -#include "NvBlastTkActor.h" -#include "NvBlastTkAsset.h" -#include "NvBlastTkJoint.h" -#include "NvBlastExtPxAsset.h" -#include "NvBlastExtPxActor.h" -#include "NvBlastExtPxFamily.h" -#include "NvBlastExtPxManager.h" - -#include "PxRigidDynamic.h" -#include "PxScene.h" -#include "PxJoint.h" - - -const float RIGIDBODY_DENSITY = 2000.0f; - -BlastFamily::BlastFamily(PhysXController& physXController, ExtPxManager& pxManager, const BlastAsset& blastAsset) - : m_physXController(physXController) - , m_pxManager(pxManager) - , m_blastAsset(blastAsset) - , m_listener(this) - , m_totalVisibleChunkCount(0) - , m_stressSolver(nullptr) - , m_spawned(false) - , m_debugRenderDepth(-1) -{ - m_settings.stressSolverEnabled = false; - m_settings.stressDamageEnabled = false; - m_settings.damageAcceleratorEnabled = true; -} - -BlastFamily::~BlastFamily() -{ - if (m_stressSolver) - { - m_stressSolver->release(); - } - - m_pxFamily->unsubscribe(m_listener); - - m_pxFamily->release(); -} - -void BlastFamily::initialize(const BlastAsset::ActorDesc& desc) -{ - ExtPxFamilyDesc familyDesc; - familyDesc.actorDesc = nullptr; // if you use it one day, consider changing code which needs getBondHealthMax() from BlastAsset. - familyDesc.group = desc.group; - familyDesc.pxAsset = m_blastAsset.getPxAsset(); - m_pxFamily = m_pxManager.createFamily(familyDesc); - m_pxFamily->setMaterial(&m_settings.material); - - - m_tkFamily = &m_pxFamily->getTkFamily(); - m_tkFamily->setID(desc.id); - - refreshDamageAcceleratorSettings(); - - m_familySize = NvBlastFamilyGetSize(m_tkFamily->getFamilyLL(), nullptr); - - m_pxFamily->subscribe(m_listener); - - m_initialTransform = desc.transform; -} - -void BlastFamily::updatePreSplit(float dt) -{ - if (!m_spawned) - { - ExtPxSpawnSettings spawnSettings = { - &m_physXController.getPhysXScene(), - m_physXController.getDefaultMaterial(), - RIGIDBODY_DENSITY - }; - - m_pxFamily->spawn(m_initialTransform, PxVec3(1.0f), spawnSettings); - reloadStressSolver(); - - m_spawned = true; - } - - // collect potential actors to health update - m_actorsToUpdateHealth.clear(); - for (const ExtPxActor* actor : m_actors) - { - if (actor->getTkActor().isPending()) - { - m_actorsToUpdateHealth.emplace(actor); - } - } -} - -void BlastFamily::updateAfterSplit(float dt) -{ - PROFILER_BEGIN("Actor Health Update"); - for (const ExtPxActor* actor : m_actors) - { - onActorUpdate(*actor); - - // update health if neccessary - if (m_actorsToUpdateHealth.find(actor) != m_actorsToUpdateHealth.end()) - { - onActorHealthUpdate(*actor); - } - } - PROFILER_END(); - - PROFILER_BEGIN("Stress Solver"); - // update stress - m_stressSolveTime = 0; - if (m_stressSolver) - { - Time t; - m_stressSolver->update(m_settings.stressDamageEnabled); - m_stressSolveTime += t.getElapsedSeconds(); - } - PROFILER_END(); - - PROFILER_BEGIN("Actor Misc Update"); - onUpdate(); - PROFILER_END(); - - m_pxFamily->postSplitUpdate(); -} - -void BlastFamily::processActorCreated(ExtPxFamily&, ExtPxActor& actor) -{ - m_totalVisibleChunkCount += actor.getChunkCount(); - m_actors.emplace(&actor); - - onActorCreated(actor); - onActorHealthUpdate(actor); -} - -void BlastFamily::processActorDestroyed(ExtPxFamily&, ExtPxActor& actor) -{ - m_totalVisibleChunkCount -= actor.getChunkCount(); - m_physXController.notifyRigidDynamicDestroyed(&actor.getPhysXActor()); - - onActorDestroyed(actor); - - m_actors.erase(m_actors.find(&actor)); -} - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Data Helpers -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -uint32_t BlastFamily::getActorCount() const -{ - return (uint32_t)m_tkFamily->getActorCount(); -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// UI -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -void BlastFamily::drawUI() -{ - // Blast Material - ImGui::Spacing(); - ImGui::Text("Blast Material:"); - ImGui::DragFloat("Health", &m_settings.material.health); - ImGui::DragFloat("Min Damage Threshold", &m_settings.material.minDamageThreshold, 0.01f, 0.f, m_settings.material.maxDamageThreshold); - ImGui::DragFloat("Max Damage Threshold", &m_settings.material.maxDamageThreshold, 0.01f, m_settings.material.minDamageThreshold, 1.f); - - if (ImGui::Checkbox("AABB Tree (Damage Accelerator)", &m_settings.damageAcceleratorEnabled)) - { - refreshDamageAcceleratorSettings(); - } - if (m_settings.damageAcceleratorEnabled) - { - ImGui::DragInt("AABB Tree debug depth", &m_debugRenderDepth); - } - - - ImGui::Spacing(); - - // Stress Solver Settings - if (ImGui::Checkbox("Stress Solver Enabled", &m_settings.stressSolverEnabled)) - { - reloadStressSolver(); - } - - if (m_settings.stressSolverEnabled) - { - // Settings - bool changed = false; - - changed |= ImGui::DragInt("Bond Iterations Per Frame", (int*)&m_settings.stressSolverSettings.bondIterationsPerFrame, 100, 0, 500000); - changed |= ImGui::DragFloat("Material Hardness", &m_settings.stressSolverSettings.hardness, 10.0f, 0.01f, 100000.0f, "%.2f"); - changed |= ImGui::DragFloat("Stress Linear Factor", &m_settings.stressSolverSettings.stressLinearFactor, 0.01f, 0.0f, 100.0f, "%.2f"); - changed |= ImGui::DragFloat("Stress Angular Factor", &m_settings.stressSolverSettings.stressAngularFactor, 0.01f, 0.0f, 100.0f, "%.2f"); - changed |= ImGui::SliderInt("Graph Reduction Level", (int*)&m_settings.stressSolverSettings.graphReductionLevel, 0, 32); - if (changed) - { - refreshStressSolverSettings(); - } - - ImGui::Checkbox("Stress Damage Enabled", &m_settings.stressDamageEnabled); - - if (ImGui::Button("Recalculate Stress")) - { - resetStress(); - } - } -} - -void BlastFamily::drawStatsUI() -{ - ImGui::PushStyleColor(ImGuiCol_Text, ImColor(10, 255, 10, 255)); - if (m_stressSolver) - { - const ExtStressSolver& stressSolver = m_stressSolver->getSolver(); - const float errorLinear = stressSolver.getStressErrorLinear(); - const float errorAngular = stressSolver.getStressErrorAngular(); - - ImGui::Text("Stress Bond Count: %d", stressSolver.getBondCount()); - ImGui::Text("Stress Frame Iter: %d", stressSolver.getIterationsPerFrame()); - ImGui::Text("Stress Frames: %d", stressSolver.getFrameCount()); - ImGui::Text("Stress Error Lin / Ang: %.4f / %.4f", errorLinear, errorAngular); - ImGui::Text("Stress Solve Time: %.3f ms", m_stressSolveTime * 1000); - - // plot errors - { - static float scale = 1.0f; - scale = stressSolver.getFrameCount() <= 1 ? 1.0f : scale; - scale = std::max(scale, errorLinear); - scale = std::max(scale, errorAngular); - - static PlotLinesInstance<> linearErrorPlot; - linearErrorPlot.plot("Stress Linear Error", errorLinear, "error/frame", 0.0f, 1.0f * scale); - static PlotLinesInstance<> angularErrorPlot; - angularErrorPlot.plot("Stress Angular Error", errorAngular, "error/frame", 0.0f, 1.0f * scale); - } - } - else - { - ImGui::Text("No Stress Solver"); - } - ImGui::PopStyleColor(); -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Stress Solver -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -void BlastFamily::setSettings(const Settings& settings) -{ - bool reloadStressSolverNeeded = (m_settings.stressSolverEnabled != settings.stressSolverEnabled); - - m_settings = settings; - refreshStressSolverSettings(); - refreshDamageAcceleratorSettings(); - - if (reloadStressSolverNeeded) - { - reloadStressSolver(); - } - - m_pxFamily->setMaterial(&m_settings.material); -} - -void BlastFamily::refreshDamageAcceleratorSettings() -{ - m_pxFamily->getPxAsset().setAccelerator(m_settings.damageAcceleratorEnabled ? m_blastAsset.getAccelerator() : nullptr); -} - -void BlastFamily::refreshStressSolverSettings() -{ - if (m_stressSolver) - { - m_stressSolver->getSolver().setSettings(m_settings.stressSolverSettings); - } -} - -void BlastFamily::resetStress() -{ - if (m_stressSolver) - { - m_stressSolver->getSolver().reset(); - } -} - -void BlastFamily::reloadStressSolver() -{ - if (m_stressSolver) - { - m_stressSolver->release(); - m_stressSolver = nullptr; - } - - if (m_settings.stressSolverEnabled) - { - m_stressSolver = ExtPxStressSolver::create(*m_pxFamily, m_settings.stressSolverSettings); - m_pxFamily->userData = m_stressSolver; - } -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// debug render -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -const DirectX::XMFLOAT4 BOND_NORMAL_COLOR(0.0f, 0.8f, 1.0f, 1.0f); -const DirectX::XMFLOAT4 BOND_INVISIBLE_COLOR(0.65f, 0.16f, 0.16f, 1.0f); -const DirectX::XMFLOAT4 BOND_IMPULSE_LINEAR_COLOR(0.0f, 1.0f, 0.0f, 1.0f); -const DirectX::XMFLOAT4 BOND_IMPULSE_ANGULAR_COLOR(1.0f, 0.0f, 0.0f, 1.0f); -const DirectX::XMFLOAT4 JOINT_COLOR(0.5f, 0.6f, 7.0f, 1.0f); - - -inline void pushCentroid(std::vector& lines, PxVec3 pos, PxU32 color, const float& area, const PxVec3& normal) -{ - // draw square of area 'area' rotated by normal - { - // build world rotation - PxVec3 n0(0, 0, 1); - PxVec3 n1 = normal; - PxVec3 axis = n0.cross(n1); - float d = n0.dot(n1); - PxQuat q(axis.x, axis.y, axis.z, 1.f + d); - q.normalize(); - float e = PxSqrt(1.0f / 2.0f); - float r = PxSqrt(area); - - // transform all 4 square points - PxTransform t(pos, q); - PxVec3 p0 = t.transform(PxVec3(-e, e, 0) * r); - PxVec3 p1 = t.transform(PxVec3( e, e, 0) * r); - PxVec3 p2 = t.transform(PxVec3( e, -e, 0) * r); - PxVec3 p3 = t.transform(PxVec3(-e, -e, 0) * r); - - // push square edges - lines.push_back(PxDebugLine(p0, p1, color)); - lines.push_back(PxDebugLine(p3, p2, color)); - lines.push_back(PxDebugLine(p1, p2, color)); - lines.push_back(PxDebugLine(p0, p3, color)); - } - - // draw normal - lines.push_back(PxDebugLine(pos, pos + normal * 0.5f, XMFLOAT4ToU32Color(BOND_NORMAL_COLOR))); -} - -inline DirectX::XMFLOAT4 bondHealthColor(float healthFraction) -{ - const DirectX::XMFLOAT4 BOND_HEALTHY_COLOR(0.0f, 1.0f, 0.0f, 1.0f); - const DirectX::XMFLOAT4 BOND_MID_COLOR(1.0f, 1.0f, 0.0f, 1.0f); - const DirectX::XMFLOAT4 BOND_BROKEN_COLOR(1.0f, 0.0f, 0.0f, 1.0f); - - return healthFraction < 0.5 ? XMFLOAT4Lerp(BOND_BROKEN_COLOR, BOND_MID_COLOR, 2.0f * healthFraction) : XMFLOAT4Lerp(BOND_MID_COLOR, BOND_HEALTHY_COLOR, 2.0f * healthFraction - 1.0f); -} - -void BlastFamily::fillDebugRender(DebugRenderBuffer& debugRenderBuffer, DebugRenderMode mode, float renderScale) -{ - const NvBlastChunk* chunks = m_tkFamily->getAsset()->getChunks(); - const NvBlastBond* bonds = m_tkFamily->getAsset()->getBonds(); - const NvBlastSupportGraph graph = m_tkFamily->getAsset()->getGraph(); - const float bondHealthMax = m_blastAsset.getBondHealthMax(); - const uint32_t chunkCount = m_tkFamily->getAsset()->getChunkCount(); - - for (const ExtPxActor* pxActor : m_actors) - { - TkActor& actor = pxActor->getTkActor(); - uint32_t lineStartIndex = (uint32_t)debugRenderBuffer.m_lines.size(); - - uint32_t nodeCount = actor.getGraphNodeCount(); - if (nodeCount == 0) // subsupport chunks don't have graph nodes - continue; - - std::vector nodes(nodeCount); - actor.getGraphNodeIndices(nodes.data(), static_cast(nodes.size())); - - if (DEBUG_RENDER_HEALTH_GRAPH <= mode && mode <= DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS) - { - const float* bondHealths = actor.getBondHealths(); - - const ExtPxChunk* pxChunks = m_blastAsset.getPxAsset()->getChunks(); - - for (uint32_t node0 : nodes) - { - const uint32_t chunkIndex0 = graph.chunkIndices[node0]; - const NvBlastChunk& blastChunk0 = chunks[chunkIndex0]; - const ExtPxChunk& assetChunk0 = pxChunks[chunkIndex0]; - - for (uint32_t adjacencyIndex = graph.adjacencyPartition[node0]; adjacencyIndex < graph.adjacencyPartition[node0 + 1]; adjacencyIndex++) - { - uint32_t node1 = graph.adjacentNodeIndices[adjacencyIndex]; - const uint32_t chunkIndex1 = graph.chunkIndices[node1]; - const NvBlastChunk& blastChunk1 = chunks[chunkIndex1]; - const ExtPxChunk& assetChunk1 = pxChunks[chunkIndex1]; - if (node0 > node1) - continue; - - bool invisibleBond = chunkIndex0 >= chunkCount || chunkIndex1 >= chunkCount || assetChunk0.subchunkCount == 0 || assetChunk1.subchunkCount == 0; - - // health - uint32_t bondIndex = graph.adjacentBondIndices[adjacencyIndex]; - float healthVal = PxClamp(bondHealths[bondIndex] / bondHealthMax, 0.0f, 1.0f); - - DirectX::XMFLOAT4 color = bondHealthColor(healthVal); - - const NvBlastBond& solverBond = bonds[bondIndex]; - const PxVec3& centroid = reinterpret_cast(solverBond.centroid); - - // centroid - if (mode == DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS || mode == DEBUG_RENDER_CENTROIDS) - { - const PxVec3& normal = reinterpret_cast(solverBond.normal); - pushCentroid(debugRenderBuffer.m_lines, centroid, XMFLOAT4ToU32Color(invisibleBond ? BOND_INVISIBLE_COLOR : color), solverBond.area, normal.getNormalized()); - } - - // chunk connection (bond) - if ((mode == DEBUG_RENDER_HEALTH_GRAPH || mode == DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS) && !invisibleBond) - { - const PxVec3& c0 = reinterpret_cast(blastChunk0.centroid); - const PxVec3& c1 = reinterpret_cast(blastChunk1.centroid); - debugRenderBuffer.m_lines.push_back(PxDebugLine(c0, c1, XMFLOAT4ToU32Color(color))); - } - } - } - } - - // stress - if (DEBUG_RENDER_STRESS_GRAPH <= mode && mode <= DEBUG_RENDER_STRESS_GRAPH_BONDS_IMPULSES) - { - if (m_stressSolver) - { - const auto buffer = m_stressSolver->getSolver().fillDebugRender(nodes.data(), (uint32_t)nodes.size(), (ExtStressSolver::DebugRenderMode)(mode - DEBUG_RENDER_STRESS_GRAPH), renderScale); - if (buffer.lineCount) - { - const auto lines = reinterpret_cast(buffer.lines); - debugRenderBuffer.m_lines.insert(debugRenderBuffer.m_lines.end(), lines, lines + buffer.lineCount); - } - } - } - - // AABB tree - if (mode == DEBUG_RENDER_AABB_TREE_CENTROIDS || mode == DEBUG_RENDER_AABB_TREE_SEGMENTS) - { - if (m_settings.damageAcceleratorEnabled && m_blastAsset.getAccelerator() && nodeCount > graph.nodeCount / 2) - { - const auto buffer = m_blastAsset.getAccelerator()->fillDebugRender(m_debugRenderDepth, mode == DEBUG_RENDER_AABB_TREE_SEGMENTS); - if (buffer.lineCount) - { - const auto lines = reinterpret_cast(buffer.lines); - debugRenderBuffer.m_lines.insert(debugRenderBuffer.m_lines.end(), lines, lines + buffer.lineCount); - } - } - } - - // transform all added lines from local to global - PxTransform localToGlobal = pxActor->getPhysXActor().getGlobalPose(); - for (uint32_t i = lineStartIndex; i < debugRenderBuffer.m_lines.size(); i++) - { - PxDebugLine& line = debugRenderBuffer.m_lines[i]; - line.pos0 = localToGlobal.transform(line.pos0); - line.pos1 = localToGlobal.transform(line.pos1); - } - } - - // joints debug render - if (mode == DEBUG_RENDER_JOINTS) - { - for (const ExtPxActor* pxActor : m_actors) - { - TkActor& actor = pxActor->getTkActor(); - const uint32_t jointCount = actor.getJointCount(); - if (jointCount > 0) - { - std::vector joints(jointCount); - actor.getJoints(joints.data(), jointCount); - for (auto joint : joints) - { - PxJoint* pxJoint = reinterpret_cast(joint->userData); - if (pxJoint) - { - PxRigidActor *actor0, *actor1; - pxJoint->getActors(actor0, actor1); - auto lp0 = pxJoint->getLocalPose(PxJointActorIndex::eACTOR0); - auto lp1 = pxJoint->getLocalPose(PxJointActorIndex::eACTOR1); - PxVec3 p0 = actor0 ? actor0->getGlobalPose().transform(lp0).p : lp0.p; - PxVec3 p1 = actor1 ? actor1->getGlobalPose().transform(lp1).p : lp1.p; - debugRenderBuffer.m_lines.push_back(PxDebugLine(p0, p1, XMFLOAT4ToU32Color(JOINT_COLOR))); - } - } - } - } - } -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// action!!! -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -class BlastOverlapCallback : public PxOverlapCallback -{ -public: - BlastOverlapCallback(ExtPxManager& pxManager, std::set& actorBuffer) - : m_pxManager(pxManager), m_actorBuffer(actorBuffer), PxOverlapCallback(m_hitBuffer, sizeof(m_hitBuffer) / sizeof(m_hitBuffer[0])) {} - - PxAgain processTouches(const PxOverlapHit* buffer, PxU32 nbHits) - { - for (PxU32 i = 0; i < nbHits; ++i) - { - PxRigidDynamic* rigidDynamic = buffer[i].actor->is(); - if (rigidDynamic) - { - ExtPxActor* actor = m_pxManager.getActorFromPhysXActor(*rigidDynamic); - if (actor != nullptr) - { - m_actorBuffer.insert(actor); - } - } - } - return true; - } - -private: - ExtPxManager& m_pxManager; - std::set& m_actorBuffer; - PxOverlapHit m_hitBuffer[1000]; -}; - -bool BlastFamily::overlap(const PxGeometry& geometry, const PxTransform& pose, std::function hitCall) -{ - std::set actorsToDamage; -#if 1 - BlastOverlapCallback overlapCallback(m_pxManager, actorsToDamage); - m_physXController.getPhysXScene().overlap(geometry, pose, overlapCallback); -#else - for (std::map::iterator it = m_actorsMap.begin(); it != m_actorsMap.end(); it++) - { - actorsToDamage.insert(it->first); - } -#endif - - for (auto actor : actorsToDamage) - { - hitCall(actor, *this); - } - - return !actorsToDamage.empty(); -} - +// 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 "BlastFamily.h" +#include "SampleProfiler.h" +#include "PhysXController.h" +#include "RenderUtils.h" +#include "SampleTime.h" +#include "UIHelpers.h" + +#include "NvBlast.h" +#include "NvBlastTkFamily.h" +#include "NvBlastTkActor.h" +#include "NvBlastTkAsset.h" +#include "NvBlastTkJoint.h" +#include "NvBlastExtPxAsset.h" +#include "NvBlastExtPxActor.h" +#include "NvBlastExtPxFamily.h" +#include "NvBlastExtPxManager.h" + +#include "PxRigidDynamic.h" +#include "PxScene.h" +#include "PxJoint.h" + + +const float RIGIDBODY_DENSITY = 2000.0f; + +BlastFamily::BlastFamily(PhysXController& physXController, ExtPxManager& pxManager, const BlastAsset& blastAsset) + : m_physXController(physXController) + , m_pxManager(pxManager) + , m_blastAsset(blastAsset) + , m_listener(this) + , m_totalVisibleChunkCount(0) + , m_stressSolver(nullptr) + , m_spawned(false) + , m_debugRenderDepth(-1) +{ + m_settings.stressSolverEnabled = false; + m_settings.stressDamageEnabled = false; + m_settings.damageAcceleratorEnabled = true; +} + +BlastFamily::~BlastFamily() +{ + if (m_stressSolver) + { + m_stressSolver->release(); + } + + m_pxFamily->unsubscribe(m_listener); + + m_pxFamily->release(); +} + +void BlastFamily::initialize(const BlastAsset::ActorDesc& desc) +{ + ExtPxFamilyDesc familyDesc; + familyDesc.actorDesc = nullptr; // if you use it one day, consider changing code which needs getBondHealthMax() from BlastAsset. + familyDesc.group = desc.group; + familyDesc.pxAsset = m_blastAsset.getPxAsset(); + m_pxFamily = m_pxManager.createFamily(familyDesc); + m_pxFamily->setMaterial(&m_settings.material); + + + m_tkFamily = &m_pxFamily->getTkFamily(); + m_tkFamily->setID(desc.id); + + refreshDamageAcceleratorSettings(); + + m_familySize = NvBlastFamilyGetSize(m_tkFamily->getFamilyLL(), nullptr); + + m_pxFamily->subscribe(m_listener); + + m_initialTransform = desc.transform; +} + +void BlastFamily::updatePreSplit(float dt) +{ + if (!m_spawned) + { + ExtPxSpawnSettings spawnSettings = { + &m_physXController.getPhysXScene(), + m_physXController.getDefaultMaterial(), + RIGIDBODY_DENSITY + }; + + m_pxFamily->spawn(m_initialTransform, PxVec3(1.0f), spawnSettings); + reloadStressSolver(); + + m_spawned = true; + } + + // collect potential actors to health update + m_actorsToUpdateHealth.clear(); + for (const ExtPxActor* actor : m_actors) + { + if (actor->getTkActor().isPending()) + { + m_actorsToUpdateHealth.emplace(actor); + } + } +} + +void BlastFamily::updateAfterSplit(float dt) +{ + PROFILER_BEGIN("Actor Health Update"); + for (const ExtPxActor* actor : m_actors) + { + onActorUpdate(*actor); + + // update health if neccessary + if (m_actorsToUpdateHealth.find(actor) != m_actorsToUpdateHealth.end()) + { + onActorHealthUpdate(*actor); + } + } + PROFILER_END(); + + PROFILER_BEGIN("Stress Solver"); + // update stress + m_stressSolveTime = 0; + if (m_stressSolver) + { + Time t; + m_stressSolver->update(m_settings.stressDamageEnabled); + m_stressSolveTime += t.getElapsedSeconds(); + } + PROFILER_END(); + + PROFILER_BEGIN("Actor Misc Update"); + onUpdate(); + PROFILER_END(); + + m_pxFamily->postSplitUpdate(); +} + +void BlastFamily::processActorCreated(ExtPxFamily&, ExtPxActor& actor) +{ + m_totalVisibleChunkCount += actor.getChunkCount(); + m_actors.emplace(&actor); + + onActorCreated(actor); + onActorHealthUpdate(actor); +} + +void BlastFamily::processActorDestroyed(ExtPxFamily&, ExtPxActor& actor) +{ + m_totalVisibleChunkCount -= actor.getChunkCount(); + m_physXController.notifyRigidDynamicDestroyed(&actor.getPhysXActor()); + + onActorDestroyed(actor); + + m_actors.erase(m_actors.find(&actor)); +} + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Data Helpers +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +uint32_t BlastFamily::getActorCount() const +{ + return (uint32_t)m_tkFamily->getActorCount(); +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// UI +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +void BlastFamily::drawUI() +{ + // Blast Material + ImGui::Spacing(); + ImGui::Text("Blast Material:"); + ImGui::DragFloat("Health", &m_settings.material.health); + ImGui::DragFloat("Min Damage Threshold", &m_settings.material.minDamageThreshold, 0.01f, 0.f, m_settings.material.maxDamageThreshold); + ImGui::DragFloat("Max Damage Threshold", &m_settings.material.maxDamageThreshold, 0.01f, m_settings.material.minDamageThreshold, 1.f); + + if (ImGui::Checkbox("AABB Tree (Damage Accelerator)", &m_settings.damageAcceleratorEnabled)) + { + refreshDamageAcceleratorSettings(); + } + if (m_settings.damageAcceleratorEnabled) + { + ImGui::DragInt("AABB Tree debug depth", &m_debugRenderDepth); + } + + + ImGui::Spacing(); + + // Stress Solver Settings + if (ImGui::Checkbox("Stress Solver Enabled", &m_settings.stressSolverEnabled)) + { + reloadStressSolver(); + } + + if (m_settings.stressSolverEnabled) + { + // Settings + bool changed = false; + + changed |= ImGui::DragInt("Bond Iterations Per Frame", (int*)&m_settings.stressSolverSettings.bondIterationsPerFrame, 100, 0, 500000); + changed |= ImGui::DragFloat("Material Hardness", &m_settings.stressSolverSettings.hardness, 10.0f, 0.01f, 100000.0f, "%.2f"); + changed |= ImGui::DragFloat("Stress Linear Factor", &m_settings.stressSolverSettings.stressLinearFactor, 0.01f, 0.0f, 100.0f, "%.2f"); + changed |= ImGui::DragFloat("Stress Angular Factor", &m_settings.stressSolverSettings.stressAngularFactor, 0.01f, 0.0f, 100.0f, "%.2f"); + changed |= ImGui::SliderInt("Graph Reduction Level", (int*)&m_settings.stressSolverSettings.graphReductionLevel, 0, 32); + if (changed) + { + refreshStressSolverSettings(); + } + + ImGui::Checkbox("Stress Damage Enabled", &m_settings.stressDamageEnabled); + + if (ImGui::Button("Recalculate Stress")) + { + resetStress(); + } + } +} + +void BlastFamily::drawStatsUI() +{ + ImGui::PushStyleColor(ImGuiCol_Text, ImColor(10, 255, 10, 255)); + if (m_stressSolver) + { + const ExtStressSolver& stressSolver = m_stressSolver->getSolver(); + const float errorLinear = stressSolver.getStressErrorLinear(); + const float errorAngular = stressSolver.getStressErrorAngular(); + + ImGui::Text("Stress Bond Count: %d", stressSolver.getBondCount()); + ImGui::Text("Stress Frame Iter: %d", stressSolver.getIterationsPerFrame()); + ImGui::Text("Stress Frames: %d", stressSolver.getFrameCount()); + ImGui::Text("Stress Error Lin / Ang: %.4f / %.4f", errorLinear, errorAngular); + ImGui::Text("Stress Solve Time: %.3f ms", m_stressSolveTime * 1000); + + // plot errors + { + static float scale = 1.0f; + scale = stressSolver.getFrameCount() <= 1 ? 1.0f : scale; + scale = std::max(scale, errorLinear); + scale = std::max(scale, errorAngular); + + static PlotLinesInstance<> linearErrorPlot; + linearErrorPlot.plot("Stress Linear Error", errorLinear, "error/frame", 0.0f, 1.0f * scale); + static PlotLinesInstance<> angularErrorPlot; + angularErrorPlot.plot("Stress Angular Error", errorAngular, "error/frame", 0.0f, 1.0f * scale); + } + } + else + { + ImGui::Text("No Stress Solver"); + } + ImGui::PopStyleColor(); +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Stress Solver +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +void BlastFamily::setSettings(const Settings& settings) +{ + bool reloadStressSolverNeeded = (m_settings.stressSolverEnabled != settings.stressSolverEnabled); + + m_settings = settings; + refreshStressSolverSettings(); + refreshDamageAcceleratorSettings(); + + if (reloadStressSolverNeeded) + { + reloadStressSolver(); + } + + m_pxFamily->setMaterial(&m_settings.material); +} + +void BlastFamily::refreshDamageAcceleratorSettings() +{ + m_pxFamily->getPxAsset().setAccelerator(m_settings.damageAcceleratorEnabled ? m_blastAsset.getAccelerator() : nullptr); +} + +void BlastFamily::refreshStressSolverSettings() +{ + if (m_stressSolver) + { + m_stressSolver->getSolver().setSettings(m_settings.stressSolverSettings); + } +} + +void BlastFamily::resetStress() +{ + if (m_stressSolver) + { + m_stressSolver->getSolver().reset(); + } +} + +void BlastFamily::reloadStressSolver() +{ + if (m_stressSolver) + { + m_stressSolver->release(); + m_stressSolver = nullptr; + } + + if (m_settings.stressSolverEnabled) + { + m_stressSolver = ExtPxStressSolver::create(*m_pxFamily, m_settings.stressSolverSettings); + m_pxFamily->userData = m_stressSolver; + } +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// debug render +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +const DirectX::XMFLOAT4 BOND_NORMAL_COLOR(0.0f, 0.8f, 1.0f, 1.0f); +const DirectX::XMFLOAT4 BOND_INVISIBLE_COLOR(0.65f, 0.16f, 0.16f, 1.0f); +const DirectX::XMFLOAT4 BOND_IMPULSE_LINEAR_COLOR(0.0f, 1.0f, 0.0f, 1.0f); +const DirectX::XMFLOAT4 BOND_IMPULSE_ANGULAR_COLOR(1.0f, 0.0f, 0.0f, 1.0f); +const DirectX::XMFLOAT4 JOINT_COLOR(0.5f, 0.6f, 7.0f, 1.0f); + + +inline void pushCentroid(std::vector& lines, PxVec3 pos, PxU32 color, const float& area, const PxVec3& normal) +{ + // draw square of area 'area' rotated by normal + { + // build world rotation + PxVec3 n0(0, 0, 1); + PxVec3 n1 = normal; + PxVec3 axis = n0.cross(n1); + float d = n0.dot(n1); + PxQuat q(axis.x, axis.y, axis.z, 1.f + d); + q.normalize(); + float e = PxSqrt(1.0f / 2.0f); + float r = PxSqrt(area); + + // transform all 4 square points + PxTransform t(pos, q); + PxVec3 p0 = t.transform(PxVec3(-e, e, 0) * r); + PxVec3 p1 = t.transform(PxVec3( e, e, 0) * r); + PxVec3 p2 = t.transform(PxVec3( e, -e, 0) * r); + PxVec3 p3 = t.transform(PxVec3(-e, -e, 0) * r); + + // push square edges + lines.push_back(PxDebugLine(p0, p1, color)); + lines.push_back(PxDebugLine(p3, p2, color)); + lines.push_back(PxDebugLine(p1, p2, color)); + lines.push_back(PxDebugLine(p0, p3, color)); + } + + // draw normal + lines.push_back(PxDebugLine(pos, pos + normal * 0.5f, XMFLOAT4ToU32Color(BOND_NORMAL_COLOR))); +} + +inline DirectX::XMFLOAT4 bondHealthColor(float healthFraction) +{ + const DirectX::XMFLOAT4 BOND_HEALTHY_COLOR(0.0f, 1.0f, 0.0f, 1.0f); + const DirectX::XMFLOAT4 BOND_MID_COLOR(1.0f, 1.0f, 0.0f, 1.0f); + const DirectX::XMFLOAT4 BOND_BROKEN_COLOR(1.0f, 0.0f, 0.0f, 1.0f); + + return healthFraction < 0.5 ? XMFLOAT4Lerp(BOND_BROKEN_COLOR, BOND_MID_COLOR, 2.0f * healthFraction) : XMFLOAT4Lerp(BOND_MID_COLOR, BOND_HEALTHY_COLOR, 2.0f * healthFraction - 1.0f); +} + +void BlastFamily::fillDebugRender(DebugRenderBuffer& debugRenderBuffer, DebugRenderMode mode, float renderScale) +{ + const NvBlastChunk* chunks = m_tkFamily->getAsset()->getChunks(); + const NvBlastBond* bonds = m_tkFamily->getAsset()->getBonds(); + const NvBlastSupportGraph graph = m_tkFamily->getAsset()->getGraph(); + const float bondHealthMax = m_blastAsset.getBondHealthMax(); + const uint32_t chunkCount = m_tkFamily->getAsset()->getChunkCount(); + + for (const ExtPxActor* pxActor : m_actors) + { + TkActor& actor = pxActor->getTkActor(); + uint32_t lineStartIndex = (uint32_t)debugRenderBuffer.m_lines.size(); + + uint32_t nodeCount = actor.getGraphNodeCount(); + if (nodeCount == 0) // subsupport chunks don't have graph nodes + continue; + + std::vector nodes(nodeCount); + actor.getGraphNodeIndices(nodes.data(), static_cast(nodes.size())); + + if (DEBUG_RENDER_HEALTH_GRAPH <= mode && mode <= DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS) + { + const float* bondHealths = actor.getBondHealths(); + + const ExtPxChunk* pxChunks = m_blastAsset.getPxAsset()->getChunks(); + + for (uint32_t node0 : nodes) + { + const uint32_t chunkIndex0 = graph.chunkIndices[node0]; + const NvBlastChunk& blastChunk0 = chunks[chunkIndex0]; + const ExtPxChunk& assetChunk0 = pxChunks[chunkIndex0]; + + for (uint32_t adjacencyIndex = graph.adjacencyPartition[node0]; adjacencyIndex < graph.adjacencyPartition[node0 + 1]; adjacencyIndex++) + { + uint32_t node1 = graph.adjacentNodeIndices[adjacencyIndex]; + const uint32_t chunkIndex1 = graph.chunkIndices[node1]; + const NvBlastChunk& blastChunk1 = chunks[chunkIndex1]; + const ExtPxChunk& assetChunk1 = pxChunks[chunkIndex1]; + if (node0 > node1) + continue; + + bool invisibleBond = chunkIndex0 >= chunkCount || chunkIndex1 >= chunkCount || assetChunk0.subchunkCount == 0 || assetChunk1.subchunkCount == 0; + + // health + uint32_t bondIndex = graph.adjacentBondIndices[adjacencyIndex]; + float healthVal = PxClamp(bondHealths[bondIndex] / bondHealthMax, 0.0f, 1.0f); + + DirectX::XMFLOAT4 color = bondHealthColor(healthVal); + + const NvBlastBond& solverBond = bonds[bondIndex]; + const PxVec3& centroid = reinterpret_cast(solverBond.centroid); + + // centroid + if (mode == DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS || mode == DEBUG_RENDER_CENTROIDS) + { + const PxVec3& normal = reinterpret_cast(solverBond.normal); + pushCentroid(debugRenderBuffer.m_lines, centroid, XMFLOAT4ToU32Color(invisibleBond ? BOND_INVISIBLE_COLOR : color), solverBond.area, normal.getNormalized()); + } + + // chunk connection (bond) + if ((mode == DEBUG_RENDER_HEALTH_GRAPH || mode == DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS) && !invisibleBond) + { + const PxVec3& c0 = reinterpret_cast(blastChunk0.centroid); + const PxVec3& c1 = reinterpret_cast(blastChunk1.centroid); + debugRenderBuffer.m_lines.push_back(PxDebugLine(c0, c1, XMFLOAT4ToU32Color(color))); + } + } + } + } + + // stress + if (DEBUG_RENDER_STRESS_GRAPH <= mode && mode <= DEBUG_RENDER_STRESS_GRAPH_BONDS_IMPULSES) + { + if (m_stressSolver) + { + const auto buffer = m_stressSolver->getSolver().fillDebugRender(nodes.data(), (uint32_t)nodes.size(), (ExtStressSolver::DebugRenderMode)(mode - DEBUG_RENDER_STRESS_GRAPH), renderScale); + if (buffer.lineCount) + { + const auto lines = reinterpret_cast(buffer.lines); + debugRenderBuffer.m_lines.insert(debugRenderBuffer.m_lines.end(), lines, lines + buffer.lineCount); + } + } + } + + // AABB tree + if (mode == DEBUG_RENDER_AABB_TREE_CENTROIDS || mode == DEBUG_RENDER_AABB_TREE_SEGMENTS) + { + if (m_settings.damageAcceleratorEnabled && m_blastAsset.getAccelerator() && nodeCount > graph.nodeCount / 2) + { + const auto buffer = m_blastAsset.getAccelerator()->fillDebugRender(m_debugRenderDepth, mode == DEBUG_RENDER_AABB_TREE_SEGMENTS); + if (buffer.lineCount) + { + const auto lines = reinterpret_cast(buffer.lines); + debugRenderBuffer.m_lines.insert(debugRenderBuffer.m_lines.end(), lines, lines + buffer.lineCount); + } + } + } + + // transform all added lines from local to global + PxTransform localToGlobal = pxActor->getPhysXActor().getGlobalPose(); + for (uint32_t i = lineStartIndex; i < debugRenderBuffer.m_lines.size(); i++) + { + PxDebugLine& line = debugRenderBuffer.m_lines[i]; + line.pos0 = localToGlobal.transform(line.pos0); + line.pos1 = localToGlobal.transform(line.pos1); + } + } + + // joints debug render + if (mode == DEBUG_RENDER_JOINTS) + { + for (const ExtPxActor* pxActor : m_actors) + { + TkActor& actor = pxActor->getTkActor(); + const uint32_t jointCount = actor.getJointCount(); + if (jointCount > 0) + { + std::vector joints(jointCount); + actor.getJoints(joints.data(), jointCount); + for (auto joint : joints) + { + PxJoint* pxJoint = reinterpret_cast(joint->userData); + if (pxJoint) + { + PxRigidActor *actor0, *actor1; + pxJoint->getActors(actor0, actor1); + auto lp0 = pxJoint->getLocalPose(PxJointActorIndex::eACTOR0); + auto lp1 = pxJoint->getLocalPose(PxJointActorIndex::eACTOR1); + PxVec3 p0 = actor0 ? actor0->getGlobalPose().transform(lp0).p : lp0.p; + PxVec3 p1 = actor1 ? actor1->getGlobalPose().transform(lp1).p : lp1.p; + debugRenderBuffer.m_lines.push_back(PxDebugLine(p0, p1, XMFLOAT4ToU32Color(JOINT_COLOR))); + } + } + } + } + } +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// action!!! +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +class BlastOverlapCallback : public PxOverlapCallback +{ +public: + BlastOverlapCallback(ExtPxManager& pxManager, std::set& actorBuffer) + : m_pxManager(pxManager), m_actorBuffer(actorBuffer), PxOverlapCallback(m_hitBuffer, sizeof(m_hitBuffer) / sizeof(m_hitBuffer[0])) {} + + PxAgain processTouches(const PxOverlapHit* buffer, PxU32 nbHits) + { + for (PxU32 i = 0; i < nbHits; ++i) + { + PxRigidDynamic* rigidDynamic = buffer[i].actor->is(); + if (rigidDynamic) + { + ExtPxActor* actor = m_pxManager.getActorFromPhysXActor(*rigidDynamic); + if (actor != nullptr) + { + m_actorBuffer.insert(actor); + } + } + } + return true; + } + +private: + ExtPxManager& m_pxManager; + std::set& m_actorBuffer; + PxOverlapHit m_hitBuffer[1000]; +}; + +bool BlastFamily::overlap(const PxGeometry& geometry, const PxTransform& pose, std::function hitCall) +{ + std::set actorsToDamage; +#if 1 + BlastOverlapCallback overlapCallback(m_pxManager, actorsToDamage); + m_physXController.getPhysXScene().overlap(geometry, pose, overlapCallback); +#else + for (std::map::iterator it = m_actorsMap.begin(); it != m_actorsMap.end(); it++) + { + actorsToDamage.insert(it->first); + } +#endif + + for (auto actor : actorsToDamage) + { + hitCall(actor, *this); + } + + return !actorsToDamage.empty(); +} + diff --git a/samples/SampleBase/blast/BlastFamily.h b/samples/SampleBase/blast/BlastFamily.h old mode 100644 new mode 100755 index 815771a..4932b6f --- a/samples/SampleBase/blast/BlastFamily.h +++ b/samples/SampleBase/blast/BlastFamily.h @@ -1,232 +1,232 @@ -// 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 BLAST_FAMILY_H -#define BLAST_FAMILY_H - -#include "BlastAsset.h" -#include "NvBlastExtPxListener.h" -#include "NvBlastExtPxStressSolver.h" -#include "NvBlastExtDamageShaders.h" -#include -#include - - -class DebugRenderBuffer; - -namespace Nv -{ -namespace Blast -{ -class TkFamily; -class ExtPxManager; -} -} - -namespace physx -{ -class PxGeometry; -class PxTransform; -} - - - -/** -BlastFamily class represents 1 spawned BlastAsset, contains and manipulates all physx/blast actors spawned by fracturing it. -Abstract class, internal actor management functions are implementation dependent and so pure virtual. -*/ -class BlastFamily -{ -public: - - //////// public API //////// - - bool overlap(const PxGeometry& geometry, const PxTransform& pose, std::function hitCall); - - void updatePreSplit(float dt); - void updateAfterSplit(float dt); - - void drawUI(); - void drawStatsUI(); - - - enum DebugRenderMode - { - DEBUG_RENDER_DISABLED, - DEBUG_RENDER_HEALTH_GRAPH, - DEBUG_RENDER_CENTROIDS, - DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS, - DEBUG_RENDER_JOINTS, - DEBUG_RENDER_AABB_TREE_CENTROIDS, - DEBUG_RENDER_AABB_TREE_SEGMENTS, - DEBUG_RENDER_STRESS_GRAPH, - DEBUG_RENDER_STRESS_GRAPH_NODES_IMPULSES, - DEBUG_RENDER_STRESS_GRAPH_BONDS_IMPULSES, - - // count - DEBUG_RENDER_MODES_COUNT - }; - - void fillDebugRender(DebugRenderBuffer& debugRenderBuffer, DebugRenderMode mode, float renderScale); - - - //////// public getters //////// - - const ExtPxFamily* getFamily() const - { - return m_pxFamily; - } - - const NvBlastExtMaterial& getMaterial() const - { - return m_settings.material; - } - - uint32_t getActorCount() const; - - uint32_t getTotalVisibleChunkCount() const - { - return m_totalVisibleChunkCount; - } - - size_t getFamilySize() const - { - return m_familySize; - } - - const BlastAsset& getBlastAsset() - { - return m_blastAsset; - } - - void resetStress(); - - void refreshStressSolverSettings(); - void refreshDamageAcceleratorSettings(); - - void reloadStressSolver(); - - - //////// settings //////// - - struct Settings - { - bool stressSolverEnabled; - ExtStressSolverSettings stressSolverSettings; - bool stressDamageEnabled; - bool damageAcceleratorEnabled; - NvBlastExtMaterial material; - }; - - void setSettings(const Settings& settings); - - const Settings& getSettings() const - { - return m_settings; - } - - - //////// dtor //////// - - virtual ~BlastFamily(); - -protected: - - //////// ctor //////// - - BlastFamily(PhysXController& physXController, ExtPxManager& pxManager, const BlastAsset& blastAsset); - - void initialize(const BlastAsset::ActorDesc& desc); - - - //////// internal virtual callbacks //////// - - virtual void onActorCreated(const ExtPxActor& actor) = 0; - virtual void onActorUpdate(const ExtPxActor& actor) = 0; - virtual void onActorDestroyed(const ExtPxActor& actor) = 0; - virtual void onActorHealthUpdate(const ExtPxActor& pxActor) {}; - - virtual void onUpdate() {} - - - //////// protected data //////// - - PhysXController& m_physXController; - ExtPxManager& m_pxManager; - const BlastAsset& m_blastAsset; - -private: - - //////// physics listener //////// - - class PxManagerListener : public ExtPxListener - { - public: - PxManagerListener(BlastFamily* family) : m_family(family) {} - - virtual void onActorCreated(ExtPxFamily& family, ExtPxActor& actor) - { - m_family->processActorCreated(family, actor); - - } - - virtual void onActorDestroyed(ExtPxFamily& family, ExtPxActor& actor) - { - m_family->processActorDestroyed(family, actor); - } - private: - BlastFamily* m_family; - }; - - friend class PxManagerListener; - - //////// private methods //////// - - void processActorCreated(ExtPxFamily&, ExtPxActor& actor); - void processActorDestroyed(ExtPxFamily&, ExtPxActor& actor); - - - //////// private data //////// - - TkFamily* m_tkFamily; - ExtPxFamily* m_pxFamily; - PxManagerListener m_listener; - Settings m_settings; - PxTransform m_initialTransform; - bool m_spawned; - size_t m_familySize; - uint32_t m_totalVisibleChunkCount; - ExtPxStressSolver* m_stressSolver; - double m_stressSolveTime; - std::set m_actors; - std::set m_actorsToUpdateHealth; - int m_debugRenderDepth; -}; - - +// 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 BLAST_FAMILY_H +#define BLAST_FAMILY_H + +#include "BlastAsset.h" +#include "NvBlastExtPxListener.h" +#include "NvBlastExtPxStressSolver.h" +#include "NvBlastExtDamageShaders.h" +#include +#include + + +class DebugRenderBuffer; + +namespace Nv +{ +namespace Blast +{ +class TkFamily; +class ExtPxManager; +} +} + +namespace physx +{ +class PxGeometry; +class PxTransform; +} + + + +/** +BlastFamily class represents 1 spawned BlastAsset, contains and manipulates all physx/blast actors spawned by fracturing it. +Abstract class, internal actor management functions are implementation dependent and so pure virtual. +*/ +class BlastFamily +{ +public: + + //////// public API //////// + + bool overlap(const PxGeometry& geometry, const PxTransform& pose, std::function hitCall); + + void updatePreSplit(float dt); + void updateAfterSplit(float dt); + + void drawUI(); + void drawStatsUI(); + + + enum DebugRenderMode + { + DEBUG_RENDER_DISABLED, + DEBUG_RENDER_HEALTH_GRAPH, + DEBUG_RENDER_CENTROIDS, + DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS, + DEBUG_RENDER_JOINTS, + DEBUG_RENDER_AABB_TREE_CENTROIDS, + DEBUG_RENDER_AABB_TREE_SEGMENTS, + DEBUG_RENDER_STRESS_GRAPH, + DEBUG_RENDER_STRESS_GRAPH_NODES_IMPULSES, + DEBUG_RENDER_STRESS_GRAPH_BONDS_IMPULSES, + + // count + DEBUG_RENDER_MODES_COUNT + }; + + void fillDebugRender(DebugRenderBuffer& debugRenderBuffer, DebugRenderMode mode, float renderScale); + + + //////// public getters //////// + + const ExtPxFamily* getFamily() const + { + return m_pxFamily; + } + + const NvBlastExtMaterial& getMaterial() const + { + return m_settings.material; + } + + uint32_t getActorCount() const; + + uint32_t getTotalVisibleChunkCount() const + { + return m_totalVisibleChunkCount; + } + + size_t getFamilySize() const + { + return m_familySize; + } + + const BlastAsset& getBlastAsset() + { + return m_blastAsset; + } + + void resetStress(); + + void refreshStressSolverSettings(); + void refreshDamageAcceleratorSettings(); + + void reloadStressSolver(); + + + //////// settings //////// + + struct Settings + { + bool stressSolverEnabled; + ExtStressSolverSettings stressSolverSettings; + bool stressDamageEnabled; + bool damageAcceleratorEnabled; + NvBlastExtMaterial material; + }; + + void setSettings(const Settings& settings); + + const Settings& getSettings() const + { + return m_settings; + } + + + //////// dtor //////// + + virtual ~BlastFamily(); + +protected: + + //////// ctor //////// + + BlastFamily(PhysXController& physXController, ExtPxManager& pxManager, const BlastAsset& blastAsset); + + void initialize(const BlastAsset::ActorDesc& desc); + + + //////// internal virtual callbacks //////// + + virtual void onActorCreated(const ExtPxActor& actor) = 0; + virtual void onActorUpdate(const ExtPxActor& actor) = 0; + virtual void onActorDestroyed(const ExtPxActor& actor) = 0; + virtual void onActorHealthUpdate(const ExtPxActor& pxActor) {}; + + virtual void onUpdate() {} + + + //////// protected data //////// + + PhysXController& m_physXController; + ExtPxManager& m_pxManager; + const BlastAsset& m_blastAsset; + +private: + + //////// physics listener //////// + + class PxManagerListener : public ExtPxListener + { + public: + PxManagerListener(BlastFamily* family) : m_family(family) {} + + virtual void onActorCreated(ExtPxFamily& family, ExtPxActor& actor) + { + m_family->processActorCreated(family, actor); + + } + + virtual void onActorDestroyed(ExtPxFamily& family, ExtPxActor& actor) + { + m_family->processActorDestroyed(family, actor); + } + private: + BlastFamily* m_family; + }; + + friend class PxManagerListener; + + //////// private methods //////// + + void processActorCreated(ExtPxFamily&, ExtPxActor& actor); + void processActorDestroyed(ExtPxFamily&, ExtPxActor& actor); + + + //////// private data //////// + + TkFamily* m_tkFamily; + ExtPxFamily* m_pxFamily; + PxManagerListener m_listener; + Settings m_settings; + PxTransform m_initialTransform; + bool m_spawned; + size_t m_familySize; + uint32_t m_totalVisibleChunkCount; + ExtPxStressSolver* m_stressSolver; + double m_stressSolveTime; + std::set m_actors; + std::set m_actorsToUpdateHealth; + int m_debugRenderDepth; +}; + + #endif //BLAST_FAMILY_H \ No newline at end of file diff --git a/samples/SampleBase/blast/BlastFamilyBoxes.cpp b/samples/SampleBase/blast/BlastFamilyBoxes.cpp old mode 100644 new mode 100755 index 4ba91fa..59a15f4 --- a/samples/SampleBase/blast/BlastFamilyBoxes.cpp +++ b/samples/SampleBase/blast/BlastFamilyBoxes.cpp @@ -1,109 +1,109 @@ -// 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 "BlastFamilyBoxes.h" -#include "NvBlastExtPxAsset.h" -#include "NvBlastExtPxActor.h" -#include "BlastAssetBoxes.h" -#include "Renderer.h" -#include "PhysXController.h" -#include "RenderUtils.h" -#include "PxRigidDynamic.h" - -using namespace physx; - - -BlastFamilyBoxes::BlastFamilyBoxes(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetBoxes& blastAsset, const BlastAsset::ActorDesc& desc) - : BlastFamily(physXController, pxManager, blastAsset), m_renderer(renderer) -{ - // prepare renderables - IRenderMesh* boxRenderMesh = renderer.getPrimitiveRenderMesh(PrimitiveRenderMeshType::Box); - RenderMaterial* primitiveRenderMaterial = physXController.getPrimitiveRenderMaterial(); - - const ExtPxAsset* pxAsset = m_blastAsset.getPxAsset(); - const uint32_t chunkCount = pxAsset->getChunkCount(); - const ExtPxChunk* chunks = pxAsset->getChunks(); - const ExtPxSubchunk* subChunks = pxAsset->getSubchunks(); - m_chunkRenderables.resize(chunkCount); - for (uint32_t i = 0; i < chunkCount; i++) - { - Renderable* renderable = renderer.createRenderable(*boxRenderMesh, *primitiveRenderMaterial); - renderable->setHidden(true); - renderable->setScale(subChunks[chunks[i].firstSubchunkIndex].geometry.scale.scale); - m_chunkRenderables[i] = renderable; - } - - // initialize in position - initialize(desc); -} - -BlastFamilyBoxes::~BlastFamilyBoxes() -{ - for (uint32_t i = 0; i < m_chunkRenderables.size(); i++) - { - m_renderer.removeRenderable(m_chunkRenderables[i]); - } -} - -void BlastFamilyBoxes::onActorCreated(const ExtPxActor& actor) -{ - DirectX::XMFLOAT4 color = getRandomPastelColor(); - - const uint32_t* chunkIndices = actor.getChunkIndices(); - uint32_t chunkCount = actor.getChunkCount(); - for (uint32_t i = 0; i < chunkCount; i++) - { - const uint32_t chunkIndex = chunkIndices[i]; - m_chunkRenderables[chunkIndex]->setHidden(false); - m_chunkRenderables[chunkIndex]->setColor(color); - } -} - -void BlastFamilyBoxes::onActorUpdate(const ExtPxActor& actor) -{ - const ExtPxChunk* chunks = m_blastAsset.getPxAsset()->getChunks(); - const ExtPxSubchunk* subChunks = m_blastAsset.getPxAsset()->getSubchunks(); - const uint32_t* chunkIndices = actor.getChunkIndices(); - uint32_t chunkCount = actor.getChunkCount(); - for (uint32_t i = 0; i < chunkCount; i++) - { - const uint32_t chunkIndex = chunkIndices[i]; - m_chunkRenderables[chunkIndex]->setTransform(actor.getPhysXActor().getGlobalPose() * subChunks[chunks[chunkIndex].firstSubchunkIndex].transform); - } -} - -void BlastFamilyBoxes::onActorDestroyed(const ExtPxActor& actor) -{ - const uint32_t* chunkIndices = actor.getChunkIndices(); - uint32_t chunkCount = actor.getChunkCount(); - for (uint32_t i = 0; i < chunkCount; i++) - { - m_chunkRenderables[chunkIndices[i]]->setHidden(true); - } - -} +// 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 "BlastFamilyBoxes.h" +#include "NvBlastExtPxAsset.h" +#include "NvBlastExtPxActor.h" +#include "BlastAssetBoxes.h" +#include "Renderer.h" +#include "PhysXController.h" +#include "RenderUtils.h" +#include "PxRigidDynamic.h" + +using namespace physx; + + +BlastFamilyBoxes::BlastFamilyBoxes(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetBoxes& blastAsset, const BlastAsset::ActorDesc& desc) + : BlastFamily(physXController, pxManager, blastAsset), m_renderer(renderer) +{ + // prepare renderables + IRenderMesh* boxRenderMesh = renderer.getPrimitiveRenderMesh(PrimitiveRenderMeshType::Box); + RenderMaterial* primitiveRenderMaterial = physXController.getPrimitiveRenderMaterial(); + + const ExtPxAsset* pxAsset = m_blastAsset.getPxAsset(); + const uint32_t chunkCount = pxAsset->getChunkCount(); + const ExtPxChunk* chunks = pxAsset->getChunks(); + const ExtPxSubchunk* subChunks = pxAsset->getSubchunks(); + m_chunkRenderables.resize(chunkCount); + for (uint32_t i = 0; i < chunkCount; i++) + { + Renderable* renderable = renderer.createRenderable(*boxRenderMesh, *primitiveRenderMaterial); + renderable->setHidden(true); + renderable->setScale(subChunks[chunks[i].firstSubchunkIndex].geometry.scale.scale); + m_chunkRenderables[i] = renderable; + } + + // initialize in position + initialize(desc); +} + +BlastFamilyBoxes::~BlastFamilyBoxes() +{ + for (uint32_t i = 0; i < m_chunkRenderables.size(); i++) + { + m_renderer.removeRenderable(m_chunkRenderables[i]); + } +} + +void BlastFamilyBoxes::onActorCreated(const ExtPxActor& actor) +{ + DirectX::XMFLOAT4 color = getRandomPastelColor(); + + const uint32_t* chunkIndices = actor.getChunkIndices(); + uint32_t chunkCount = actor.getChunkCount(); + for (uint32_t i = 0; i < chunkCount; i++) + { + const uint32_t chunkIndex = chunkIndices[i]; + m_chunkRenderables[chunkIndex]->setHidden(false); + m_chunkRenderables[chunkIndex]->setColor(color); + } +} + +void BlastFamilyBoxes::onActorUpdate(const ExtPxActor& actor) +{ + const ExtPxChunk* chunks = m_blastAsset.getPxAsset()->getChunks(); + const ExtPxSubchunk* subChunks = m_blastAsset.getPxAsset()->getSubchunks(); + const uint32_t* chunkIndices = actor.getChunkIndices(); + uint32_t chunkCount = actor.getChunkCount(); + for (uint32_t i = 0; i < chunkCount; i++) + { + const uint32_t chunkIndex = chunkIndices[i]; + m_chunkRenderables[chunkIndex]->setTransform(actor.getPhysXActor().getGlobalPose() * subChunks[chunks[chunkIndex].firstSubchunkIndex].transform); + } +} + +void BlastFamilyBoxes::onActorDestroyed(const ExtPxActor& actor) +{ + const uint32_t* chunkIndices = actor.getChunkIndices(); + uint32_t chunkCount = actor.getChunkCount(); + for (uint32_t i = 0; i < chunkCount; i++) + { + m_chunkRenderables[chunkIndices[i]]->setHidden(true); + } + +} diff --git a/samples/SampleBase/blast/BlastFamilyBoxes.h b/samples/SampleBase/blast/BlastFamilyBoxes.h old mode 100644 new mode 100755 index a6464b2..71df42c --- a/samples/SampleBase/blast/BlastFamilyBoxes.h +++ b/samples/SampleBase/blast/BlastFamilyBoxes.h @@ -1,55 +1,55 @@ -// 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 BLAST_FAMILY_BOXES -#define BLAST_FAMILY_BOXES - -#include "BlastFamily.h" - -class BlastAssetBoxes; -class Renderable; - - -class BlastFamilyBoxes : public BlastFamily -{ -public: - BlastFamilyBoxes(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetBoxes& blastAsset, const BlastAsset::ActorDesc& desc); - virtual ~BlastFamilyBoxes(); - -protected: - virtual void onActorCreated(const ExtPxActor& actor); - virtual void onActorUpdate(const ExtPxActor& actor); - virtual void onActorDestroyed(const ExtPxActor& actor); - -private: - Renderer& m_renderer; - std::vector m_chunkRenderables; -}; - - +// 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 BLAST_FAMILY_BOXES +#define BLAST_FAMILY_BOXES + +#include "BlastFamily.h" + +class BlastAssetBoxes; +class Renderable; + + +class BlastFamilyBoxes : public BlastFamily +{ +public: + BlastFamilyBoxes(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetBoxes& blastAsset, const BlastAsset::ActorDesc& desc); + virtual ~BlastFamilyBoxes(); + +protected: + virtual void onActorCreated(const ExtPxActor& actor); + virtual void onActorUpdate(const ExtPxActor& actor); + virtual void onActorDestroyed(const ExtPxActor& actor); + +private: + Renderer& m_renderer; + std::vector m_chunkRenderables; +}; + + #endif //BLAST_FAMILY_BOXES \ No newline at end of file diff --git a/samples/SampleBase/blast/BlastFamilyModelSimple.cpp b/samples/SampleBase/blast/BlastFamilyModelSimple.cpp old mode 100644 new mode 100755 index 167ff36..61feec8 --- a/samples/SampleBase/blast/BlastFamilyModelSimple.cpp +++ b/samples/SampleBase/blast/BlastFamilyModelSimple.cpp @@ -1,354 +1,354 @@ -// 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 "BlastFamilyModelSimple.h" -#include "RenderUtils.h" -#include "DeviceManager.h" -#include "Renderer.h" -#include "NvBlastExtPxAsset.h" -#include "NvBlastExtPxActor.h" -#include "NvBlastTkActor.h" -#include "NvBlastTkAsset.h" -#include "PxRigidDynamic.h" - -using namespace physx; - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// SimpleRenderMesh -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -class SimpleRenderMesh : public IRenderMesh -{ -public: - SimpleRenderMesh(const SimpleMesh* mesh) : m_mesh(mesh) - { - m_device = GetDeviceManager()->GetDevice(); - - 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_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - - m_numVertices = static_cast(mesh->vertices.size()); - m_numFaces = static_cast(mesh->indices.size()); - - // VB - { - D3D11_SUBRESOURCE_DATA vertexBufferData; - ZeroMemory(&vertexBufferData, sizeof(vertexBufferData)); - vertexBufferData.pSysMem = mesh->vertices.data(); - - D3D11_BUFFER_DESC bufferDesc; - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - bufferDesc.ByteWidth = sizeof(SimpleMesh::Vertex) * m_numVertices; - bufferDesc.CPUAccessFlags = 0; - bufferDesc.MiscFlags = 0; - bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; - - V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_vertexBuffer)); - } - - // Health Buffer - { - // fill with 1.0f initially - std::vector healths(mesh->vertices.size()); - std::fill(healths.begin(), healths.end(), 1.0f); - - D3D11_SUBRESOURCE_DATA vertexBufferData; - ZeroMemory(&vertexBufferData, sizeof(vertexBufferData)); - vertexBufferData.pSysMem = healths.data(); - - D3D11_BUFFER_DESC bufferDesc; - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - bufferDesc.ByteWidth = (uint32_t)(sizeof(float) * m_numVertices); - bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - bufferDesc.MiscFlags = 0; - bufferDesc.Usage = D3D11_USAGE_DYNAMIC; - - V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_healthBuffer)); - } - - // IB - if (m_numFaces) - { - D3D11_SUBRESOURCE_DATA indexBufferData; - - ZeroMemory(&indexBufferData, sizeof(indexBufferData)); - indexBufferData.pSysMem = mesh->indices.data(); - - D3D11_BUFFER_DESC bufferDesc; - - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; - bufferDesc.ByteWidth = sizeof(uint32_t) * m_numFaces; - bufferDesc.CPUAccessFlags = 0; - bufferDesc.MiscFlags = 0; - bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; - - V(m_device->CreateBuffer(&bufferDesc, &indexBufferData, &m_indexBuffer)); - } - } - - ~SimpleRenderMesh() - { - SAFE_RELEASE(m_healthBuffer); - SAFE_RELEASE(m_vertexBuffer); - SAFE_RELEASE(m_indexBuffer); - } - - - void 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_healthBuffer }; - context.IASetVertexBuffers(0, 2, buffers, strides, offsets); - - - context.IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0); - - if (m_indexBuffer) - context.DrawIndexed(m_numFaces, 0, 0); - else - context.Draw(m_numVertices, 0); - } - - const std::vector& getInputElementDesc() const { return m_inputDesc; } - - const SimpleMesh* getMesh() { return m_mesh; } - - void updateHealths(const std::vector& healths) - { - ID3D11DeviceContext* context; - m_device->GetImmediateContext(&context); - - // update buffer - { - D3D11_MAPPED_SUBRESOURCE mappedRead; - V(context->Map(m_healthBuffer, 0, D3D11_MAP_WRITE_DISCARD, NULL, &mappedRead)); - memcpy(mappedRead.pData, healths.data(), sizeof(float) * healths.size()); - context->Unmap(m_healthBuffer, 0); - } - - } - - -private: - - ID3D11Device* m_device; - - ID3D11Buffer* m_vertexBuffer; - ID3D11Buffer* m_healthBuffer; - ID3D11Buffer* m_indexBuffer; - uint32_t m_numFaces; - uint32_t m_numVertices; - - std::vector m_inputDesc; - - const SimpleMesh* m_mesh; -}; - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// BlastFamilyModelSimple -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -BlastFamilyModelSimple::BlastFamilyModelSimple(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSimple& blastAsset, const BlastAsset::ActorDesc& desc) - : BlastFamily(physXController, pxManager, blastAsset), m_renderer(renderer) -{ - // materials - auto materials = blastAsset.getRenderMaterials(); - - // model - const BlastModel& model = blastAsset.getModel(); - - // create render mesh for every BlastModel::Chunk::Mesh and renderable with it - const std::vector& modelChunks = model.chunks; - m_chunks.resize(modelChunks.size()); - for (uint32_t chunkIndex = 0; chunkIndex < modelChunks.size(); chunkIndex++) - { - const std::vector& meshes = modelChunks[chunkIndex].meshes; - std::vector& renderMeshes = m_chunks[chunkIndex].renderMeshes; - std::vector& renderables = m_chunks[chunkIndex].renderables; - renderMeshes.resize(meshes.size()); - renderables.resize(meshes.size()); - for (uint32_t i = 0; i < meshes.size(); i++) - { - renderMeshes[i] = new SimpleRenderMesh(&meshes[i].mesh); - - uint32_t materialIndex = model.chunks[chunkIndex].meshes[i].materialIndex; - Renderable* renderable = renderer.createRenderable(*renderMeshes[i], *materials[materialIndex]); - renderable->setHidden(true); - renderables[i] = renderable; - - } - } - - // initialize in position - initialize(desc); -} - -BlastFamilyModelSimple::~BlastFamilyModelSimple() -{ - // release all chunks - for (uint32_t chunkIndex = 0; chunkIndex < m_chunks.size(); chunkIndex++) - { - std::vector& renderables = m_chunks[chunkIndex].renderables; - for (uint32_t i = 0; i < m_chunks[chunkIndex].renderables.size(); i++) - { - m_renderer.removeRenderable(m_chunks[chunkIndex].renderables[i]); - SAFE_DELETE(m_chunks[chunkIndex].renderMeshes[i]); - } - } -} - -void BlastFamilyModelSimple::onActorCreated(const ExtPxActor& actor) -{ - // separate color for every material - std::vector colors; - - const uint32_t* chunkIndices = actor.getChunkIndices(); - uint32_t chunkCount = actor.getChunkCount(); - for (uint32_t i = 0; i < chunkCount; i++) - { - uint32_t chunkIndex = chunkIndices[i]; - std::vector& renderables = m_chunks[chunkIndex].renderables; - for (uint32_t r = 0; r < renderables.size(); r++) - { - if (colors.size() <= r) - colors.push_back(getRandomPastelColor()); - - renderables[r]->setHidden(false); - renderables[r]->setColor(colors[r]); - } - } -} - -void BlastFamilyModelSimple::onActorUpdate(const ExtPxActor& actor) -{ - const ExtPxChunk* chunks = m_blastAsset.getPxAsset()->getChunks(); - const ExtPxSubchunk* subChunks = m_blastAsset.getPxAsset()->getSubchunks(); - const uint32_t* chunkIndices = actor.getChunkIndices(); - uint32_t chunkCount = actor.getChunkCount(); - for (uint32_t i = 0; i < chunkCount; i++) - { - uint32_t chunkIndex = chunkIndices[i]; - std::vector& renderables = m_chunks[chunkIndex].renderables; - for (Renderable* r : renderables) - { - r->setTransform(actor.getPhysXActor().getGlobalPose() * subChunks[chunks[chunkIndex].firstSubchunkIndex].transform); - } - } -} - -void BlastFamilyModelSimple::onActorDestroyed(const ExtPxActor& actor) -{ - const uint32_t* chunkIndices = actor.getChunkIndices(); - uint32_t chunkCount = actor.getChunkCount(); - for (uint32_t i = 0; i < chunkCount; i++) - { - uint32_t chunkIndex = chunkIndices[i]; - std::vector& renderables = m_chunks[chunkIndex].renderables; - for (Renderable* r : renderables) - { - r->setHidden(true); - } - } -} - -void BlastFamilyModelSimple::onActorHealthUpdate(const ExtPxActor& actor) -{ - TkActor& tkActor = actor.getTkActor(); - const TkAsset* tkAsset = tkActor.getAsset(); - - const float* bondHealths = tkActor.getBondHealths(); - uint32_t nodeCount = tkActor.getGraphNodeCount(); - if (nodeCount == 0) // subsupport chunks don't have graph nodes - return; - - std::vector nodes(tkActor.getGraphNodeCount()); - tkActor.getGraphNodeIndices(nodes.data(), static_cast(nodes.size())); - - const NvBlastChunk* chunks = tkAsset->getChunks(); - const NvBlastBond* bonds = tkAsset->getBonds(); - - const NvBlastSupportGraph graph = tkAsset->getGraph(); - const float bondHealthMax = m_blastAsset.getBondHealthMax(); - - std::vector healthBuffer; - - for (uint32_t node0 : nodes) - { - uint32_t chunkIndex = graph.chunkIndices[node0]; - - if (chunkIndex >= m_chunks.size()) - continue; - - std::vector& meshes = m_chunks[chunkIndex].renderMeshes; - const auto& renderables = m_chunks[chunkIndex].renderables; - for (uint32_t i = 0; i < meshes.size(); ++i) - { - if(renderables[i]->isHidden()) - continue; - - SimpleRenderMesh* renderMesh = meshes[i]; - - const SimpleMesh* mesh = renderMesh->getMesh(); - healthBuffer.resize(mesh->vertices.size()); - - for (uint32_t vertexIndex = 0; vertexIndex < mesh->vertices.size(); vertexIndex++) - { - PxVec3 position = mesh->vertices[vertexIndex].position; - float health = 0.0f; - float healthDenom = 0.0f; - - for (uint32_t adjacencyIndex = graph.adjacencyPartition[node0]; adjacencyIndex < graph.adjacencyPartition[node0 + 1]; adjacencyIndex++) - { - uint32_t node1 = graph.adjacentNodeIndices[adjacencyIndex]; - uint32_t bondIndex = graph.adjacentBondIndices[adjacencyIndex]; - float bondHealth = PxClamp(bondHealths[bondIndex] / bondHealthMax, 0.0f, 1.0f); - const NvBlastBond& solverBond = bonds[bondIndex]; - const PxVec3& centroid = reinterpret_cast(solverBond.centroid); - - float factor = 1.0f / (centroid - position).magnitudeSquared(); - - health += bondHealth * factor; - healthDenom += factor; - } - - healthBuffer[vertexIndex] = healthDenom > 0.0f ? health / healthDenom : 1.0f; - } - - renderMesh->updateHealths(healthBuffer); - } - } -} +// 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 "BlastFamilyModelSimple.h" +#include "RenderUtils.h" +#include "DeviceManager.h" +#include "Renderer.h" +#include "NvBlastExtPxAsset.h" +#include "NvBlastExtPxActor.h" +#include "NvBlastTkActor.h" +#include "NvBlastTkAsset.h" +#include "PxRigidDynamic.h" + +using namespace physx; + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// SimpleRenderMesh +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +class SimpleRenderMesh : public IRenderMesh +{ +public: + SimpleRenderMesh(const SimpleMesh* mesh) : m_mesh(mesh) + { + m_device = GetDeviceManager()->GetDevice(); + + 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_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }); + + m_numVertices = static_cast(mesh->vertices.size()); + m_numFaces = static_cast(mesh->indices.size()); + + // VB + { + D3D11_SUBRESOURCE_DATA vertexBufferData; + ZeroMemory(&vertexBufferData, sizeof(vertexBufferData)); + vertexBufferData.pSysMem = mesh->vertices.data(); + + D3D11_BUFFER_DESC bufferDesc; + memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); + bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + bufferDesc.ByteWidth = sizeof(SimpleMesh::Vertex) * m_numVertices; + bufferDesc.CPUAccessFlags = 0; + bufferDesc.MiscFlags = 0; + bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; + + V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_vertexBuffer)); + } + + // Health Buffer + { + // fill with 1.0f initially + std::vector healths(mesh->vertices.size()); + std::fill(healths.begin(), healths.end(), 1.0f); + + D3D11_SUBRESOURCE_DATA vertexBufferData; + ZeroMemory(&vertexBufferData, sizeof(vertexBufferData)); + vertexBufferData.pSysMem = healths.data(); + + D3D11_BUFFER_DESC bufferDesc; + memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); + bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + bufferDesc.ByteWidth = (uint32_t)(sizeof(float) * m_numVertices); + bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + bufferDesc.MiscFlags = 0; + bufferDesc.Usage = D3D11_USAGE_DYNAMIC; + + V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_healthBuffer)); + } + + // IB + if (m_numFaces) + { + D3D11_SUBRESOURCE_DATA indexBufferData; + + ZeroMemory(&indexBufferData, sizeof(indexBufferData)); + indexBufferData.pSysMem = mesh->indices.data(); + + D3D11_BUFFER_DESC bufferDesc; + + memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); + bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; + bufferDesc.ByteWidth = sizeof(uint32_t) * m_numFaces; + bufferDesc.CPUAccessFlags = 0; + bufferDesc.MiscFlags = 0; + bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; + + V(m_device->CreateBuffer(&bufferDesc, &indexBufferData, &m_indexBuffer)); + } + } + + ~SimpleRenderMesh() + { + SAFE_RELEASE(m_healthBuffer); + SAFE_RELEASE(m_vertexBuffer); + SAFE_RELEASE(m_indexBuffer); + } + + + void 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_healthBuffer }; + context.IASetVertexBuffers(0, 2, buffers, strides, offsets); + + + context.IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0); + + if (m_indexBuffer) + context.DrawIndexed(m_numFaces, 0, 0); + else + context.Draw(m_numVertices, 0); + } + + const std::vector& getInputElementDesc() const { return m_inputDesc; } + + const SimpleMesh* getMesh() { return m_mesh; } + + void updateHealths(const std::vector& healths) + { + ID3D11DeviceContext* context; + m_device->GetImmediateContext(&context); + + // update buffer + { + D3D11_MAPPED_SUBRESOURCE mappedRead; + V(context->Map(m_healthBuffer, 0, D3D11_MAP_WRITE_DISCARD, NULL, &mappedRead)); + memcpy(mappedRead.pData, healths.data(), sizeof(float) * healths.size()); + context->Unmap(m_healthBuffer, 0); + } + + } + + +private: + + ID3D11Device* m_device; + + ID3D11Buffer* m_vertexBuffer; + ID3D11Buffer* m_healthBuffer; + ID3D11Buffer* m_indexBuffer; + uint32_t m_numFaces; + uint32_t m_numVertices; + + std::vector m_inputDesc; + + const SimpleMesh* m_mesh; +}; + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// BlastFamilyModelSimple +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +BlastFamilyModelSimple::BlastFamilyModelSimple(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSimple& blastAsset, const BlastAsset::ActorDesc& desc) + : BlastFamily(physXController, pxManager, blastAsset), m_renderer(renderer) +{ + // materials + auto materials = blastAsset.getRenderMaterials(); + + // model + const BlastModel& model = blastAsset.getModel(); + + // create render mesh for every BlastModel::Chunk::Mesh and renderable with it + const std::vector& modelChunks = model.chunks; + m_chunks.resize(modelChunks.size()); + for (uint32_t chunkIndex = 0; chunkIndex < modelChunks.size(); chunkIndex++) + { + const std::vector& meshes = modelChunks[chunkIndex].meshes; + std::vector& renderMeshes = m_chunks[chunkIndex].renderMeshes; + std::vector& renderables = m_chunks[chunkIndex].renderables; + renderMeshes.resize(meshes.size()); + renderables.resize(meshes.size()); + for (uint32_t i = 0; i < meshes.size(); i++) + { + renderMeshes[i] = new SimpleRenderMesh(&meshes[i].mesh); + + uint32_t materialIndex = model.chunks[chunkIndex].meshes[i].materialIndex; + Renderable* renderable = renderer.createRenderable(*renderMeshes[i], *materials[materialIndex]); + renderable->setHidden(true); + renderables[i] = renderable; + + } + } + + // initialize in position + initialize(desc); +} + +BlastFamilyModelSimple::~BlastFamilyModelSimple() +{ + // release all chunks + for (uint32_t chunkIndex = 0; chunkIndex < m_chunks.size(); chunkIndex++) + { + std::vector& renderables = m_chunks[chunkIndex].renderables; + for (uint32_t i = 0; i < m_chunks[chunkIndex].renderables.size(); i++) + { + m_renderer.removeRenderable(m_chunks[chunkIndex].renderables[i]); + SAFE_DELETE(m_chunks[chunkIndex].renderMeshes[i]); + } + } +} + +void BlastFamilyModelSimple::onActorCreated(const ExtPxActor& actor) +{ + // separate color for every material + std::vector colors; + + const uint32_t* chunkIndices = actor.getChunkIndices(); + uint32_t chunkCount = actor.getChunkCount(); + for (uint32_t i = 0; i < chunkCount; i++) + { + uint32_t chunkIndex = chunkIndices[i]; + std::vector& renderables = m_chunks[chunkIndex].renderables; + for (uint32_t r = 0; r < renderables.size(); r++) + { + if (colors.size() <= r) + colors.push_back(getRandomPastelColor()); + + renderables[r]->setHidden(false); + renderables[r]->setColor(colors[r]); + } + } +} + +void BlastFamilyModelSimple::onActorUpdate(const ExtPxActor& actor) +{ + const ExtPxChunk* chunks = m_blastAsset.getPxAsset()->getChunks(); + const ExtPxSubchunk* subChunks = m_blastAsset.getPxAsset()->getSubchunks(); + const uint32_t* chunkIndices = actor.getChunkIndices(); + uint32_t chunkCount = actor.getChunkCount(); + for (uint32_t i = 0; i < chunkCount; i++) + { + uint32_t chunkIndex = chunkIndices[i]; + std::vector& renderables = m_chunks[chunkIndex].renderables; + for (Renderable* r : renderables) + { + r->setTransform(actor.getPhysXActor().getGlobalPose() * subChunks[chunks[chunkIndex].firstSubchunkIndex].transform); + } + } +} + +void BlastFamilyModelSimple::onActorDestroyed(const ExtPxActor& actor) +{ + const uint32_t* chunkIndices = actor.getChunkIndices(); + uint32_t chunkCount = actor.getChunkCount(); + for (uint32_t i = 0; i < chunkCount; i++) + { + uint32_t chunkIndex = chunkIndices[i]; + std::vector& renderables = m_chunks[chunkIndex].renderables; + for (Renderable* r : renderables) + { + r->setHidden(true); + } + } +} + +void BlastFamilyModelSimple::onActorHealthUpdate(const ExtPxActor& actor) +{ + TkActor& tkActor = actor.getTkActor(); + const TkAsset* tkAsset = tkActor.getAsset(); + + const float* bondHealths = tkActor.getBondHealths(); + uint32_t nodeCount = tkActor.getGraphNodeCount(); + if (nodeCount == 0) // subsupport chunks don't have graph nodes + return; + + std::vector nodes(tkActor.getGraphNodeCount()); + tkActor.getGraphNodeIndices(nodes.data(), static_cast(nodes.size())); + + const NvBlastChunk* chunks = tkAsset->getChunks(); + const NvBlastBond* bonds = tkAsset->getBonds(); + + const NvBlastSupportGraph graph = tkAsset->getGraph(); + const float bondHealthMax = m_blastAsset.getBondHealthMax(); + + std::vector healthBuffer; + + for (uint32_t node0 : nodes) + { + uint32_t chunkIndex = graph.chunkIndices[node0]; + + if (chunkIndex >= m_chunks.size()) + continue; + + std::vector& meshes = m_chunks[chunkIndex].renderMeshes; + const auto& renderables = m_chunks[chunkIndex].renderables; + for (uint32_t i = 0; i < meshes.size(); ++i) + { + if(renderables[i]->isHidden()) + continue; + + SimpleRenderMesh* renderMesh = meshes[i]; + + const SimpleMesh* mesh = renderMesh->getMesh(); + healthBuffer.resize(mesh->vertices.size()); + + for (uint32_t vertexIndex = 0; vertexIndex < mesh->vertices.size(); vertexIndex++) + { + PxVec3 position = mesh->vertices[vertexIndex].position; + float health = 0.0f; + float healthDenom = 0.0f; + + for (uint32_t adjacencyIndex = graph.adjacencyPartition[node0]; adjacencyIndex < graph.adjacencyPartition[node0 + 1]; adjacencyIndex++) + { + uint32_t node1 = graph.adjacentNodeIndices[adjacencyIndex]; + uint32_t bondIndex = graph.adjacentBondIndices[adjacencyIndex]; + float bondHealth = PxClamp(bondHealths[bondIndex] / bondHealthMax, 0.0f, 1.0f); + const NvBlastBond& solverBond = bonds[bondIndex]; + const PxVec3& centroid = reinterpret_cast(solverBond.centroid); + + float factor = 1.0f / (centroid - position).magnitudeSquared(); + + health += bondHealth * factor; + healthDenom += factor; + } + + healthBuffer[vertexIndex] = healthDenom > 0.0f ? health / healthDenom : 1.0f; + } + + renderMesh->updateHealths(healthBuffer); + } + } +} diff --git a/samples/SampleBase/blast/BlastFamilyModelSimple.h b/samples/SampleBase/blast/BlastFamilyModelSimple.h old mode 100644 new mode 100755 index 310b264..af2f154 --- a/samples/SampleBase/blast/BlastFamilyModelSimple.h +++ b/samples/SampleBase/blast/BlastFamilyModelSimple.h @@ -1,70 +1,70 @@ -// 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 BLAST_FAMILY_MODEL_SIMPLE_H -#define BLAST_FAMILY_MODEL_SIMPLE_H - -#include "BlastFamily.h" -#include "BlastAssetModelSimple.h" - -class SimpleRenderMesh; -class Renderable; -class Renderer; - -class BlastFamilyModelSimple : public BlastFamily -{ -public: - //////// ctor //////// - - BlastFamilyModelSimple(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSimple& blastAsset, const BlastAsset::ActorDesc& desc); - virtual ~BlastFamilyModelSimple(); - -protected: - //////// abstract implementation //////// - - virtual void onActorCreated(const ExtPxActor& actor); - virtual void onActorUpdate(const ExtPxActor& actor); - virtual void onActorDestroyed(const ExtPxActor& actor); - virtual void onActorHealthUpdate(const ExtPxActor& pxActor); - -private: - //////// internal data //////// - - Renderer& m_renderer; - - struct Chunk - { - std::vector renderMeshes; - std::vector renderables; - }; - - std::vector m_chunks; -}; - - +// 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 BLAST_FAMILY_MODEL_SIMPLE_H +#define BLAST_FAMILY_MODEL_SIMPLE_H + +#include "BlastFamily.h" +#include "BlastAssetModelSimple.h" + +class SimpleRenderMesh; +class Renderable; +class Renderer; + +class BlastFamilyModelSimple : public BlastFamily +{ +public: + //////// ctor //////// + + BlastFamilyModelSimple(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSimple& blastAsset, const BlastAsset::ActorDesc& desc); + virtual ~BlastFamilyModelSimple(); + +protected: + //////// abstract implementation //////// + + virtual void onActorCreated(const ExtPxActor& actor); + virtual void onActorUpdate(const ExtPxActor& actor); + virtual void onActorDestroyed(const ExtPxActor& actor); + virtual void onActorHealthUpdate(const ExtPxActor& pxActor); + +private: + //////// internal data //////// + + Renderer& m_renderer; + + struct Chunk + { + std::vector renderMeshes; + std::vector renderables; + }; + + std::vector m_chunks; +}; + + #endif //BLAST_FAMILY_MODEL_SIMPLE_H \ No newline at end of file diff --git a/samples/SampleBase/blast/BlastFamilyModelSkinned.cpp b/samples/SampleBase/blast/BlastFamilyModelSkinned.cpp old mode 100644 new mode 100755 index 8783097..668c32e --- a/samples/SampleBase/blast/BlastFamilyModelSkinned.cpp +++ b/samples/SampleBase/blast/BlastFamilyModelSkinned.cpp @@ -1,185 +1,185 @@ -// 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 "BlastFamilyModelSkinned.h" -#include "RenderUtils.h" -#include "Renderer.h" -#include "SkinnedRenderMesh.h" -#include "NvBlastExtPxAsset.h" -#include "NvBlastExtPxActor.h" -#include "NvBlastTkActor.h" -#include "PxRigidDynamic.h" - -using namespace physx; - -BlastFamilyModelSkinned::BlastFamilyModelSkinned(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSkinned& blastAsset, const BlastAsset::ActorDesc& desc) - : BlastFamily(physXController, pxManager, blastAsset), m_renderer(renderer), m_visibleActorsDirty(true) -{ - // materials - auto materials = blastAsset.getRenderMaterials(); - - const BlastModel& model = blastAsset.getModel(); - - // finalize (create) sub model - auto finalizeSubModelFunction = [&](SubModel* subModel, std::vector& subModelMeshes, RenderMaterial& renderMaterial) - { - subModel->skinnedRenderMesh = new SkinnedRenderMesh(subModelMeshes); - subModel->renderable = renderer.createRenderable(*subModel->skinnedRenderMesh, renderMaterial); - subModel->renderable->setColor(getRandomPastelColor()); - }; - - // create at least one submodel per every material (if mesh count is too high, more then one sub model per material to be created) - SubModel* subModel = nullptr; - std::vector subModelMeshes; - subModelMeshes.reserve(model.chunks.size()); - for (uint32_t materialIndex = 0; materialIndex < model.materials.size(); materialIndex++) - { - for (uint32_t chunkIndex = 0; chunkIndex < model.chunks.size(); chunkIndex++) - { - const BlastModel::Chunk& chunk = model.chunks[chunkIndex]; - for (const BlastModel::Chunk::Mesh& mesh : chunk.meshes) - { - if (mesh.materialIndex == materialIndex) - { - // init new submodel? - if (subModel == nullptr) - { - m_subModels.push_back(SubModel()); - subModel = &m_subModels.back(); - subModel->chunkIdToBoneMap.resize(model.chunks.size()); - std::fill(subModel->chunkIdToBoneMap.begin(), subModel->chunkIdToBoneMap.end(), SubModel::INVALID_BONE_ID); - subModelMeshes.clear(); - } - - // add mesh to map and list - subModel->chunkIdToBoneMap[chunkIndex] = (uint32_t)subModelMeshes.size(); - subModelMeshes.push_back(&(mesh.mesh)); - - // mesh reached limit? - if (subModelMeshes.size() == SkinnedRenderMesh::MeshesCountMax) - { - finalizeSubModelFunction(subModel, subModelMeshes, *materials[materialIndex]); - subModel = nullptr; - } - } - } - } - - // finalize subModel for this material - if (subModel && subModelMeshes.size() > 0) - { - finalizeSubModelFunction(subModel, subModelMeshes, *materials[materialIndex]); - subModel = nullptr; - } - } - - // reserve for scratch - m_visibleBones.reserve(model.chunks.size()); - m_visibleBoneTransforms.reserve(model.chunks.size()); - - // initialize in position - initialize(desc); -} - -BlastFamilyModelSkinned::~BlastFamilyModelSkinned() -{ - for (uint32_t subModelIndex = 0; subModelIndex < m_subModels.size(); subModelIndex++) - { - m_renderer.removeRenderable(m_subModels[subModelIndex].renderable); - SAFE_DELETE(m_subModels[subModelIndex].skinnedRenderMesh); - } -} - -void BlastFamilyModelSkinned::onActorCreated(const ExtPxActor& actor) -{ - m_visibleActors.insert(&actor); - m_visibleActorsDirty = true; -} - -void BlastFamilyModelSkinned::onActorUpdate(const ExtPxActor& actor) -{ -} - -void BlastFamilyModelSkinned::onActorDestroyed(const ExtPxActor& actor) -{ - m_visibleActors.erase(&actor); - m_visibleActorsDirty = true; -} - -void BlastFamilyModelSkinned::onUpdate() -{ - // visible actors changed this frame? - if (m_visibleActorsDirty) - { - for (const SubModel& model : m_subModels) - { - // pass visible chunks list to render mesh - m_visibleBones.clear(); - for (const ExtPxActor* actor : m_visibleActors) - { - const uint32_t* chunkIndices = actor->getChunkIndices(); - uint32_t chunkCount = actor->getChunkCount(); - for (uint32_t i = 0; i < chunkCount; ++i) - { - uint32_t chunkIndex = chunkIndices[i]; - uint32_t boneIndex = model.chunkIdToBoneMap[chunkIndex]; - if (boneIndex != SubModel::INVALID_BONE_ID) - { - m_visibleBones.push_back(boneIndex); - } - } - } - model.skinnedRenderMesh->updateVisibleMeshes(m_visibleBones); - } - - m_visibleActorsDirty = false; - } - - // update and pass chunk transforms - const ExtPxChunk* chunks = m_blastAsset.getPxAsset()->getChunks(); - const ExtPxSubchunk* subChunks = m_blastAsset.getPxAsset()->getSubchunks(); - for (const SubModel& model : m_subModels) - { - m_visibleBoneTransforms.clear(); - for (const ExtPxActor* actor : m_visibleActors) - { - const uint32_t* chunkIndices = actor->getChunkIndices(); - uint32_t chunkCount = actor->getChunkCount(); - for (uint32_t i = 0; i < chunkCount; ++i) - { - uint32_t chunkIndex = chunkIndices[i]; - uint32_t boneIndex = model.chunkIdToBoneMap[chunkIndex]; - if (boneIndex != SubModel::INVALID_BONE_ID) - { - m_visibleBoneTransforms.push_back(PxMat44(actor->getPhysXActor().getGlobalPose() * subChunks[chunks[chunkIndex].firstSubchunkIndex].transform)); - } - } - } - model.skinnedRenderMesh->updateVisibleMeshTransforms(m_visibleBoneTransforms); - } -} +// 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 "BlastFamilyModelSkinned.h" +#include "RenderUtils.h" +#include "Renderer.h" +#include "SkinnedRenderMesh.h" +#include "NvBlastExtPxAsset.h" +#include "NvBlastExtPxActor.h" +#include "NvBlastTkActor.h" +#include "PxRigidDynamic.h" + +using namespace physx; + +BlastFamilyModelSkinned::BlastFamilyModelSkinned(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSkinned& blastAsset, const BlastAsset::ActorDesc& desc) + : BlastFamily(physXController, pxManager, blastAsset), m_renderer(renderer), m_visibleActorsDirty(true) +{ + // materials + auto materials = blastAsset.getRenderMaterials(); + + const BlastModel& model = blastAsset.getModel(); + + // finalize (create) sub model + auto finalizeSubModelFunction = [&](SubModel* subModel, std::vector& subModelMeshes, RenderMaterial& renderMaterial) + { + subModel->skinnedRenderMesh = new SkinnedRenderMesh(subModelMeshes); + subModel->renderable = renderer.createRenderable(*subModel->skinnedRenderMesh, renderMaterial); + subModel->renderable->setColor(getRandomPastelColor()); + }; + + // create at least one submodel per every material (if mesh count is too high, more then one sub model per material to be created) + SubModel* subModel = nullptr; + std::vector subModelMeshes; + subModelMeshes.reserve(model.chunks.size()); + for (uint32_t materialIndex = 0; materialIndex < model.materials.size(); materialIndex++) + { + for (uint32_t chunkIndex = 0; chunkIndex < model.chunks.size(); chunkIndex++) + { + const BlastModel::Chunk& chunk = model.chunks[chunkIndex]; + for (const BlastModel::Chunk::Mesh& mesh : chunk.meshes) + { + if (mesh.materialIndex == materialIndex) + { + // init new submodel? + if (subModel == nullptr) + { + m_subModels.push_back(SubModel()); + subModel = &m_subModels.back(); + subModel->chunkIdToBoneMap.resize(model.chunks.size()); + std::fill(subModel->chunkIdToBoneMap.begin(), subModel->chunkIdToBoneMap.end(), SubModel::INVALID_BONE_ID); + subModelMeshes.clear(); + } + + // add mesh to map and list + subModel->chunkIdToBoneMap[chunkIndex] = (uint32_t)subModelMeshes.size(); + subModelMeshes.push_back(&(mesh.mesh)); + + // mesh reached limit? + if (subModelMeshes.size() == SkinnedRenderMesh::MeshesCountMax) + { + finalizeSubModelFunction(subModel, subModelMeshes, *materials[materialIndex]); + subModel = nullptr; + } + } + } + } + + // finalize subModel for this material + if (subModel && subModelMeshes.size() > 0) + { + finalizeSubModelFunction(subModel, subModelMeshes, *materials[materialIndex]); + subModel = nullptr; + } + } + + // reserve for scratch + m_visibleBones.reserve(model.chunks.size()); + m_visibleBoneTransforms.reserve(model.chunks.size()); + + // initialize in position + initialize(desc); +} + +BlastFamilyModelSkinned::~BlastFamilyModelSkinned() +{ + for (uint32_t subModelIndex = 0; subModelIndex < m_subModels.size(); subModelIndex++) + { + m_renderer.removeRenderable(m_subModels[subModelIndex].renderable); + SAFE_DELETE(m_subModels[subModelIndex].skinnedRenderMesh); + } +} + +void BlastFamilyModelSkinned::onActorCreated(const ExtPxActor& actor) +{ + m_visibleActors.insert(&actor); + m_visibleActorsDirty = true; +} + +void BlastFamilyModelSkinned::onActorUpdate(const ExtPxActor& actor) +{ +} + +void BlastFamilyModelSkinned::onActorDestroyed(const ExtPxActor& actor) +{ + m_visibleActors.erase(&actor); + m_visibleActorsDirty = true; +} + +void BlastFamilyModelSkinned::onUpdate() +{ + // visible actors changed this frame? + if (m_visibleActorsDirty) + { + for (const SubModel& model : m_subModels) + { + // pass visible chunks list to render mesh + m_visibleBones.clear(); + for (const ExtPxActor* actor : m_visibleActors) + { + const uint32_t* chunkIndices = actor->getChunkIndices(); + uint32_t chunkCount = actor->getChunkCount(); + for (uint32_t i = 0; i < chunkCount; ++i) + { + uint32_t chunkIndex = chunkIndices[i]; + uint32_t boneIndex = model.chunkIdToBoneMap[chunkIndex]; + if (boneIndex != SubModel::INVALID_BONE_ID) + { + m_visibleBones.push_back(boneIndex); + } + } + } + model.skinnedRenderMesh->updateVisibleMeshes(m_visibleBones); + } + + m_visibleActorsDirty = false; + } + + // update and pass chunk transforms + const ExtPxChunk* chunks = m_blastAsset.getPxAsset()->getChunks(); + const ExtPxSubchunk* subChunks = m_blastAsset.getPxAsset()->getSubchunks(); + for (const SubModel& model : m_subModels) + { + m_visibleBoneTransforms.clear(); + for (const ExtPxActor* actor : m_visibleActors) + { + const uint32_t* chunkIndices = actor->getChunkIndices(); + uint32_t chunkCount = actor->getChunkCount(); + for (uint32_t i = 0; i < chunkCount; ++i) + { + uint32_t chunkIndex = chunkIndices[i]; + uint32_t boneIndex = model.chunkIdToBoneMap[chunkIndex]; + if (boneIndex != SubModel::INVALID_BONE_ID) + { + m_visibleBoneTransforms.push_back(PxMat44(actor->getPhysXActor().getGlobalPose() * subChunks[chunks[chunkIndex].firstSubchunkIndex].transform)); + } + } + } + model.skinnedRenderMesh->updateVisibleMeshTransforms(m_visibleBoneTransforms); + } +} diff --git a/samples/SampleBase/blast/BlastFamilyModelSkinned.h b/samples/SampleBase/blast/BlastFamilyModelSkinned.h old mode 100644 new mode 100755 index a606f68..397e041 --- a/samples/SampleBase/blast/BlastFamilyModelSkinned.h +++ b/samples/SampleBase/blast/BlastFamilyModelSkinned.h @@ -1,81 +1,81 @@ -// 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 BLAST_FAMILY_MODEL_SKINNED_H -#define BLAST_FAMILY_MODEL_SKINNED_H - -#include "BlastFamily.h" -#include "BlastAssetModelSkinned.h" - -class SkinnedRenderMesh; -class Renderable; - -class BlastFamilyModelSkinned : public BlastFamily -{ -public: - //////// ctor //////// - - BlastFamilyModelSkinned(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSkinned& blastAsset, const BlastAsset::ActorDesc& desc); - virtual ~BlastFamilyModelSkinned(); - -protected: - //////// abstract implementation //////// - - virtual void onActorCreated(const ExtPxActor& actor); - virtual void onActorUpdate(const ExtPxActor& actor); - virtual void onActorDestroyed(const ExtPxActor& actor); - - virtual void onUpdate(); - -private: - //////// internal data //////// - - Renderer& m_renderer; - - struct SubModel - { - static const uint32_t INVALID_BONE_ID = ~(uint32_t)0; - - Renderable* renderable = nullptr; - SkinnedRenderMesh* skinnedRenderMesh = nullptr; - std::vector chunkIdToBoneMap; - }; - std::vector m_subModels; - - std::set m_visibleActors; - bool m_visibleActorsDirty; - - //////// scratch buffers //////// - - std::vector m_visibleBones; - std::vector m_visibleBoneTransforms; - -}; - - +// 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 BLAST_FAMILY_MODEL_SKINNED_H +#define BLAST_FAMILY_MODEL_SKINNED_H + +#include "BlastFamily.h" +#include "BlastAssetModelSkinned.h" + +class SkinnedRenderMesh; +class Renderable; + +class BlastFamilyModelSkinned : public BlastFamily +{ +public: + //////// ctor //////// + + BlastFamilyModelSkinned(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSkinned& blastAsset, const BlastAsset::ActorDesc& desc); + virtual ~BlastFamilyModelSkinned(); + +protected: + //////// abstract implementation //////// + + virtual void onActorCreated(const ExtPxActor& actor); + virtual void onActorUpdate(const ExtPxActor& actor); + virtual void onActorDestroyed(const ExtPxActor& actor); + + virtual void onUpdate(); + +private: + //////// internal data //////// + + Renderer& m_renderer; + + struct SubModel + { + static const uint32_t INVALID_BONE_ID = ~(uint32_t)0; + + Renderable* renderable = nullptr; + SkinnedRenderMesh* skinnedRenderMesh = nullptr; + std::vector chunkIdToBoneMap; + }; + std::vector m_subModels; + + std::set m_visibleActors; + bool m_visibleActorsDirty; + + //////// scratch buffers //////// + + std::vector m_visibleBones; + std::vector m_visibleBoneTransforms; + +}; + + #endif //BLAST_FAMILY_MODEL_SKINNED_H \ No newline at end of file diff --git a/samples/SampleBase/blast/BlastModel.cpp b/samples/SampleBase/blast/BlastModel.cpp old mode 100644 new mode 100755 index 9871d29..e23749c --- a/samples/SampleBase/blast/BlastModel.cpp +++ b/samples/SampleBase/blast/BlastModel.cpp @@ -1,252 +1,252 @@ -// 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 "BlastModel.h" - -#define TINYOBJLOADER_IMPLEMENTATION -#include "tiny_obj_loader.h" -#include "NvBlastExtExporter.h" -#include "NvBlastGlobals.h" - -using namespace physx; - -BlastModelPtr BlastModel::loadFromFbxFile(const char* path) -{ - std::shared_ptr model = std::shared_ptr(new BlastModel()); - - - std::shared_ptr rdr(NvBlastExtExporterCreateFbxFileReader(), [](Nv::Blast::IFbxFileReader* p) {p->release(); }); - rdr->loadFromFile(path); - if (rdr->getBoneCount() == 0) - { - return nullptr; - } - - model->chunks.resize(rdr->getBoneCount()); - - model->materials.push_back(BlastModel::Material()); - - - /** - Produce buffers of appropriate for AssetViewer format - */ - uint32_t* infl; - rdr->getBoneInfluences(infl); - - std::vector indRemap(rdr->getVerticesCount(), -1); - for (uint32_t i = 0; i < rdr->getBoneCount(); ++i) - { - std::fill(indRemap.begin(), indRemap.end(), -1); - SimpleMesh cmesh; - const uint32_t vertexCount = rdr->getVerticesCount(); - const auto normalsArray = rdr->getNormalsArray(); - const auto positionArray = rdr->getPositionArray(); - const auto uvArray = rdr->getUvArray(); - - for (uint32_t j = 0; j < vertexCount; ++j) - { - if (i == infl[j]) - { - indRemap[j] = (int32_t)cmesh.vertices.size(); - cmesh.vertices.push_back(SimpleMesh::Vertex()); - cmesh.vertices.back().normal = normalsArray[j]; - cmesh.vertices.back().position = positionArray[j]; - cmesh.vertices.back().uv = uvArray[j]; - } - } - const uint32_t indicesCount = rdr->getIndicesCount(); - const auto indexArray = rdr->getIndexArray(); - for (uint32_t j = 0; j < indicesCount; j += 3) - { - //Reverse the winding order - for (int tv : { 2, 1, 0}) - { - uint32_t oldIndex = indexArray[j + tv]; - int32_t newIndex = indRemap[oldIndex]; - if (newIndex >= 0) - { - cmesh.indices.push_back(newIndex); - } - } - } - - model->chunks[i].meshes.push_back(Chunk::Mesh()); - model->chunks[i].meshes.back().materialIndex = 0; - model->chunks[i].meshes.back().mesh = std::move(cmesh); - } - NVBLAST_FREE(infl); - return model; -} - - -void loadMeshes(std::vector& meshes, tinyobj::mesh_t mesh) -{ - // Check if all faces are triangles - bool allTriangles = true; - for (uint32_t i = 0; i < mesh.num_vertices.size(); ++i) - { - if (mesh.num_vertices[i] != 3) - { - allTriangles = false; - break; - } - } - if (!allTriangles) return; - - std::map matIdToMesh; - for (int32_t mt : mesh.material_ids) - { - auto it = matIdToMesh.find(mt); - if (it == matIdToMesh.end()) - { - meshes.push_back(BlastModel::Chunk::Mesh()); - matIdToMesh[mt] = uint32_t(meshes.size()) - 1; - } - } - - std::vector oldVertices(mesh.positions.size() / 3); - std::vector oldIndexToNew; - - for (uint32_t i = 0; i < oldVertices.size(); ++i) - { - oldVertices[i].position.x = mesh.positions[i * 3]; - oldVertices[i].position.y = mesh.positions[i * 3 + 1]; - oldVertices[i].position.z = mesh.positions[i * 3 + 2]; - - oldVertices[i].normal.x = mesh.normals[i * 3]; - oldVertices[i].normal.y = mesh.normals[i * 3 + 1]; - oldVertices[i].normal.z = mesh.normals[i * 3 + 2]; - - oldVertices[i].uv.x = mesh.texcoords[i * 2]; - oldVertices[i].uv.y = mesh.texcoords[i * 2 + 1]; - } - - for (auto matmapping : matIdToMesh) - { - int32_t mid = matmapping.first; - auto sampleMesh = &meshes[matmapping.second]; - sampleMesh->materialIndex = (mid >= 0)? mid : 0; - oldIndexToNew.assign(oldVertices.size(), -1); - - PxVec3 emin(FLT_MAX, FLT_MAX, FLT_MAX); - PxVec3 emax(FLT_MIN, FLT_MIN, FLT_MIN); - - - for (uint32_t i = 0; i < mesh.indices.size() / 3; i++) - { - if (mesh.material_ids[i] != mid) continue; - for (int32_t vi = 2; vi >= 0; --vi) - { - int32_t idx = mesh.indices[i * 3 + vi]; - if (oldIndexToNew[idx] == -1) - { - oldIndexToNew[idx] = (uint32_t)sampleMesh->mesh.vertices.size(); - sampleMesh->mesh.vertices.push_back(oldVertices[idx]); - - emin = emin.minimum(sampleMesh->mesh.vertices.back().position); - emax = emax.maximum(sampleMesh->mesh.vertices.back().position); - } - sampleMesh->mesh.indices.push_back(oldIndexToNew[idx]); - - // assign extents - sampleMesh->mesh.extents = (emax - emin) * 0.5f; - - // get the center - sampleMesh->mesh.center = emin + sampleMesh->mesh.extents; - } - } - } -} - - -BlastModelPtr BlastModel::loadFromFileTinyLoader(const char* path) -{ - std::shared_ptr model = std::shared_ptr(new BlastModel()); - - std::vector shapes; - std::vector mats; - std::string err; - std::string mtlPath; - for (size_t i = strnlen(path, 255) - 1; i >= 0; --i) - { - if (path[i] == '\\') - { - mtlPath.resize(i + 2, 0); - strncpy(&mtlPath[0], path, i + 1); - break; - } - } - - - bool ret = tinyobj::LoadObj(shapes, mats, err, path, mtlPath.data()); - - // can't load? - if (!ret) - return false; - - // one submodel per material - uint32_t materialsCount = (uint32_t)mats.size(); - model->materials.resize(materialsCount); - - // fill submodel materials - for (uint32_t i = 0; i < materialsCount; i++) - { - tinyobj::material_t *pMaterial = &mats[i]; - - if (!pMaterial->diffuse_texname.empty()) - { - model->materials[i].diffuseTexture = pMaterial->diffuse_texname; - } - } - - // estimate - model->chunks.reserve(shapes.size() / materialsCount + 1); - - if (shapes.size() > 0) - { - uint32_t meshIndex = 0; - for (uint32_t m = 0; m < shapes.size(); m++) - { - tinyobj::shape_t& pMesh = shapes[m]; - int32_t materialIndex = 0; // This is actually not set - uint32_t chunkIndex; - int32_t sc = sscanf(pMesh.name.data(), "%d_%d", &chunkIndex, &materialIndex); - if (sc == 0) - { - return nullptr; - } - if (model->chunks.size() <= chunkIndex) - { - model->chunks.resize(chunkIndex + 1); - } - loadMeshes(model->chunks.back().meshes, pMesh.mesh); - } - } - - return model; -} +// 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 "BlastModel.h" + +#define TINYOBJLOADER_IMPLEMENTATION +#include "tiny_obj_loader.h" +#include "NvBlastExtExporter.h" +#include "NvBlastGlobals.h" + +using namespace physx; + +BlastModelPtr BlastModel::loadFromFbxFile(const char* path) +{ + std::shared_ptr model = std::shared_ptr(new BlastModel()); + + + std::shared_ptr rdr(NvBlastExtExporterCreateFbxFileReader(), [](Nv::Blast::IFbxFileReader* p) {p->release(); }); + rdr->loadFromFile(path); + if (rdr->getBoneCount() == 0) + { + return nullptr; + } + + model->chunks.resize(rdr->getBoneCount()); + + model->materials.push_back(BlastModel::Material()); + + + /** + Produce buffers of appropriate for AssetViewer format + */ + uint32_t* infl; + rdr->getBoneInfluences(infl); + + std::vector indRemap(rdr->getVerticesCount(), -1); + for (uint32_t i = 0; i < rdr->getBoneCount(); ++i) + { + std::fill(indRemap.begin(), indRemap.end(), -1); + SimpleMesh cmesh; + const uint32_t vertexCount = rdr->getVerticesCount(); + const auto normalsArray = rdr->getNormalsArray(); + const auto positionArray = rdr->getPositionArray(); + const auto uvArray = rdr->getUvArray(); + + for (uint32_t j = 0; j < vertexCount; ++j) + { + if (i == infl[j]) + { + indRemap[j] = (int32_t)cmesh.vertices.size(); + cmesh.vertices.push_back(SimpleMesh::Vertex()); + cmesh.vertices.back().normal = normalsArray[j]; + cmesh.vertices.back().position = positionArray[j]; + cmesh.vertices.back().uv = uvArray[j]; + } + } + const uint32_t indicesCount = rdr->getIndicesCount(); + const auto indexArray = rdr->getIndexArray(); + for (uint32_t j = 0; j < indicesCount; j += 3) + { + //Reverse the winding order + for (int tv : { 2, 1, 0}) + { + uint32_t oldIndex = indexArray[j + tv]; + int32_t newIndex = indRemap[oldIndex]; + if (newIndex >= 0) + { + cmesh.indices.push_back(newIndex); + } + } + } + + model->chunks[i].meshes.push_back(Chunk::Mesh()); + model->chunks[i].meshes.back().materialIndex = 0; + model->chunks[i].meshes.back().mesh = std::move(cmesh); + } + NVBLAST_FREE(infl); + return model; +} + + +void loadMeshes(std::vector& meshes, tinyobj::mesh_t mesh) +{ + // Check if all faces are triangles + bool allTriangles = true; + for (uint32_t i = 0; i < mesh.num_vertices.size(); ++i) + { + if (mesh.num_vertices[i] != 3) + { + allTriangles = false; + break; + } + } + if (!allTriangles) return; + + std::map matIdToMesh; + for (int32_t mt : mesh.material_ids) + { + auto it = matIdToMesh.find(mt); + if (it == matIdToMesh.end()) + { + meshes.push_back(BlastModel::Chunk::Mesh()); + matIdToMesh[mt] = uint32_t(meshes.size()) - 1; + } + } + + std::vector oldVertices(mesh.positions.size() / 3); + std::vector oldIndexToNew; + + for (uint32_t i = 0; i < oldVertices.size(); ++i) + { + oldVertices[i].position.x = mesh.positions[i * 3]; + oldVertices[i].position.y = mesh.positions[i * 3 + 1]; + oldVertices[i].position.z = mesh.positions[i * 3 + 2]; + + oldVertices[i].normal.x = mesh.normals[i * 3]; + oldVertices[i].normal.y = mesh.normals[i * 3 + 1]; + oldVertices[i].normal.z = mesh.normals[i * 3 + 2]; + + oldVertices[i].uv.x = mesh.texcoords[i * 2]; + oldVertices[i].uv.y = mesh.texcoords[i * 2 + 1]; + } + + for (auto matmapping : matIdToMesh) + { + int32_t mid = matmapping.first; + auto sampleMesh = &meshes[matmapping.second]; + sampleMesh->materialIndex = (mid >= 0)? mid : 0; + oldIndexToNew.assign(oldVertices.size(), -1); + + PxVec3 emin(FLT_MAX, FLT_MAX, FLT_MAX); + PxVec3 emax(FLT_MIN, FLT_MIN, FLT_MIN); + + + for (uint32_t i = 0; i < mesh.indices.size() / 3; i++) + { + if (mesh.material_ids[i] != mid) continue; + for (int32_t vi = 2; vi >= 0; --vi) + { + int32_t idx = mesh.indices[i * 3 + vi]; + if (oldIndexToNew[idx] == -1) + { + oldIndexToNew[idx] = (uint32_t)sampleMesh->mesh.vertices.size(); + sampleMesh->mesh.vertices.push_back(oldVertices[idx]); + + emin = emin.minimum(sampleMesh->mesh.vertices.back().position); + emax = emax.maximum(sampleMesh->mesh.vertices.back().position); + } + sampleMesh->mesh.indices.push_back(oldIndexToNew[idx]); + + // assign extents + sampleMesh->mesh.extents = (emax - emin) * 0.5f; + + // get the center + sampleMesh->mesh.center = emin + sampleMesh->mesh.extents; + } + } + } +} + + +BlastModelPtr BlastModel::loadFromFileTinyLoader(const char* path) +{ + std::shared_ptr model = std::shared_ptr(new BlastModel()); + + std::vector shapes; + std::vector mats; + std::string err; + std::string mtlPath; + for (size_t i = strnlen(path, 255) - 1; i >= 0; --i) + { + if (path[i] == '\\') + { + mtlPath.resize(i + 2, 0); + strncpy(&mtlPath[0], path, i + 1); + break; + } + } + + + bool ret = tinyobj::LoadObj(shapes, mats, err, path, mtlPath.data()); + + // can't load? + if (!ret) + return false; + + // one submodel per material + uint32_t materialsCount = (uint32_t)mats.size(); + model->materials.resize(materialsCount); + + // fill submodel materials + for (uint32_t i = 0; i < materialsCount; i++) + { + tinyobj::material_t *pMaterial = &mats[i]; + + if (!pMaterial->diffuse_texname.empty()) + { + model->materials[i].diffuseTexture = pMaterial->diffuse_texname; + } + } + + // estimate + model->chunks.reserve(shapes.size() / materialsCount + 1); + + if (shapes.size() > 0) + { + uint32_t meshIndex = 0; + for (uint32_t m = 0; m < shapes.size(); m++) + { + tinyobj::shape_t& pMesh = shapes[m]; + int32_t materialIndex = 0; // This is actually not set + uint32_t chunkIndex; + int32_t sc = sscanf(pMesh.name.data(), "%d_%d", &chunkIndex, &materialIndex); + if (sc == 0) + { + return nullptr; + } + if (model->chunks.size() <= chunkIndex) + { + model->chunks.resize(chunkIndex + 1); + } + loadMeshes(model->chunks.back().meshes, pMesh.mesh); + } + } + + return model; +} diff --git a/samples/SampleBase/blast/BlastModel.h b/samples/SampleBase/blast/BlastModel.h old mode 100644 new mode 100755 index 115f716..f0e0a66 --- a/samples/SampleBase/blast/BlastModel.h +++ b/samples/SampleBase/blast/BlastModel.h @@ -1,74 +1,74 @@ -// 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) 2016-2018 NVIDIA Corporation. All rights reserved. - - -#ifndef BLAST_MODEL_H -#define BLAST_MODEL_H - -#include "Mesh.h" -#include -#include - - -class BlastModel; -typedef std::shared_ptr BlastModelPtr; - -/** -BlastModel struct represents graphic model. -Now only loading from .obj file is supported. -Can have >=0 materials -Every chunk can have multiple meshes (1 for every material) -*/ -class BlastModel -{ -public: - struct Material - { - std::string diffuseTexture; - }; - - struct Chunk - { - struct Mesh - { - uint32_t materialIndex; - SimpleMesh mesh; - }; - - std::vector meshes; - }; - - std::vector materials; - std::vector chunks; - - static BlastModelPtr loadFromFileTinyLoader(const char* path); - static BlastModelPtr loadFromFbxFile(const char* path); -private: - BlastModel() {} -}; - +// 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) 2016-2018 NVIDIA Corporation. All rights reserved. + + +#ifndef BLAST_MODEL_H +#define BLAST_MODEL_H + +#include "Mesh.h" +#include +#include + + +class BlastModel; +typedef std::shared_ptr BlastModelPtr; + +/** +BlastModel struct represents graphic model. +Now only loading from .obj file is supported. +Can have >=0 materials +Every chunk can have multiple meshes (1 for every material) +*/ +class BlastModel +{ +public: + struct Material + { + std::string diffuseTexture; + }; + + struct Chunk + { + struct Mesh + { + uint32_t materialIndex; + SimpleMesh mesh; + }; + + std::vector meshes; + }; + + std::vector materials; + std::vector chunks; + + static BlastModelPtr loadFromFileTinyLoader(const char* path); + static BlastModelPtr loadFromFbxFile(const char* path); +private: + BlastModel() {} +}; + #endif // ifndef BLAST_MODEL_H \ No newline at end of file diff --git a/samples/SampleBase/blast/BlastReplay.cpp b/samples/SampleBase/blast/BlastReplay.cpp old mode 100644 new mode 100755 index b41f373..e1afc63 --- a/samples/SampleBase/blast/BlastReplay.cpp +++ b/samples/SampleBase/blast/BlastReplay.cpp @@ -1,178 +1,178 @@ -// 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 "BlastReplay.h" -#include "NvBlastTk.h" -#include "NvBlastExtPxManager.h" -#include "NvBlastExtPxFamily.h" -#include "SampleProfiler.h" - - -using namespace std::chrono; - -BlastReplay::BlastReplay() : m_sync(nullptr) -{ - m_sync = ExtSync::create(); - reset(); -} - -BlastReplay::~BlastReplay() -{ - m_sync->release(); - clearBuffer(); -} - -void BlastReplay::addFamily(TkFamily* family) -{ - family->addListener(*m_sync); -} - -void BlastReplay::removeFamily(TkFamily* family) -{ - family->removeListener(*m_sync); -} - -void BlastReplay::startRecording(ExtPxManager& manager, bool syncFamily, bool syncPhysics) -{ - if (isRecording()) - return; - - m_sync->releaseSyncBuffer(); - - if (syncFamily || syncPhysics) - { - std::vector families(manager.getFamilyCount()); - manager.getFamilies(families.data(), (uint32_t)families.size()); - for (ExtPxFamily* family : families) - { - if (syncPhysics) - { - m_sync->syncFamily(*family); - } - else if (syncFamily) - { - m_sync->syncFamily(family->getTkFamily()); - } - } - } - - m_isRecording = true; -} - -void BlastReplay::stopRecording() -{ - if (!isRecording()) - return; - - const ExtSyncEvent*const* buffer; - uint32_t size; - m_sync->acquireSyncBuffer(buffer, size); - - clearBuffer(); - m_buffer.resize(size); - for (uint32_t i = 0; i < size; ++i) - { - m_buffer[i] = buffer[i]->clone(); - } - - // TODO: sort by ts ? make sure? - //m_buffer.sort - - m_sync->releaseSyncBuffer(); - - m_isRecording = false; -} - -void BlastReplay::startPlayback(ExtPxManager& manager, TkGroup* group) -{ - if (isPlaying() || !hasRecord()) - return; - - m_isPlaying = true; - m_startTime = steady_clock::now(); - m_nextEventIndex = 0; - m_firstEventTs = m_buffer[0]->timestamp; - m_pxManager = &manager; - m_group = group; -} - -void BlastReplay::stopPlayback() -{ - if (!isPlaying()) - return; - - m_isPlaying = false; - m_pxManager = nullptr; - m_group = nullptr; -} - -void BlastReplay::update() -{ - if (isPlaying()) - { - PROFILER_SCOPED_FUNCTION(); - - auto now = steady_clock::now(); - auto mil = duration_cast((now - m_startTime)); - bool stop = true; - while (m_nextEventIndex < m_buffer.size()) - { - const ExtSyncEvent* e = m_buffer[m_nextEventIndex]; - auto t = e->timestamp - m_firstEventTs; - if (t < (uint64_t)mil.count()) - { - m_sync->applySyncBuffer(m_pxManager->getFramework(), &e, 1, m_group, m_pxManager); - m_nextEventIndex++; - } - else - { - stop = false; - break; - } - } - - if (stop) - stopPlayback(); - } -} - -void BlastReplay::reset() -{ - m_isPlaying = false; - m_isRecording = false; - m_sync->releaseSyncBuffer(); -} - -void BlastReplay::clearBuffer() -{ - for (auto e : m_buffer) - { - e->release(); - } - m_buffer.clear(); -} +// 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 "BlastReplay.h" +#include "NvBlastTk.h" +#include "NvBlastExtPxManager.h" +#include "NvBlastExtPxFamily.h" +#include "SampleProfiler.h" + + +using namespace std::chrono; + +BlastReplay::BlastReplay() : m_sync(nullptr) +{ + m_sync = ExtSync::create(); + reset(); +} + +BlastReplay::~BlastReplay() +{ + m_sync->release(); + clearBuffer(); +} + +void BlastReplay::addFamily(TkFamily* family) +{ + family->addListener(*m_sync); +} + +void BlastReplay::removeFamily(TkFamily* family) +{ + family->removeListener(*m_sync); +} + +void BlastReplay::startRecording(ExtPxManager& manager, bool syncFamily, bool syncPhysics) +{ + if (isRecording()) + return; + + m_sync->releaseSyncBuffer(); + + if (syncFamily || syncPhysics) + { + std::vector families(manager.getFamilyCount()); + manager.getFamilies(families.data(), (uint32_t)families.size()); + for (ExtPxFamily* family : families) + { + if (syncPhysics) + { + m_sync->syncFamily(*family); + } + else if (syncFamily) + { + m_sync->syncFamily(family->getTkFamily()); + } + } + } + + m_isRecording = true; +} + +void BlastReplay::stopRecording() +{ + if (!isRecording()) + return; + + const ExtSyncEvent*const* buffer; + uint32_t size; + m_sync->acquireSyncBuffer(buffer, size); + + clearBuffer(); + m_buffer.resize(size); + for (uint32_t i = 0; i < size; ++i) + { + m_buffer[i] = buffer[i]->clone(); + } + + // TODO: sort by ts ? make sure? + //m_buffer.sort + + m_sync->releaseSyncBuffer(); + + m_isRecording = false; +} + +void BlastReplay::startPlayback(ExtPxManager& manager, TkGroup* group) +{ + if (isPlaying() || !hasRecord()) + return; + + m_isPlaying = true; + m_startTime = steady_clock::now(); + m_nextEventIndex = 0; + m_firstEventTs = m_buffer[0]->timestamp; + m_pxManager = &manager; + m_group = group; +} + +void BlastReplay::stopPlayback() +{ + if (!isPlaying()) + return; + + m_isPlaying = false; + m_pxManager = nullptr; + m_group = nullptr; +} + +void BlastReplay::update() +{ + if (isPlaying()) + { + PROFILER_SCOPED_FUNCTION(); + + auto now = steady_clock::now(); + auto mil = duration_cast((now - m_startTime)); + bool stop = true; + while (m_nextEventIndex < m_buffer.size()) + { + const ExtSyncEvent* e = m_buffer[m_nextEventIndex]; + auto t = e->timestamp - m_firstEventTs; + if (t < (uint64_t)mil.count()) + { + m_sync->applySyncBuffer(m_pxManager->getFramework(), &e, 1, m_group, m_pxManager); + m_nextEventIndex++; + } + else + { + stop = false; + break; + } + } + + if (stop) + stopPlayback(); + } +} + +void BlastReplay::reset() +{ + m_isPlaying = false; + m_isRecording = false; + m_sync->releaseSyncBuffer(); +} + +void BlastReplay::clearBuffer() +{ + for (auto e : m_buffer) + { + e->release(); + } + m_buffer.clear(); +} diff --git a/samples/SampleBase/blast/BlastReplay.h b/samples/SampleBase/blast/BlastReplay.h old mode 100644 new mode 100755 index 0d00ce1..fb3c708 --- a/samples/SampleBase/blast/BlastReplay.h +++ b/samples/SampleBase/blast/BlastReplay.h @@ -1,93 +1,93 @@ -// 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) 2016-2018 NVIDIA Corporation. All rights reserved. - - -#ifndef BLAST_REPLAY_H -#define BLAST_REPLAY_H - -#include "NvBlastExtSync.h" -#include - -using namespace Nv::Blast; - -class BlastReplay -{ -public: - BlastReplay(); - ~BlastReplay(); - - bool isRecording() const - { - return m_isRecording; - } - - bool isPlaying() const - { - return m_isPlaying; - } - - bool hasRecord() const - { - return m_buffer.size() > 0; - } - - size_t getEventCount() const - { - return isRecording() ? m_sync->getSyncBufferSize() : m_buffer.size(); - } - - uint32_t getCurrentEventIndex() const - { - return m_nextEventIndex; - } - - void addFamily(TkFamily* family); - void removeFamily(TkFamily* family); - - void startRecording(ExtPxManager& manager, bool syncFamily, bool syncPhysics); - void stopRecording(); - void startPlayback(ExtPxManager& manager, TkGroup* group); - void stopPlayback(); - void update(); - void reset(); - -private: - void clearBuffer(); - - ExtPxManager* m_pxManager; - TkGroup* m_group; - std::chrono::steady_clock::time_point m_startTime; - uint64_t m_firstEventTs; - uint32_t m_nextEventIndex; - bool m_isRecording; - bool m_isPlaying; - ExtSync* m_sync; - std::vector m_buffer; -}; - - +// 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) 2016-2018 NVIDIA Corporation. All rights reserved. + + +#ifndef BLAST_REPLAY_H +#define BLAST_REPLAY_H + +#include "NvBlastExtSync.h" +#include + +using namespace Nv::Blast; + +class BlastReplay +{ +public: + BlastReplay(); + ~BlastReplay(); + + bool isRecording() const + { + return m_isRecording; + } + + bool isPlaying() const + { + return m_isPlaying; + } + + bool hasRecord() const + { + return m_buffer.size() > 0; + } + + size_t getEventCount() const + { + return isRecording() ? m_sync->getSyncBufferSize() : m_buffer.size(); + } + + uint32_t getCurrentEventIndex() const + { + return m_nextEventIndex; + } + + void addFamily(TkFamily* family); + void removeFamily(TkFamily* family); + + void startRecording(ExtPxManager& manager, bool syncFamily, bool syncPhysics); + void stopRecording(); + void startPlayback(ExtPxManager& manager, TkGroup* group); + void stopPlayback(); + void update(); + void reset(); + +private: + void clearBuffer(); + + ExtPxManager* m_pxManager; + TkGroup* m_group; + std::chrono::steady_clock::time_point m_startTime; + uint64_t m_firstEventTs; + uint32_t m_nextEventIndex; + bool m_isRecording; + bool m_isPlaying; + ExtSync* m_sync; + std::vector m_buffer; +}; + + #endif // ifndef BLAST_REPLAY_H \ No newline at end of file diff --git a/samples/SampleBase/core/Application.cpp b/samples/SampleBase/core/Application.cpp old mode 100644 new mode 100755 index 6dd7de5..19883af --- a/samples/SampleBase/core/Application.cpp +++ b/samples/SampleBase/core/Application.cpp @@ -1,91 +1,91 @@ -// 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 "Application.h" -#include -#include "XInput.h" -#include "DXUTMisc.h" - - -Application::Application(std::wstring sampleName) -: m_sampleName(sampleName) -{ - m_deviceManager = new DeviceManager(); -} - -void Application::addControllerToFront(IApplicationController* controller) -{ - m_controllers.push_back(controller); -} - -int Application::run() -{ - // FirstPersonCamera uses this timer, without it it will be FPS-dependent - DXUTGetGlobalTimer()->Start(); - - for (auto it = m_controllers.begin(); it != m_controllers.end(); it++) - m_deviceManager->AddControllerToFront(*it); - - DeviceCreationParameters deviceParams; - deviceParams.swapChainFormat = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; - deviceParams.swapChainSampleCount = 4; - deviceParams.startFullscreen = false; - deviceParams.backBufferWidth = 1600; - deviceParams.backBufferHeight = 900; -#if defined(DEBUG) | defined(_DEBUG) - deviceParams.createDeviceFlags = D3D11_CREATE_DEVICE_DEBUG; -#endif - deviceParams.featureLevel = D3D_FEATURE_LEVEL_11_0; - - if (FAILED(m_deviceManager->CreateWindowDeviceAndSwapChain(deviceParams, m_sampleName.c_str()))) - { - MessageBoxA(nullptr, "Cannot initialize the D3D11 device with the requested parameters", "Error", - MB_OK | MB_ICONERROR); - return 1; - } - - for (auto it = m_controllers.begin(); it != m_controllers.end(); it++) - (*it)->onInitialize(); - - for (auto it = m_controllers.begin(); it != m_controllers.end(); it++) - (*it)->onSampleStart(); - - m_deviceManager->SetVsyncEnabled(false); - m_deviceManager->MessageLoop(); - - for (auto it = m_controllers.rbegin(); it != m_controllers.rend(); it++) - (*it)->onSampleStop(); - - for (auto it = m_controllers.rbegin(); it != m_controllers.rend(); it++) - (*it)->onTerminate(); - - m_deviceManager->Shutdown(); - delete m_deviceManager; - - return 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 "Application.h" +#include +#include "XInput.h" +#include "DXUTMisc.h" + + +Application::Application(std::wstring sampleName) +: m_sampleName(sampleName) +{ + m_deviceManager = new DeviceManager(); +} + +void Application::addControllerToFront(IApplicationController* controller) +{ + m_controllers.push_back(controller); +} + +int Application::run() +{ + // FirstPersonCamera uses this timer, without it it will be FPS-dependent + DXUTGetGlobalTimer()->Start(); + + for (auto it = m_controllers.begin(); it != m_controllers.end(); it++) + m_deviceManager->AddControllerToFront(*it); + + DeviceCreationParameters deviceParams; + deviceParams.swapChainFormat = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; + deviceParams.swapChainSampleCount = 4; + deviceParams.startFullscreen = false; + deviceParams.backBufferWidth = 1600; + deviceParams.backBufferHeight = 900; +#if defined(DEBUG) | defined(_DEBUG) + deviceParams.createDeviceFlags = D3D11_CREATE_DEVICE_DEBUG; +#endif + deviceParams.featureLevel = D3D_FEATURE_LEVEL_11_0; + + if (FAILED(m_deviceManager->CreateWindowDeviceAndSwapChain(deviceParams, m_sampleName.c_str()))) + { + MessageBoxA(nullptr, "Cannot initialize the D3D11 device with the requested parameters", "Error", + MB_OK | MB_ICONERROR); + return 1; + } + + for (auto it = m_controllers.begin(); it != m_controllers.end(); it++) + (*it)->onInitialize(); + + for (auto it = m_controllers.begin(); it != m_controllers.end(); it++) + (*it)->onSampleStart(); + + m_deviceManager->SetVsyncEnabled(false); + m_deviceManager->MessageLoop(); + + for (auto it = m_controllers.rbegin(); it != m_controllers.rend(); it++) + (*it)->onSampleStop(); + + for (auto it = m_controllers.rbegin(); it != m_controllers.rend(); it++) + (*it)->onTerminate(); + + m_deviceManager->Shutdown(); + delete m_deviceManager; + + return 0; +} diff --git a/samples/SampleBase/core/Application.h b/samples/SampleBase/core/Application.h old mode 100644 new mode 100755 index d9e9e93..ef7e415 --- a/samples/SampleBase/core/Application.h +++ b/samples/SampleBase/core/Application.h @@ -1,73 +1,73 @@ -// 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 APPLICATION_H -#define APPLICATION_H - -#include -#include -#include - -/** -ISampleController adds more onstart and onstop callbacks to IVisualController -*/ -class IApplicationController : public IVisualController -{ - public: - virtual void onInitialize() {} - virtual void onSampleStart() {} - virtual void onSampleStop() {} - virtual void onTerminate() {} -}; - - -/** -Main manager which runs sample. -You have to add controllers to it which will receive all the start, animate, render etc. callbacks. -*/ -class Application -{ -public: - Application(std::wstring sampleName); - void addControllerToFront(IApplicationController* controller); - - const std::vector& getControllers() const - { - return m_controllers; - } - - int run(); - -private: - DeviceManager* m_deviceManager; - std::vector m_controllers; - std::wstring m_sampleName; -}; - - +// 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 APPLICATION_H +#define APPLICATION_H + +#include +#include +#include + +/** +ISampleController adds more onstart and onstop callbacks to IVisualController +*/ +class IApplicationController : public IVisualController +{ + public: + virtual void onInitialize() {} + virtual void onSampleStart() {} + virtual void onSampleStop() {} + virtual void onTerminate() {} +}; + + +/** +Main manager which runs sample. +You have to add controllers to it which will receive all the start, animate, render etc. callbacks. +*/ +class Application +{ +public: + Application(std::wstring sampleName); + void addControllerToFront(IApplicationController* controller); + + const std::vector& getControllers() const + { + return m_controllers; + } + + int run(); + +private: + DeviceManager* m_deviceManager; + std::vector m_controllers; + std::wstring m_sampleName; +}; + + #endif //APPLICATION_H \ No newline at end of file diff --git a/samples/SampleBase/core/DeviceManager.cpp b/samples/SampleBase/core/DeviceManager.cpp old mode 100644 new mode 100755 index 26f9fbb..46617cb --- a/samples/SampleBase/core/DeviceManager.cpp +++ b/samples/SampleBase/core/DeviceManager.cpp @@ -1,795 +1,795 @@ -// TAGRELEASE: PUBLIC - -#include "DeviceManager.h" -#include -#include -#include -#include -#include -#include "SampleProfiler.h" - -#ifndef SAFE_RELEASE -#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } } -#endif - -#define WINDOW_CLASS_NAME L"NvDX11" - -#define WINDOW_STYLE_NORMAL (WS_OVERLAPPEDWINDOW | WS_VISIBLE) -#define WINDOW_STYLE_FULLSCREEN (WS_POPUP | WS_SYSMENU | WS_VISIBLE) - -// A singleton, sort of... To pass the events from WindowProc to the object. -DeviceManager* g_DeviceManagerInstance = NULL; - -#undef min -#undef max - -LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) -{ - if(g_DeviceManagerInstance) - return g_DeviceManagerInstance->MsgProc(hWnd, uMsg, wParam, lParam); - else - return DefWindowProc(hWnd, uMsg, wParam, lParam); -} - -DeviceManager* GetDeviceManager() -{ - return g_DeviceManagerInstance; -} - -namespace -{ - bool IsNvDeviceID(UINT id) - { - return id == 0x10DE; - } - - // Find an adapter whose name contains the given string. - IDXGIAdapter* FindAdapter(const WCHAR* targetName, bool& isNv) - { - IDXGIAdapter* targetAdapter = NULL; - IDXGIFactory* IDXGIFactory_0001 = NULL; - HRESULT hres = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&IDXGIFactory_0001); - if (hres != S_OK) - { - printf("ERROR in CreateDXGIFactory, %s@%d.\nFor more info, get log from debug D3D runtime: (1) Install DX SDK, and enable Debug D3D from DX Control Panel Utility. (2) Install and start DbgView. (3) Try running the program again.\n",__FILE__,__LINE__); - return targetAdapter; - } - - unsigned int adapterNo = 0; - while (SUCCEEDED(hres)) - { - IDXGIAdapter* pAdapter = NULL; - hres = IDXGIFactory_0001->EnumAdapters(adapterNo, (IDXGIAdapter**)&pAdapter); - - if (SUCCEEDED(hres)) - { - DXGI_ADAPTER_DESC aDesc; - pAdapter->GetDesc(&aDesc); - - // If no name is specified, return the first adapater. This is the same behaviour as the - // default specified for D3D11CreateDevice when no adapter is specified. - if (wcslen(targetName) == 0) - { - targetAdapter = pAdapter; - isNv = IsNvDeviceID(aDesc.VendorId); - break; - } - - std::wstring aName = aDesc.Description; - if (aName.find(targetName) != std::string::npos) - { - targetAdapter = pAdapter; - isNv = IsNvDeviceID(aDesc.VendorId); - } - else - { - pAdapter->Release(); - } - } - - adapterNo++; - } - - if (IDXGIFactory_0001) - IDXGIFactory_0001->Release(); - - return targetAdapter; - } - - // Adjust window rect so that it is centred on the given adapter. Clamps to fit if it's too big. - RECT MoveWindowOntoAdapter(IDXGIAdapter* targetAdapter, const RECT& rect) - { - assert(targetAdapter != NULL); - - RECT result = rect; - HRESULT hres = S_OK; - unsigned int outputNo = 0; - while (SUCCEEDED(hres)) - { - IDXGIOutput* pOutput = NULL; - hres = targetAdapter->EnumOutputs(outputNo++, &pOutput); - - if (SUCCEEDED(hres) && pOutput) - { - DXGI_OUTPUT_DESC OutputDesc; - pOutput->GetDesc( &OutputDesc ); - const RECT desktop = OutputDesc.DesktopCoordinates; - const int centreX = (int) desktop.left + (int)(desktop.right - desktop.left) / 2; - const int centreY = (int) desktop.top + (int)(desktop.bottom - desktop.top) / 2; - const int winW = rect.right - rect.left; - const int winH = rect.bottom - rect.top; - int left = centreX - winW/2; - int right = left + winW; - int top = centreY - winH/2; - int bottom = top + winH; - result.left = std::max(left, (int) desktop.left); - result.right = std::min(right, (int) desktop.right); - result.bottom = std::min(bottom, (int) desktop.bottom); - result.top = std::max(top, (int) desktop.top); - pOutput->Release(); - - // If there is more than one output, go with the first found. Multi-monitor support could go here. - break; - } - } - return result; - } -} - -HRESULT -DeviceManager::CreateWindowDeviceAndSwapChain(const DeviceCreationParameters& params, std::wstring title) -{ - g_DeviceManagerInstance = this; - m_WindowTitle = title; - - HINSTANCE hInstance = GetModuleHandle(NULL); - WNDCLASSEX windowClass = { sizeof(WNDCLASSEX), CS_HREDRAW | CS_VREDRAW, WindowProc, - 0L, 0L, hInstance, NULL, NULL, NULL, NULL, WINDOW_CLASS_NAME, NULL }; - - windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); - - RegisterClassEx(&windowClass); - - UINT windowStyle = params.startFullscreen - ? WINDOW_STYLE_FULLSCREEN - : params.startMaximized - ? (WINDOW_STYLE_NORMAL | WS_MAXIMIZE) - : WINDOW_STYLE_NORMAL; - - RECT rect = { 0, 0, params.backBufferWidth, params.backBufferHeight }; - AdjustWindowRect(&rect, windowStyle, FALSE); - - IDXGIAdapter* targetAdapter = FindAdapter(params.adapterNameSubstring, m_IsNvidia); - if (targetAdapter) - { - rect = MoveWindowOntoAdapter(targetAdapter, rect); - } - else - { - // We could silently use a default adapter in this case. I think it's better to choke. - std::wostringstream ostr; - ostr << L"Could not find an adapter matching \"" << params.adapterNameSubstring << "\"" << std::ends; - MessageBox(NULL, ostr.str().c_str(), m_WindowTitle.c_str(), MB_OK | MB_ICONERROR); - return E_FAIL; - } - - m_hWnd = CreateWindowEx( - 0, - WINDOW_CLASS_NAME, - title.c_str(), - windowStyle, - rect.left, - rect.top, - rect.right - rect.left, - rect.bottom - rect.top, - GetDesktopWindow(), - NULL, - hInstance, - NULL - ); - - if(!m_hWnd) - { -#ifdef DEBUG - DWORD errorCode = GetLastError(); - printf("CreateWindowEx error code = 0x%x\n", errorCode); -#endif - - MessageBox(NULL, L"Cannot create window", m_WindowTitle.c_str(), MB_OK | MB_ICONERROR); - return E_FAIL; - } - - UpdateWindow(m_hWnd); - - HRESULT hr = E_FAIL; - - RECT clientRect; - GetClientRect(m_hWnd, &clientRect); - UINT width = clientRect.right - clientRect.left; - UINT height = clientRect.bottom - clientRect.top; - - ZeroMemory(&m_SwapChainDesc, sizeof(m_SwapChainDesc)); - m_SwapChainDesc.BufferCount = params.swapChainBufferCount; - m_SwapChainDesc.BufferDesc.Width = width; - m_SwapChainDesc.BufferDesc.Height = height; - m_SwapChainDesc.BufferDesc.Format = params.swapChainFormat; - m_SwapChainDesc.BufferDesc.RefreshRate.Numerator = params.refreshRate; - m_SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; - m_SwapChainDesc.BufferUsage = params.swapChainUsage; - m_SwapChainDesc.OutputWindow = m_hWnd; - m_SwapChainDesc.SampleDesc.Count = params.swapChainSampleCount; - m_SwapChainDesc.SampleDesc.Quality = params.swapChainSampleQuality; - m_SwapChainDesc.Windowed = !params.startFullscreen; - m_SwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; - - // The D3D documentation says that if adapter is non-null, driver type must be unknown. Why not put - // this logic in the CreateDevice fns then?!? - const D3D_DRIVER_TYPE dType = (targetAdapter)? D3D_DRIVER_TYPE_UNKNOWN: params.driverType; - - hr = D3D11CreateDeviceAndSwapChain( - targetAdapter, // pAdapter - dType, // DriverType - NULL, // Software - params.createDeviceFlags, // Flags - ¶ms.featureLevel, // pFeatureLevels - 1, // FeatureLevels - D3D11_SDK_VERSION, // SDKVersion - &m_SwapChainDesc, // pSwapChainDesc - &m_SwapChain, // ppSwapChain - &m_Device, // ppDevice - NULL, // pFeatureLevel - &m_ImmediateContext // ppImmediateContext - ); - - if (targetAdapter) - targetAdapter->Release(); - - if(FAILED(hr)) - return hr; - - m_DepthStencilDesc.ArraySize = 1; - m_DepthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; - m_DepthStencilDesc.CPUAccessFlags = 0; - m_DepthStencilDesc.Format = params.depthStencilFormat; - m_DepthStencilDesc.Width = width; - m_DepthStencilDesc.Height = height; - m_DepthStencilDesc.MipLevels = 1; - m_DepthStencilDesc.MiscFlags = 0; - m_DepthStencilDesc.SampleDesc.Count = params.swapChainSampleCount; - m_DepthStencilDesc.SampleDesc.Quality = 0; - m_DepthStencilDesc.Usage = D3D11_USAGE_DEFAULT; - - hr = CreateRenderTargetAndDepthStencil(); - - if(FAILED(hr)) - return hr; - - DeviceCreated(); - BackBufferResized(); - - return S_OK; -} - -void -DeviceManager::Shutdown() -{ - if(m_SwapChain && GetWindowState() == kWindowFullscreen) - m_SwapChain->SetFullscreenState(false, NULL); - - DeviceDestroyed(); - - SAFE_RELEASE(m_BackBufferRTV); - SAFE_RELEASE(m_DepthStencilDSV); - SAFE_RELEASE(m_DepthStencilBuffer); - - g_DeviceManagerInstance = NULL; - SAFE_RELEASE(m_ImmediateContext); - SAFE_RELEASE(m_SwapChain); - - ID3D11Debug * d3dDebug = nullptr; - if (nullptr != m_Device) - { - ID3D11DeviceContext* pCtx; - m_Device->GetImmediateContext(&pCtx); - pCtx->ClearState(); - pCtx->Flush(); - pCtx->Release(); - if (SUCCEEDED(m_Device->QueryInterface(__uuidof(ID3D11Debug), reinterpret_cast(&d3dDebug)))) - { - d3dDebug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL); - d3dDebug->Release(); - } - } - SAFE_RELEASE(m_Device); - - if(m_hWnd) - { - DestroyWindow(m_hWnd); - m_hWnd = NULL; - } -} - -HRESULT -DeviceManager::CreateRenderTargetAndDepthStencil() -{ - HRESULT hr; - - ID3D11Texture2D *backBuffer = NULL; - hr = m_SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer); - if (FAILED(hr)) - return hr; - - hr = m_Device->CreateRenderTargetView(backBuffer, NULL, &m_BackBufferRTV); - backBuffer->Release(); - if (FAILED(hr)) - return hr; - - if(m_DepthStencilDesc.Format != DXGI_FORMAT_UNKNOWN) - { - hr = m_Device->CreateTexture2D(&m_DepthStencilDesc, NULL, &m_DepthStencilBuffer); - if (FAILED(hr)) - return hr; - - hr = m_Device->CreateDepthStencilView(m_DepthStencilBuffer, NULL, &m_DepthStencilDSV); - if (FAILED(hr)) - return hr; - } - - return S_OK; -} - -void -DeviceManager::MessageLoop() -{ - MSG msg = {0}; - - LARGE_INTEGER perfFreq, previousTime; - QueryPerformanceFrequency(&perfFreq); - QueryPerformanceCounter(&previousTime); - - while (WM_QUIT != msg.message) - { - if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) - { - TranslateMessage(&msg); - DispatchMessage(&msg); - } - else - { - PROFILER_BEGIN("Main Loop"); - - LARGE_INTEGER newTime; - QueryPerformanceCounter(&newTime); - - double elapsedSeconds = (m_FixedFrameInterval >= 0) - ? m_FixedFrameInterval - : (double)(newTime.QuadPart - previousTime.QuadPart) / (double)perfFreq.QuadPart; - - if(m_SwapChain && GetWindowState() != kWindowMinimized) - { - Animate(elapsedSeconds); - Render(); - m_SwapChain->Present(m_SyncInterval, 0); - Sleep(0); - } - else - { - // Release CPU resources when idle - Sleep(1); - } - - { - m_vFrameTimes.push_back(elapsedSeconds); - double timeSum = 0; - for(auto it = m_vFrameTimes.begin(); it != m_vFrameTimes.end(); it++) - timeSum += *it; - - if(timeSum > m_AverageTimeUpdateInterval) - { - m_AverageFrameTime = timeSum / (double)m_vFrameTimes.size(); - m_vFrameTimes.clear(); - } - } - - previousTime = newTime; - - PROFILER_END(); - PROFILER_RESET(); - } - - } -} - -LRESULT -DeviceManager::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) -{ - switch(uMsg) - { - case WM_DESTROY: - case WM_CLOSE: - PostQuitMessage(0); - return 0; - - case WM_SYSKEYDOWN: - if(wParam == VK_F4) - { - PostQuitMessage(0); - return 0; - } - break; - - case WM_ENTERSIZEMOVE: - m_InSizingModalLoop = true; - m_NewWindowSize.cx = m_SwapChainDesc.BufferDesc.Width; - m_NewWindowSize.cy = m_SwapChainDesc.BufferDesc.Height; - break; - - case WM_EXITSIZEMOVE: - m_InSizingModalLoop = false; - ResizeSwapChain(); - break; - - case WM_SIZE: - // Ignore the WM_SIZE event if there is no device, - // or if the window has been minimized (size == 0), - // or if it has been restored to the previous size (this part is tested inside ResizeSwapChain) - if (m_Device && (lParam != 0)) - { - m_NewWindowSize.cx = LOWORD(lParam); - m_NewWindowSize.cy = HIWORD(lParam); - - if(!m_InSizingModalLoop) - ResizeSwapChain(); - } - } - - if( uMsg >= WM_MOUSEFIRST && uMsg <= WM_MOUSELAST || - uMsg >= WM_KEYFIRST && uMsg <= WM_KEYLAST ) - { - // processing messages front-to-back - for(auto it = m_vControllers.begin(); it != m_vControllers.end(); it++) - { - if((*it)->IsEnabled()) - { - // for kb/mouse messages, 0 means the message has been handled - if(0 == (*it)->MsgProc(hWnd, uMsg, wParam, lParam)) - return 0; - } - } - } - - return DefWindowProc(hWnd, uMsg, wParam, lParam); -} - -void -DeviceManager::ResizeSwapChain() -{ - if(m_NewWindowSize.cx == (LONG)m_SwapChainDesc.BufferDesc.Width && - m_NewWindowSize.cy == (LONG)m_SwapChainDesc.BufferDesc.Height) - return; - - m_SwapChainDesc.BufferDesc.Width = m_NewWindowSize.cx; - m_SwapChainDesc.BufferDesc.Height = m_NewWindowSize.cy; - - ID3D11RenderTargetView *nullRTV = NULL; - m_ImmediateContext->OMSetRenderTargets(1, &nullRTV, NULL); - SAFE_RELEASE(m_BackBufferRTV); - SAFE_RELEASE(m_DepthStencilDSV); - SAFE_RELEASE(m_DepthStencilBuffer); - - if (m_SwapChain) - { - // Resize the swap chain - m_SwapChain->ResizeBuffers(m_SwapChainDesc.BufferCount, m_SwapChainDesc.BufferDesc.Width, - m_SwapChainDesc.BufferDesc.Height, m_SwapChainDesc.BufferDesc.Format, - m_SwapChainDesc.Flags); - - m_DepthStencilDesc.Width = m_NewWindowSize.cx; - m_DepthStencilDesc.Height = m_NewWindowSize.cy; - - CreateRenderTargetAndDepthStencil(); - - BackBufferResized(); - } -} - -void -DeviceManager::Render() -{ - PROFILER_SCOPED_FUNCTION(); - - D3D11_VIEWPORT viewport = { 0.0f, 0.0f, (float)m_SwapChainDesc.BufferDesc.Width, (float)m_SwapChainDesc.BufferDesc.Height, 0.0f, 1.0f }; - - // rendering back-to-front - for(auto it = m_vControllers.rbegin(); it != m_vControllers.rend(); it++) - { - if((*it)->IsEnabled()) - { - m_ImmediateContext->OMSetRenderTargets(1, &m_BackBufferRTV, m_DepthStencilDSV); - m_ImmediateContext->RSSetViewports(1, &viewport); - - (*it)->Render(m_Device, m_ImmediateContext, m_BackBufferRTV, m_DepthStencilDSV); - } - } - - m_ImmediateContext->OMSetRenderTargets(0, NULL, NULL); -} - -void -DeviceManager::Animate(double fElapsedTimeSeconds) -{ - PROFILER_SCOPED_FUNCTION(); - - // front-to-back, but the order shouldn't matter - for(auto it = m_vControllers.begin(); it != m_vControllers.end(); it++) - { - if((*it)->IsEnabled()) - { - (*it)->Animate(fElapsedTimeSeconds); - } - } -} - -void -DeviceManager::DeviceCreated() -{ - // creating resources front-to-back - for(auto it = m_vControllers.begin(); it != m_vControllers.end(); it++) - { - (*it)->DeviceCreated(m_Device); - } -} - -void -DeviceManager::DeviceDestroyed() -{ - // releasing resources back-to-front - for(auto it = m_vControllers.rbegin(); it != m_vControllers.rend(); it++) - { - (*it)->DeviceDestroyed(); - } -} - -void -DeviceManager::BackBufferResized() -{ - if(m_SwapChain == NULL) - return; - - DXGI_SURFACE_DESC backSD; - backSD.Format = m_SwapChainDesc.BufferDesc.Format; - backSD.Width = m_SwapChainDesc.BufferDesc.Width; - backSD.Height = m_SwapChainDesc.BufferDesc.Height; - backSD.SampleDesc = m_SwapChainDesc.SampleDesc; - - for(auto it = m_vControllers.begin(); it != m_vControllers.end(); it++) - { - (*it)->BackBufferResized(m_Device, &backSD); - } -} - -HRESULT -DeviceManager::ChangeBackBufferFormat(DXGI_FORMAT format, UINT sampleCount) -{ - HRESULT hr = E_FAIL; - - if((format == DXGI_FORMAT_UNKNOWN || format == m_SwapChainDesc.BufferDesc.Format) && - (sampleCount == 0 || sampleCount == m_SwapChainDesc.SampleDesc.Count)) - return S_FALSE; - - if(m_Device) - { - bool fullscreen = (GetWindowState() == kWindowFullscreen); - if(fullscreen) - m_SwapChain->SetFullscreenState(false, NULL); - - IDXGISwapChain* newSwapChain = NULL; - DXGI_SWAP_CHAIN_DESC newSwapChainDesc = m_SwapChainDesc; - - if(format != DXGI_FORMAT_UNKNOWN) - newSwapChainDesc.BufferDesc.Format = format; - if(sampleCount != 0) - newSwapChainDesc.SampleDesc.Count = sampleCount; - - IDXGIAdapter* pDXGIAdapter = GetDXGIAdapter(); - - IDXGIFactory* pDXGIFactory = NULL; - pDXGIAdapter->GetParent(__uuidof(IDXGIFactory), reinterpret_cast(&pDXGIFactory)); - - hr = pDXGIFactory->CreateSwapChain(m_Device, &newSwapChainDesc, &newSwapChain); - - pDXGIFactory->Release(); - pDXGIAdapter->Release(); - - if (FAILED(hr)) - { - if(fullscreen) - m_SwapChain->SetFullscreenState(true, NULL); - - return hr; - } - - SAFE_RELEASE(m_BackBufferRTV); - SAFE_RELEASE(m_SwapChain); - SAFE_RELEASE(m_DepthStencilBuffer); - SAFE_RELEASE(m_DepthStencilDSV); - - m_SwapChain = newSwapChain; - m_SwapChainDesc = newSwapChainDesc; - - m_DepthStencilDesc.SampleDesc.Count = sampleCount; - - if(fullscreen) - m_SwapChain->SetFullscreenState(true, NULL); - - CreateRenderTargetAndDepthStencil(); - BackBufferResized(); - } - - return S_OK; -} - -void -DeviceManager::AddControllerToFront(IVisualController* pController) -{ - m_vControllers.remove(pController); - m_vControllers.push_front(pController); -} - -void -DeviceManager::AddControllerToBack(IVisualController* pController) -{ - m_vControllers.remove(pController); - m_vControllers.push_back(pController); -} - -void -DeviceManager::RemoveController(IVisualController* pController) -{ - m_vControllers.remove(pController); -} - -HRESULT -DeviceManager::ResizeWindow(int width, int height) -{ - if(m_SwapChain == NULL) - return E_FAIL; - - RECT rect; - GetWindowRect(m_hWnd, &rect); - - ShowWindow(m_hWnd, SW_RESTORE); - - if(!MoveWindow(m_hWnd, rect.left, rect.top, width, height, true)) - return E_FAIL; - - // No need to call m_SwapChain->ResizeBackBuffer because MoveWindow will send WM_SIZE, which calls that function. - - return S_OK; -} - -HRESULT -DeviceManager::EnterFullscreenMode(int width, int height) -{ - if(m_SwapChain == NULL) - return E_FAIL; - - if(GetWindowState() == kWindowFullscreen) - return S_FALSE; - - if(width <= 0 || height <= 0) - { - width = m_SwapChainDesc.BufferDesc.Width; - height = m_SwapChainDesc.BufferDesc.Height; - } - - SetWindowLong(m_hWnd, GWL_STYLE, WINDOW_STYLE_FULLSCREEN); - MoveWindow(m_hWnd, 0, 0, width, height, true); - - HRESULT hr = m_SwapChain->SetFullscreenState(true, NULL); - - if(FAILED(hr)) - { - SetWindowLong(m_hWnd, GWL_STYLE, WINDOW_STYLE_NORMAL); - return hr; - } - - UpdateWindow(m_hWnd); - m_SwapChain->GetDesc(&m_SwapChainDesc); - - return S_OK; -} - -HRESULT -DeviceManager::LeaveFullscreenMode(int windowWidth, int windowHeight) -{ - if(m_SwapChain == NULL) - return E_FAIL; - - if(GetWindowState() != kWindowFullscreen) - return S_FALSE; - - HRESULT hr = m_SwapChain->SetFullscreenState(false, NULL); - if(FAILED(hr)) return hr; - - SetWindowLong(m_hWnd, GWL_STYLE, WINDOW_STYLE_NORMAL); - - if(windowWidth <= 0 || windowHeight <= 0) - { - windowWidth = m_SwapChainDesc.BufferDesc.Width; - windowHeight = m_SwapChainDesc.BufferDesc.Height; - } - - RECT rect = { 0, 0, windowWidth, windowHeight }; - AdjustWindowRect(&rect, WINDOW_STYLE_NORMAL, FALSE); - MoveWindow(m_hWnd, 0, 0, rect.right - rect.left, rect.bottom - rect.top, true); - UpdateWindow(m_hWnd); - - m_SwapChain->GetDesc(&m_SwapChainDesc); - - return S_OK; -} - -HRESULT -DeviceManager::ToggleFullscreen() -{ - if(GetWindowState() == kWindowFullscreen) - return LeaveFullscreenMode(); - else - return EnterFullscreenMode(); -} - -DeviceManager::WindowState -DeviceManager::GetWindowState() -{ - if(m_SwapChain && !m_SwapChainDesc.Windowed) - return kWindowFullscreen; - - if(m_hWnd == INVALID_HANDLE_VALUE) - return kWindowNone; - - if(IsZoomed(m_hWnd)) - return kWindowMaximized; - - if(IsIconic(m_hWnd)) - return kWindowMinimized; - - return kWindowNormal; -} - -HRESULT -DeviceManager::GetDisplayResolution(int& width, int& height) -{ - if(m_hWnd != INVALID_HANDLE_VALUE) - { - HMONITOR monitor = MonitorFromWindow(m_hWnd, MONITOR_DEFAULTTOPRIMARY); - MONITORINFO info; - info.cbSize = sizeof(MONITORINFO); - - if(GetMonitorInfo(monitor, &info)) - { - width = info.rcMonitor.right - info.rcMonitor.left; - height = info.rcMonitor.bottom - info.rcMonitor.top; - return S_OK; - } - } - - return E_FAIL; -} - -IDXGIAdapter* -DeviceManager::GetDXGIAdapter() -{ - if(!m_Device) - return NULL; - - IDXGIDevice* pDXGIDevice = NULL; - m_Device->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast(&pDXGIDevice)); - - IDXGIAdapter* pDXGIAdapter = NULL; - pDXGIDevice->GetParent(__uuidof(IDXGIAdapter), reinterpret_cast(&pDXGIAdapter)); - - pDXGIDevice->Release(); - - return pDXGIAdapter; -} +// TAGRELEASE: PUBLIC + +#include "DeviceManager.h" +#include +#include +#include +#include +#include +#include "SampleProfiler.h" + +#ifndef SAFE_RELEASE +#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } } +#endif + +#define WINDOW_CLASS_NAME L"NvDX11" + +#define WINDOW_STYLE_NORMAL (WS_OVERLAPPEDWINDOW | WS_VISIBLE) +#define WINDOW_STYLE_FULLSCREEN (WS_POPUP | WS_SYSMENU | WS_VISIBLE) + +// A singleton, sort of... To pass the events from WindowProc to the object. +DeviceManager* g_DeviceManagerInstance = NULL; + +#undef min +#undef max + +LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +{ + if(g_DeviceManagerInstance) + return g_DeviceManagerInstance->MsgProc(hWnd, uMsg, wParam, lParam); + else + return DefWindowProc(hWnd, uMsg, wParam, lParam); +} + +DeviceManager* GetDeviceManager() +{ + return g_DeviceManagerInstance; +} + +namespace +{ + bool IsNvDeviceID(UINT id) + { + return id == 0x10DE; + } + + // Find an adapter whose name contains the given string. + IDXGIAdapter* FindAdapter(const WCHAR* targetName, bool& isNv) + { + IDXGIAdapter* targetAdapter = NULL; + IDXGIFactory* IDXGIFactory_0001 = NULL; + HRESULT hres = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&IDXGIFactory_0001); + if (hres != S_OK) + { + printf("ERROR in CreateDXGIFactory, %s@%d.\nFor more info, get log from debug D3D runtime: (1) Install DX SDK, and enable Debug D3D from DX Control Panel Utility. (2) Install and start DbgView. (3) Try running the program again.\n",__FILE__,__LINE__); + return targetAdapter; + } + + unsigned int adapterNo = 0; + while (SUCCEEDED(hres)) + { + IDXGIAdapter* pAdapter = NULL; + hres = IDXGIFactory_0001->EnumAdapters(adapterNo, (IDXGIAdapter**)&pAdapter); + + if (SUCCEEDED(hres)) + { + DXGI_ADAPTER_DESC aDesc; + pAdapter->GetDesc(&aDesc); + + // If no name is specified, return the first adapater. This is the same behaviour as the + // default specified for D3D11CreateDevice when no adapter is specified. + if (wcslen(targetName) == 0) + { + targetAdapter = pAdapter; + isNv = IsNvDeviceID(aDesc.VendorId); + break; + } + + std::wstring aName = aDesc.Description; + if (aName.find(targetName) != std::string::npos) + { + targetAdapter = pAdapter; + isNv = IsNvDeviceID(aDesc.VendorId); + } + else + { + pAdapter->Release(); + } + } + + adapterNo++; + } + + if (IDXGIFactory_0001) + IDXGIFactory_0001->Release(); + + return targetAdapter; + } + + // Adjust window rect so that it is centred on the given adapter. Clamps to fit if it's too big. + RECT MoveWindowOntoAdapter(IDXGIAdapter* targetAdapter, const RECT& rect) + { + assert(targetAdapter != NULL); + + RECT result = rect; + HRESULT hres = S_OK; + unsigned int outputNo = 0; + while (SUCCEEDED(hres)) + { + IDXGIOutput* pOutput = NULL; + hres = targetAdapter->EnumOutputs(outputNo++, &pOutput); + + if (SUCCEEDED(hres) && pOutput) + { + DXGI_OUTPUT_DESC OutputDesc; + pOutput->GetDesc( &OutputDesc ); + const RECT desktop = OutputDesc.DesktopCoordinates; + const int centreX = (int) desktop.left + (int)(desktop.right - desktop.left) / 2; + const int centreY = (int) desktop.top + (int)(desktop.bottom - desktop.top) / 2; + const int winW = rect.right - rect.left; + const int winH = rect.bottom - rect.top; + int left = centreX - winW/2; + int right = left + winW; + int top = centreY - winH/2; + int bottom = top + winH; + result.left = std::max(left, (int) desktop.left); + result.right = std::min(right, (int) desktop.right); + result.bottom = std::min(bottom, (int) desktop.bottom); + result.top = std::max(top, (int) desktop.top); + pOutput->Release(); + + // If there is more than one output, go with the first found. Multi-monitor support could go here. + break; + } + } + return result; + } +} + +HRESULT +DeviceManager::CreateWindowDeviceAndSwapChain(const DeviceCreationParameters& params, std::wstring title) +{ + g_DeviceManagerInstance = this; + m_WindowTitle = title; + + HINSTANCE hInstance = GetModuleHandle(NULL); + WNDCLASSEX windowClass = { sizeof(WNDCLASSEX), CS_HREDRAW | CS_VREDRAW, WindowProc, + 0L, 0L, hInstance, NULL, NULL, NULL, NULL, WINDOW_CLASS_NAME, NULL }; + + windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); + + RegisterClassEx(&windowClass); + + UINT windowStyle = params.startFullscreen + ? WINDOW_STYLE_FULLSCREEN + : params.startMaximized + ? (WINDOW_STYLE_NORMAL | WS_MAXIMIZE) + : WINDOW_STYLE_NORMAL; + + RECT rect = { 0, 0, params.backBufferWidth, params.backBufferHeight }; + AdjustWindowRect(&rect, windowStyle, FALSE); + + IDXGIAdapter* targetAdapter = FindAdapter(params.adapterNameSubstring, m_IsNvidia); + if (targetAdapter) + { + rect = MoveWindowOntoAdapter(targetAdapter, rect); + } + else + { + // We could silently use a default adapter in this case. I think it's better to choke. + std::wostringstream ostr; + ostr << L"Could not find an adapter matching \"" << params.adapterNameSubstring << "\"" << std::ends; + MessageBox(NULL, ostr.str().c_str(), m_WindowTitle.c_str(), MB_OK | MB_ICONERROR); + return E_FAIL; + } + + m_hWnd = CreateWindowEx( + 0, + WINDOW_CLASS_NAME, + title.c_str(), + windowStyle, + rect.left, + rect.top, + rect.right - rect.left, + rect.bottom - rect.top, + GetDesktopWindow(), + NULL, + hInstance, + NULL + ); + + if(!m_hWnd) + { +#ifdef DEBUG + DWORD errorCode = GetLastError(); + printf("CreateWindowEx error code = 0x%x\n", errorCode); +#endif + + MessageBox(NULL, L"Cannot create window", m_WindowTitle.c_str(), MB_OK | MB_ICONERROR); + return E_FAIL; + } + + UpdateWindow(m_hWnd); + + HRESULT hr = E_FAIL; + + RECT clientRect; + GetClientRect(m_hWnd, &clientRect); + UINT width = clientRect.right - clientRect.left; + UINT height = clientRect.bottom - clientRect.top; + + ZeroMemory(&m_SwapChainDesc, sizeof(m_SwapChainDesc)); + m_SwapChainDesc.BufferCount = params.swapChainBufferCount; + m_SwapChainDesc.BufferDesc.Width = width; + m_SwapChainDesc.BufferDesc.Height = height; + m_SwapChainDesc.BufferDesc.Format = params.swapChainFormat; + m_SwapChainDesc.BufferDesc.RefreshRate.Numerator = params.refreshRate; + m_SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; + m_SwapChainDesc.BufferUsage = params.swapChainUsage; + m_SwapChainDesc.OutputWindow = m_hWnd; + m_SwapChainDesc.SampleDesc.Count = params.swapChainSampleCount; + m_SwapChainDesc.SampleDesc.Quality = params.swapChainSampleQuality; + m_SwapChainDesc.Windowed = !params.startFullscreen; + m_SwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; + + // The D3D documentation says that if adapter is non-null, driver type must be unknown. Why not put + // this logic in the CreateDevice fns then?!? + const D3D_DRIVER_TYPE dType = (targetAdapter)? D3D_DRIVER_TYPE_UNKNOWN: params.driverType; + + hr = D3D11CreateDeviceAndSwapChain( + targetAdapter, // pAdapter + dType, // DriverType + NULL, // Software + params.createDeviceFlags, // Flags + ¶ms.featureLevel, // pFeatureLevels + 1, // FeatureLevels + D3D11_SDK_VERSION, // SDKVersion + &m_SwapChainDesc, // pSwapChainDesc + &m_SwapChain, // ppSwapChain + &m_Device, // ppDevice + NULL, // pFeatureLevel + &m_ImmediateContext // ppImmediateContext + ); + + if (targetAdapter) + targetAdapter->Release(); + + if(FAILED(hr)) + return hr; + + m_DepthStencilDesc.ArraySize = 1; + m_DepthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; + m_DepthStencilDesc.CPUAccessFlags = 0; + m_DepthStencilDesc.Format = params.depthStencilFormat; + m_DepthStencilDesc.Width = width; + m_DepthStencilDesc.Height = height; + m_DepthStencilDesc.MipLevels = 1; + m_DepthStencilDesc.MiscFlags = 0; + m_DepthStencilDesc.SampleDesc.Count = params.swapChainSampleCount; + m_DepthStencilDesc.SampleDesc.Quality = 0; + m_DepthStencilDesc.Usage = D3D11_USAGE_DEFAULT; + + hr = CreateRenderTargetAndDepthStencil(); + + if(FAILED(hr)) + return hr; + + DeviceCreated(); + BackBufferResized(); + + return S_OK; +} + +void +DeviceManager::Shutdown() +{ + if(m_SwapChain && GetWindowState() == kWindowFullscreen) + m_SwapChain->SetFullscreenState(false, NULL); + + DeviceDestroyed(); + + SAFE_RELEASE(m_BackBufferRTV); + SAFE_RELEASE(m_DepthStencilDSV); + SAFE_RELEASE(m_DepthStencilBuffer); + + g_DeviceManagerInstance = NULL; + SAFE_RELEASE(m_ImmediateContext); + SAFE_RELEASE(m_SwapChain); + + ID3D11Debug * d3dDebug = nullptr; + if (nullptr != m_Device) + { + ID3D11DeviceContext* pCtx; + m_Device->GetImmediateContext(&pCtx); + pCtx->ClearState(); + pCtx->Flush(); + pCtx->Release(); + if (SUCCEEDED(m_Device->QueryInterface(__uuidof(ID3D11Debug), reinterpret_cast(&d3dDebug)))) + { + d3dDebug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL); + d3dDebug->Release(); + } + } + SAFE_RELEASE(m_Device); + + if(m_hWnd) + { + DestroyWindow(m_hWnd); + m_hWnd = NULL; + } +} + +HRESULT +DeviceManager::CreateRenderTargetAndDepthStencil() +{ + HRESULT hr; + + ID3D11Texture2D *backBuffer = NULL; + hr = m_SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer); + if (FAILED(hr)) + return hr; + + hr = m_Device->CreateRenderTargetView(backBuffer, NULL, &m_BackBufferRTV); + backBuffer->Release(); + if (FAILED(hr)) + return hr; + + if(m_DepthStencilDesc.Format != DXGI_FORMAT_UNKNOWN) + { + hr = m_Device->CreateTexture2D(&m_DepthStencilDesc, NULL, &m_DepthStencilBuffer); + if (FAILED(hr)) + return hr; + + hr = m_Device->CreateDepthStencilView(m_DepthStencilBuffer, NULL, &m_DepthStencilDSV); + if (FAILED(hr)) + return hr; + } + + return S_OK; +} + +void +DeviceManager::MessageLoop() +{ + MSG msg = {0}; + + LARGE_INTEGER perfFreq, previousTime; + QueryPerformanceFrequency(&perfFreq); + QueryPerformanceCounter(&previousTime); + + while (WM_QUIT != msg.message) + { + if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) + { + TranslateMessage(&msg); + DispatchMessage(&msg); + } + else + { + PROFILER_BEGIN("Main Loop"); + + LARGE_INTEGER newTime; + QueryPerformanceCounter(&newTime); + + double elapsedSeconds = (m_FixedFrameInterval >= 0) + ? m_FixedFrameInterval + : (double)(newTime.QuadPart - previousTime.QuadPart) / (double)perfFreq.QuadPart; + + if(m_SwapChain && GetWindowState() != kWindowMinimized) + { + Animate(elapsedSeconds); + Render(); + m_SwapChain->Present(m_SyncInterval, 0); + Sleep(0); + } + else + { + // Release CPU resources when idle + Sleep(1); + } + + { + m_vFrameTimes.push_back(elapsedSeconds); + double timeSum = 0; + for(auto it = m_vFrameTimes.begin(); it != m_vFrameTimes.end(); it++) + timeSum += *it; + + if(timeSum > m_AverageTimeUpdateInterval) + { + m_AverageFrameTime = timeSum / (double)m_vFrameTimes.size(); + m_vFrameTimes.clear(); + } + } + + previousTime = newTime; + + PROFILER_END(); + PROFILER_RESET(); + } + + } +} + +LRESULT +DeviceManager::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +{ + switch(uMsg) + { + case WM_DESTROY: + case WM_CLOSE: + PostQuitMessage(0); + return 0; + + case WM_SYSKEYDOWN: + if(wParam == VK_F4) + { + PostQuitMessage(0); + return 0; + } + break; + + case WM_ENTERSIZEMOVE: + m_InSizingModalLoop = true; + m_NewWindowSize.cx = m_SwapChainDesc.BufferDesc.Width; + m_NewWindowSize.cy = m_SwapChainDesc.BufferDesc.Height; + break; + + case WM_EXITSIZEMOVE: + m_InSizingModalLoop = false; + ResizeSwapChain(); + break; + + case WM_SIZE: + // Ignore the WM_SIZE event if there is no device, + // or if the window has been minimized (size == 0), + // or if it has been restored to the previous size (this part is tested inside ResizeSwapChain) + if (m_Device && (lParam != 0)) + { + m_NewWindowSize.cx = LOWORD(lParam); + m_NewWindowSize.cy = HIWORD(lParam); + + if(!m_InSizingModalLoop) + ResizeSwapChain(); + } + } + + if( uMsg >= WM_MOUSEFIRST && uMsg <= WM_MOUSELAST || + uMsg >= WM_KEYFIRST && uMsg <= WM_KEYLAST ) + { + // processing messages front-to-back + for(auto it = m_vControllers.begin(); it != m_vControllers.end(); it++) + { + if((*it)->IsEnabled()) + { + // for kb/mouse messages, 0 means the message has been handled + if(0 == (*it)->MsgProc(hWnd, uMsg, wParam, lParam)) + return 0; + } + } + } + + return DefWindowProc(hWnd, uMsg, wParam, lParam); +} + +void +DeviceManager::ResizeSwapChain() +{ + if(m_NewWindowSize.cx == (LONG)m_SwapChainDesc.BufferDesc.Width && + m_NewWindowSize.cy == (LONG)m_SwapChainDesc.BufferDesc.Height) + return; + + m_SwapChainDesc.BufferDesc.Width = m_NewWindowSize.cx; + m_SwapChainDesc.BufferDesc.Height = m_NewWindowSize.cy; + + ID3D11RenderTargetView *nullRTV = NULL; + m_ImmediateContext->OMSetRenderTargets(1, &nullRTV, NULL); + SAFE_RELEASE(m_BackBufferRTV); + SAFE_RELEASE(m_DepthStencilDSV); + SAFE_RELEASE(m_DepthStencilBuffer); + + if (m_SwapChain) + { + // Resize the swap chain + m_SwapChain->ResizeBuffers(m_SwapChainDesc.BufferCount, m_SwapChainDesc.BufferDesc.Width, + m_SwapChainDesc.BufferDesc.Height, m_SwapChainDesc.BufferDesc.Format, + m_SwapChainDesc.Flags); + + m_DepthStencilDesc.Width = m_NewWindowSize.cx; + m_DepthStencilDesc.Height = m_NewWindowSize.cy; + + CreateRenderTargetAndDepthStencil(); + + BackBufferResized(); + } +} + +void +DeviceManager::Render() +{ + PROFILER_SCOPED_FUNCTION(); + + D3D11_VIEWPORT viewport = { 0.0f, 0.0f, (float)m_SwapChainDesc.BufferDesc.Width, (float)m_SwapChainDesc.BufferDesc.Height, 0.0f, 1.0f }; + + // rendering back-to-front + for(auto it = m_vControllers.rbegin(); it != m_vControllers.rend(); it++) + { + if((*it)->IsEnabled()) + { + m_ImmediateContext->OMSetRenderTargets(1, &m_BackBufferRTV, m_DepthStencilDSV); + m_ImmediateContext->RSSetViewports(1, &viewport); + + (*it)->Render(m_Device, m_ImmediateContext, m_BackBufferRTV, m_DepthStencilDSV); + } + } + + m_ImmediateContext->OMSetRenderTargets(0, NULL, NULL); +} + +void +DeviceManager::Animate(double fElapsedTimeSeconds) +{ + PROFILER_SCOPED_FUNCTION(); + + // front-to-back, but the order shouldn't matter + for(auto it = m_vControllers.begin(); it != m_vControllers.end(); it++) + { + if((*it)->IsEnabled()) + { + (*it)->Animate(fElapsedTimeSeconds); + } + } +} + +void +DeviceManager::DeviceCreated() +{ + // creating resources front-to-back + for(auto it = m_vControllers.begin(); it != m_vControllers.end(); it++) + { + (*it)->DeviceCreated(m_Device); + } +} + +void +DeviceManager::DeviceDestroyed() +{ + // releasing resources back-to-front + for(auto it = m_vControllers.rbegin(); it != m_vControllers.rend(); it++) + { + (*it)->DeviceDestroyed(); + } +} + +void +DeviceManager::BackBufferResized() +{ + if(m_SwapChain == NULL) + return; + + DXGI_SURFACE_DESC backSD; + backSD.Format = m_SwapChainDesc.BufferDesc.Format; + backSD.Width = m_SwapChainDesc.BufferDesc.Width; + backSD.Height = m_SwapChainDesc.BufferDesc.Height; + backSD.SampleDesc = m_SwapChainDesc.SampleDesc; + + for(auto it = m_vControllers.begin(); it != m_vControllers.end(); it++) + { + (*it)->BackBufferResized(m_Device, &backSD); + } +} + +HRESULT +DeviceManager::ChangeBackBufferFormat(DXGI_FORMAT format, UINT sampleCount) +{ + HRESULT hr = E_FAIL; + + if((format == DXGI_FORMAT_UNKNOWN || format == m_SwapChainDesc.BufferDesc.Format) && + (sampleCount == 0 || sampleCount == m_SwapChainDesc.SampleDesc.Count)) + return S_FALSE; + + if(m_Device) + { + bool fullscreen = (GetWindowState() == kWindowFullscreen); + if(fullscreen) + m_SwapChain->SetFullscreenState(false, NULL); + + IDXGISwapChain* newSwapChain = NULL; + DXGI_SWAP_CHAIN_DESC newSwapChainDesc = m_SwapChainDesc; + + if(format != DXGI_FORMAT_UNKNOWN) + newSwapChainDesc.BufferDesc.Format = format; + if(sampleCount != 0) + newSwapChainDesc.SampleDesc.Count = sampleCount; + + IDXGIAdapter* pDXGIAdapter = GetDXGIAdapter(); + + IDXGIFactory* pDXGIFactory = NULL; + pDXGIAdapter->GetParent(__uuidof(IDXGIFactory), reinterpret_cast(&pDXGIFactory)); + + hr = pDXGIFactory->CreateSwapChain(m_Device, &newSwapChainDesc, &newSwapChain); + + pDXGIFactory->Release(); + pDXGIAdapter->Release(); + + if (FAILED(hr)) + { + if(fullscreen) + m_SwapChain->SetFullscreenState(true, NULL); + + return hr; + } + + SAFE_RELEASE(m_BackBufferRTV); + SAFE_RELEASE(m_SwapChain); + SAFE_RELEASE(m_DepthStencilBuffer); + SAFE_RELEASE(m_DepthStencilDSV); + + m_SwapChain = newSwapChain; + m_SwapChainDesc = newSwapChainDesc; + + m_DepthStencilDesc.SampleDesc.Count = sampleCount; + + if(fullscreen) + m_SwapChain->SetFullscreenState(true, NULL); + + CreateRenderTargetAndDepthStencil(); + BackBufferResized(); + } + + return S_OK; +} + +void +DeviceManager::AddControllerToFront(IVisualController* pController) +{ + m_vControllers.remove(pController); + m_vControllers.push_front(pController); +} + +void +DeviceManager::AddControllerToBack(IVisualController* pController) +{ + m_vControllers.remove(pController); + m_vControllers.push_back(pController); +} + +void +DeviceManager::RemoveController(IVisualController* pController) +{ + m_vControllers.remove(pController); +} + +HRESULT +DeviceManager::ResizeWindow(int width, int height) +{ + if(m_SwapChain == NULL) + return E_FAIL; + + RECT rect; + GetWindowRect(m_hWnd, &rect); + + ShowWindow(m_hWnd, SW_RESTORE); + + if(!MoveWindow(m_hWnd, rect.left, rect.top, width, height, true)) + return E_FAIL; + + // No need to call m_SwapChain->ResizeBackBuffer because MoveWindow will send WM_SIZE, which calls that function. + + return S_OK; +} + +HRESULT +DeviceManager::EnterFullscreenMode(int width, int height) +{ + if(m_SwapChain == NULL) + return E_FAIL; + + if(GetWindowState() == kWindowFullscreen) + return S_FALSE; + + if(width <= 0 || height <= 0) + { + width = m_SwapChainDesc.BufferDesc.Width; + height = m_SwapChainDesc.BufferDesc.Height; + } + + SetWindowLong(m_hWnd, GWL_STYLE, WINDOW_STYLE_FULLSCREEN); + MoveWindow(m_hWnd, 0, 0, width, height, true); + + HRESULT hr = m_SwapChain->SetFullscreenState(true, NULL); + + if(FAILED(hr)) + { + SetWindowLong(m_hWnd, GWL_STYLE, WINDOW_STYLE_NORMAL); + return hr; + } + + UpdateWindow(m_hWnd); + m_SwapChain->GetDesc(&m_SwapChainDesc); + + return S_OK; +} + +HRESULT +DeviceManager::LeaveFullscreenMode(int windowWidth, int windowHeight) +{ + if(m_SwapChain == NULL) + return E_FAIL; + + if(GetWindowState() != kWindowFullscreen) + return S_FALSE; + + HRESULT hr = m_SwapChain->SetFullscreenState(false, NULL); + if(FAILED(hr)) return hr; + + SetWindowLong(m_hWnd, GWL_STYLE, WINDOW_STYLE_NORMAL); + + if(windowWidth <= 0 || windowHeight <= 0) + { + windowWidth = m_SwapChainDesc.BufferDesc.Width; + windowHeight = m_SwapChainDesc.BufferDesc.Height; + } + + RECT rect = { 0, 0, windowWidth, windowHeight }; + AdjustWindowRect(&rect, WINDOW_STYLE_NORMAL, FALSE); + MoveWindow(m_hWnd, 0, 0, rect.right - rect.left, rect.bottom - rect.top, true); + UpdateWindow(m_hWnd); + + m_SwapChain->GetDesc(&m_SwapChainDesc); + + return S_OK; +} + +HRESULT +DeviceManager::ToggleFullscreen() +{ + if(GetWindowState() == kWindowFullscreen) + return LeaveFullscreenMode(); + else + return EnterFullscreenMode(); +} + +DeviceManager::WindowState +DeviceManager::GetWindowState() +{ + if(m_SwapChain && !m_SwapChainDesc.Windowed) + return kWindowFullscreen; + + if(m_hWnd == INVALID_HANDLE_VALUE) + return kWindowNone; + + if(IsZoomed(m_hWnd)) + return kWindowMaximized; + + if(IsIconic(m_hWnd)) + return kWindowMinimized; + + return kWindowNormal; +} + +HRESULT +DeviceManager::GetDisplayResolution(int& width, int& height) +{ + if(m_hWnd != INVALID_HANDLE_VALUE) + { + HMONITOR monitor = MonitorFromWindow(m_hWnd, MONITOR_DEFAULTTOPRIMARY); + MONITORINFO info; + info.cbSize = sizeof(MONITORINFO); + + if(GetMonitorInfo(monitor, &info)) + { + width = info.rcMonitor.right - info.rcMonitor.left; + height = info.rcMonitor.bottom - info.rcMonitor.top; + return S_OK; + } + } + + return E_FAIL; +} + +IDXGIAdapter* +DeviceManager::GetDXGIAdapter() +{ + if(!m_Device) + return NULL; + + IDXGIDevice* pDXGIDevice = NULL; + m_Device->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast(&pDXGIDevice)); + + IDXGIAdapter* pDXGIAdapter = NULL; + pDXGIDevice->GetParent(__uuidof(IDXGIAdapter), reinterpret_cast(&pDXGIAdapter)); + + pDXGIDevice->Release(); + + return pDXGIAdapter; +} diff --git a/samples/SampleBase/core/DeviceManager.h b/samples/SampleBase/core/DeviceManager.h old mode 100644 new mode 100755 index 98b8eee..b321583 --- a/samples/SampleBase/core/DeviceManager.h +++ b/samples/SampleBase/core/DeviceManager.h @@ -1,166 +1,166 @@ -// TAGRELEASE: PUBLIC - -#pragma once -#include -#include -#include -#include - - -struct DeviceCreationParameters -{ - bool startMaximized; - bool startFullscreen; - int backBufferWidth; - int backBufferHeight; - int refreshRate; - int swapChainBufferCount; - DXGI_FORMAT swapChainFormat; - DXGI_FORMAT depthStencilFormat; - DXGI_USAGE swapChainUsage; - int swapChainSampleCount; - int swapChainSampleQuality; - UINT createDeviceFlags; - D3D_DRIVER_TYPE driverType; - D3D_FEATURE_LEVEL featureLevel; - - // For use in the case of multiple adapters. If this is non-null, device creation will try to match - // the given string against an adapter name. If the specified string exists as a sub-string of the - // adapter name, the device and window will be created on that adapter. Case sensitive. - const WCHAR* adapterNameSubstring; - - DeviceCreationParameters() - : startMaximized(false) - , startFullscreen(false) - , backBufferWidth(1280) - , backBufferHeight(720) - , refreshRate(0) - , swapChainBufferCount(1) - , swapChainFormat(DXGI_FORMAT_R8G8B8A8_UNORM) - , depthStencilFormat(DXGI_FORMAT_D24_UNORM_S8_UINT) - , swapChainUsage(DXGI_USAGE_SHADER_INPUT | DXGI_USAGE_RENDER_TARGET_OUTPUT) - , swapChainSampleCount(1) - , swapChainSampleQuality(0) - , createDeviceFlags(0) - , driverType(D3D_DRIVER_TYPE_HARDWARE) - , featureLevel(D3D_FEATURE_LEVEL_11_0) - , adapterNameSubstring(L"") - { } -}; - -#pragma warning(push) -#pragma warning(disable: 4100) // unreferenced formal parameter -class IVisualController -{ -private: - bool m_Enabled; -public: - IVisualController() : m_Enabled(true) { } - - virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { return 1; } - virtual void Render(ID3D11Device* pDevice, ID3D11DeviceContext* pDeviceContext, ID3D11RenderTargetView* pRTV, ID3D11DepthStencilView* pDSV) { } - virtual void Animate(double fElapsedTimeSeconds) { } - virtual HRESULT DeviceCreated(ID3D11Device* pDevice) { return S_OK; } - virtual void DeviceDestroyed() { } - virtual void BackBufferResized(ID3D11Device* pDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc) { } - - virtual void EnableController() { m_Enabled = true; } - virtual void DisableController() { m_Enabled = false; } - virtual bool IsEnabled() { return m_Enabled; } -}; -#pragma warning(pop) - -class DeviceManager -{ -public: - enum WindowState - { - kWindowNone, - kWindowNormal, - kWindowMinimized, - kWindowMaximized, - kWindowFullscreen - }; - -protected: - ID3D11Device* m_Device; - ID3D11DeviceContext* m_ImmediateContext; - IDXGISwapChain* m_SwapChain; - ID3D11RenderTargetView* m_BackBufferRTV; - ID3D11Texture2D* m_DepthStencilBuffer; - ID3D11DepthStencilView* m_DepthStencilDSV; - DXGI_SWAP_CHAIN_DESC m_SwapChainDesc; - D3D11_TEXTURE2D_DESC m_DepthStencilDesc; - bool m_IsNvidia; - HWND m_hWnd; - std::list m_vControllers; - std::wstring m_WindowTitle; - double m_FixedFrameInterval; - UINT m_SyncInterval; - std::list m_vFrameTimes; - double m_AverageFrameTime; - double m_AverageTimeUpdateInterval; - bool m_InSizingModalLoop; - SIZE m_NewWindowSize; -private: - HRESULT CreateRenderTargetAndDepthStencil(); - void ResizeSwapChain(); -public: - - DeviceManager() - : m_Device(NULL) - , m_ImmediateContext(NULL) - , m_SwapChain(NULL) - , m_BackBufferRTV(NULL) - , m_DepthStencilBuffer(NULL) - , m_DepthStencilDSV(NULL) - , m_IsNvidia(false) - , m_hWnd(NULL) - , m_WindowTitle(L"") - , m_FixedFrameInterval(-1) - , m_SyncInterval(0) - , m_AverageFrameTime(0) - , m_AverageTimeUpdateInterval(0.5) - , m_InSizingModalLoop(false) - { } - - virtual ~DeviceManager() - { Shutdown(); } - - virtual HRESULT CreateWindowDeviceAndSwapChain(const DeviceCreationParameters& params, std::wstring windowTitle); - virtual HRESULT ChangeBackBufferFormat(DXGI_FORMAT format, UINT sampleCount); - virtual HRESULT ResizeWindow(int width, int height); - virtual HRESULT EnterFullscreenMode(int width = 0, int height = 0); - virtual HRESULT LeaveFullscreenMode(int windowWidth = 0, int windowHeight = 0); - virtual HRESULT ToggleFullscreen(); - - virtual void Shutdown(); - virtual void MessageLoop(); - virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); - virtual void Render(); - virtual void Animate(double fElapsedTimeSeconds); - virtual void DeviceCreated(); - virtual void DeviceDestroyed(); - virtual void BackBufferResized(); - - void AddControllerToFront(IVisualController* pController); - void AddControllerToBack(IVisualController* pController); - void RemoveController(IVisualController* pController); - - void SetFixedFrameInterval(double seconds) { m_FixedFrameInterval = seconds; } - void DisableFixedFrameInterval() { m_FixedFrameInterval = -1; } - - bool IsNvidia() const { return m_IsNvidia; } - HWND GetHWND() { return m_hWnd; } - ID3D11Device* GetDevice() { return m_Device; } - WindowState GetWindowState(); - bool GetVsyncEnabled() { return m_SyncInterval > 0; } - void SetVsyncEnabled(bool enabled) { m_SyncInterval = enabled ? 1 : 0; } - HRESULT GetDisplayResolution(int& width, int& height); - IDXGIAdapter* GetDXGIAdapter(); - double GetAverageFrameTime() { return m_AverageFrameTime; } - void SetAverageTimeUpdateInterval(double value) { m_AverageTimeUpdateInterval = value; } -}; - - -DeviceManager* GetDeviceManager(); +// TAGRELEASE: PUBLIC + +#pragma once +#include +#include +#include +#include + + +struct DeviceCreationParameters +{ + bool startMaximized; + bool startFullscreen; + int backBufferWidth; + int backBufferHeight; + int refreshRate; + int swapChainBufferCount; + DXGI_FORMAT swapChainFormat; + DXGI_FORMAT depthStencilFormat; + DXGI_USAGE swapChainUsage; + int swapChainSampleCount; + int swapChainSampleQuality; + UINT createDeviceFlags; + D3D_DRIVER_TYPE driverType; + D3D_FEATURE_LEVEL featureLevel; + + // For use in the case of multiple adapters. If this is non-null, device creation will try to match + // the given string against an adapter name. If the specified string exists as a sub-string of the + // adapter name, the device and window will be created on that adapter. Case sensitive. + const WCHAR* adapterNameSubstring; + + DeviceCreationParameters() + : startMaximized(false) + , startFullscreen(false) + , backBufferWidth(1280) + , backBufferHeight(720) + , refreshRate(0) + , swapChainBufferCount(1) + , swapChainFormat(DXGI_FORMAT_R8G8B8A8_UNORM) + , depthStencilFormat(DXGI_FORMAT_D24_UNORM_S8_UINT) + , swapChainUsage(DXGI_USAGE_SHADER_INPUT | DXGI_USAGE_RENDER_TARGET_OUTPUT) + , swapChainSampleCount(1) + , swapChainSampleQuality(0) + , createDeviceFlags(0) + , driverType(D3D_DRIVER_TYPE_HARDWARE) + , featureLevel(D3D_FEATURE_LEVEL_11_0) + , adapterNameSubstring(L"") + { } +}; + +#pragma warning(push) +#pragma warning(disable: 4100) // unreferenced formal parameter +class IVisualController +{ +private: + bool m_Enabled; +public: + IVisualController() : m_Enabled(true) { } + + virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { return 1; } + virtual void Render(ID3D11Device* pDevice, ID3D11DeviceContext* pDeviceContext, ID3D11RenderTargetView* pRTV, ID3D11DepthStencilView* pDSV) { } + virtual void Animate(double fElapsedTimeSeconds) { } + virtual HRESULT DeviceCreated(ID3D11Device* pDevice) { return S_OK; } + virtual void DeviceDestroyed() { } + virtual void BackBufferResized(ID3D11Device* pDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc) { } + + virtual void EnableController() { m_Enabled = true; } + virtual void DisableController() { m_Enabled = false; } + virtual bool IsEnabled() { return m_Enabled; } +}; +#pragma warning(pop) + +class DeviceManager +{ +public: + enum WindowState + { + kWindowNone, + kWindowNormal, + kWindowMinimized, + kWindowMaximized, + kWindowFullscreen + }; + +protected: + ID3D11Device* m_Device; + ID3D11DeviceContext* m_ImmediateContext; + IDXGISwapChain* m_SwapChain; + ID3D11RenderTargetView* m_BackBufferRTV; + ID3D11Texture2D* m_DepthStencilBuffer; + ID3D11DepthStencilView* m_DepthStencilDSV; + DXGI_SWAP_CHAIN_DESC m_SwapChainDesc; + D3D11_TEXTURE2D_DESC m_DepthStencilDesc; + bool m_IsNvidia; + HWND m_hWnd; + std::list m_vControllers; + std::wstring m_WindowTitle; + double m_FixedFrameInterval; + UINT m_SyncInterval; + std::list m_vFrameTimes; + double m_AverageFrameTime; + double m_AverageTimeUpdateInterval; + bool m_InSizingModalLoop; + SIZE m_NewWindowSize; +private: + HRESULT CreateRenderTargetAndDepthStencil(); + void ResizeSwapChain(); +public: + + DeviceManager() + : m_Device(NULL) + , m_ImmediateContext(NULL) + , m_SwapChain(NULL) + , m_BackBufferRTV(NULL) + , m_DepthStencilBuffer(NULL) + , m_DepthStencilDSV(NULL) + , m_IsNvidia(false) + , m_hWnd(NULL) + , m_WindowTitle(L"") + , m_FixedFrameInterval(-1) + , m_SyncInterval(0) + , m_AverageFrameTime(0) + , m_AverageTimeUpdateInterval(0.5) + , m_InSizingModalLoop(false) + { } + + virtual ~DeviceManager() + { Shutdown(); } + + virtual HRESULT CreateWindowDeviceAndSwapChain(const DeviceCreationParameters& params, std::wstring windowTitle); + virtual HRESULT ChangeBackBufferFormat(DXGI_FORMAT format, UINT sampleCount); + virtual HRESULT ResizeWindow(int width, int height); + virtual HRESULT EnterFullscreenMode(int width = 0, int height = 0); + virtual HRESULT LeaveFullscreenMode(int windowWidth = 0, int windowHeight = 0); + virtual HRESULT ToggleFullscreen(); + + virtual void Shutdown(); + virtual void MessageLoop(); + virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); + virtual void Render(); + virtual void Animate(double fElapsedTimeSeconds); + virtual void DeviceCreated(); + virtual void DeviceDestroyed(); + virtual void BackBufferResized(); + + void AddControllerToFront(IVisualController* pController); + void AddControllerToBack(IVisualController* pController); + void RemoveController(IVisualController* pController); + + void SetFixedFrameInterval(double seconds) { m_FixedFrameInterval = seconds; } + void DisableFixedFrameInterval() { m_FixedFrameInterval = -1; } + + bool IsNvidia() const { return m_IsNvidia; } + HWND GetHWND() { return m_hWnd; } + ID3D11Device* GetDevice() { return m_Device; } + WindowState GetWindowState(); + bool GetVsyncEnabled() { return m_SyncInterval > 0; } + void SetVsyncEnabled(bool enabled) { m_SyncInterval = enabled ? 1 : 0; } + HRESULT GetDisplayResolution(int& width, int& height); + IDXGIAdapter* GetDXGIAdapter(); + double GetAverageFrameTime() { return m_AverageFrameTime; } + void SetAverageTimeUpdateInterval(double value) { m_AverageTimeUpdateInterval = value; } +}; + + +DeviceManager* GetDeviceManager(); diff --git a/samples/SampleBase/core/SampleController.cpp b/samples/SampleBase/core/SampleController.cpp old mode 100644 new mode 100755 index dc49f90..7240458 --- a/samples/SampleBase/core/SampleController.cpp +++ b/samples/SampleBase/core/SampleController.cpp @@ -1,85 +1,85 @@ -// 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 "SampleController.h" -#include "SceneController.h" -#include "CommonUIController.h" -#include "BlastController.h" -#include "PhysXController.h" -#include "Renderer.h" - -#include "imgui.h" - -SampleController::SampleController() -{ -} - -SampleController::~SampleController() -{ -} - -void SampleController::onSampleStart() -{ - // start with GPU physics by default - setUseGPUPhysics(true); -} - - -void SampleController::setUseGPUPhysics(bool useGPUPhysics) -{ - if (!getPhysXController().getGPUPhysicsAvailable()) - { - useGPUPhysics = false; - } - - if (getPhysXController().getUseGPUPhysics() == useGPUPhysics) - { - return; - } - - int assetNum = getSceneController().releaseAll(); - - getBlastController().notifyPhysXControllerRelease(); - getPhysXController().setUseGPUPhysics(useGPUPhysics); - getBlastController().reinitialize(); - - getRenderer().clearQueue(); - - getSceneController().spawnAsset(assetNum); -} - - -void SampleController::drawPhysXGpuUI() -{ - // GPU Physics - bool useGPU = getPhysXController().getUseGPUPhysics(); - if (ImGui::Checkbox("Use GPU Physics", &useGPU)) - { - getCommonUIController().addDelayedCall([=]() { setUseGPUPhysics(useGPU); }, "Loading..."); - } +// 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 "SampleController.h" +#include "SceneController.h" +#include "CommonUIController.h" +#include "BlastController.h" +#include "PhysXController.h" +#include "Renderer.h" + +#include "imgui.h" + +SampleController::SampleController() +{ +} + +SampleController::~SampleController() +{ +} + +void SampleController::onSampleStart() +{ + // start with GPU physics by default + setUseGPUPhysics(true); +} + + +void SampleController::setUseGPUPhysics(bool useGPUPhysics) +{ + if (!getPhysXController().getGPUPhysicsAvailable()) + { + useGPUPhysics = false; + } + + if (getPhysXController().getUseGPUPhysics() == useGPUPhysics) + { + return; + } + + int assetNum = getSceneController().releaseAll(); + + getBlastController().notifyPhysXControllerRelease(); + getPhysXController().setUseGPUPhysics(useGPUPhysics); + getBlastController().reinitialize(); + + getRenderer().clearQueue(); + + getSceneController().spawnAsset(assetNum); +} + + +void SampleController::drawPhysXGpuUI() +{ + // GPU Physics + bool useGPU = getPhysXController().getUseGPUPhysics(); + if (ImGui::Checkbox("Use GPU Physics", &useGPU)) + { + getCommonUIController().addDelayedCall([=]() { setUseGPUPhysics(useGPU); }, "Loading..."); + } } \ No newline at end of file diff --git a/samples/SampleBase/core/SampleController.h b/samples/SampleBase/core/SampleController.h old mode 100644 new mode 100755 index c0f72ce..313c952 --- a/samples/SampleBase/core/SampleController.h +++ b/samples/SampleBase/core/SampleController.h @@ -1,80 +1,80 @@ -// 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 SAMPLE_CONTROLLER_H -#define SAMPLE_CONTROLLER_H - -#include "SampleManager.h" - -class SampleController : public ISampleController -{ -public: - SampleController(); - virtual ~SampleController(); - - virtual void onSampleStart(); - void drawPhysXGpuUI(); - -private: - SampleController& operator= (SampleController&); - - - //////// used controllers //////// - - PhysXController& getPhysXController() const - { - return getManager()->getPhysXController(); - } - - BlastController& getBlastController() const - { - return getManager()->getBlastController(); - } - - SceneController& getSceneController() const - { - return getManager()->getSceneController(); - } - - CommonUIController& getCommonUIController() const - { - return getManager()->getCommonUIController(); - } - - Renderer& getRenderer() const - { - return getManager()->getRenderer(); - } - - - //////// private methods //////// - - void setUseGPUPhysics(bool useGPUPhysics); -}; - +// 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 SAMPLE_CONTROLLER_H +#define SAMPLE_CONTROLLER_H + +#include "SampleManager.h" + +class SampleController : public ISampleController +{ +public: + SampleController(); + virtual ~SampleController(); + + virtual void onSampleStart(); + void drawPhysXGpuUI(); + +private: + SampleController& operator= (SampleController&); + + + //////// used controllers //////// + + PhysXController& getPhysXController() const + { + return getManager()->getPhysXController(); + } + + BlastController& getBlastController() const + { + return getManager()->getBlastController(); + } + + SceneController& getSceneController() const + { + return getManager()->getSceneController(); + } + + CommonUIController& getCommonUIController() const + { + return getManager()->getCommonUIController(); + } + + Renderer& getRenderer() const + { + return getManager()->getRenderer(); + } + + + //////// private methods //////// + + void setUseGPUPhysics(bool useGPUPhysics); +}; + #endif \ No newline at end of file diff --git a/samples/SampleBase/core/SampleManager.cpp b/samples/SampleBase/core/SampleManager.cpp old mode 100644 new mode 100755 index 6f0a7ef..b31113a --- a/samples/SampleBase/core/SampleManager.cpp +++ b/samples/SampleBase/core/SampleManager.cpp @@ -1,90 +1,90 @@ -// 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 "SampleManager.h" - -#include "Utils.h" - -#include "Renderer.h" -#include "PhysXController.h" -#include "BlastController.h" -#include "CommonUIController.h" -#include "DamageToolController.h" -#include "SceneController.h" -#include "SampleController.h" - - -SampleManager::SampleManager(const SampleConfig& config) -: m_config(config) -{ -} - -int SampleManager::run() -{ - Application app(getConfig().sampleName); - - m_renderer = new Renderer(); - m_physXController = new PhysXController(ExtImpactDamageManager::FilterShader); - m_blastController = new BlastController(); - m_sceneController = new SceneController(); - m_damageToolController = new DamageToolController(); - m_sampleController = new SampleController(); - m_commonUIController = new CommonUIController(); - - app.addControllerToFront(m_renderer); - app.addControllerToFront(m_physXController); - app.addControllerToFront(m_blastController); - app.addControllerToFront(m_sceneController); - app.addControllerToFront(m_damageToolController); - app.addControllerToFront(m_sampleController); - app.addControllerToFront(m_commonUIController); - - for (IApplicationController* c : app.getControllers()) - { - (static_cast(c))->setManager(this); - } - - int result = app.run(); - - delete m_renderer; - delete m_physXController; - delete m_blastController; - delete m_sceneController; - delete m_damageToolController; - delete m_sampleController; - delete m_commonUIController; - - return result; -} - - -int runSample(const SampleConfig& config) -{ - SampleManager sampleManager(config); - return sampleManager.run(); +// 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 "SampleManager.h" + +#include "Utils.h" + +#include "Renderer.h" +#include "PhysXController.h" +#include "BlastController.h" +#include "CommonUIController.h" +#include "DamageToolController.h" +#include "SceneController.h" +#include "SampleController.h" + + +SampleManager::SampleManager(const SampleConfig& config) +: m_config(config) +{ +} + +int SampleManager::run() +{ + Application app(getConfig().sampleName); + + m_renderer = new Renderer(); + m_physXController = new PhysXController(ExtImpactDamageManager::FilterShader); + m_blastController = new BlastController(); + m_sceneController = new SceneController(); + m_damageToolController = new DamageToolController(); + m_sampleController = new SampleController(); + m_commonUIController = new CommonUIController(); + + app.addControllerToFront(m_renderer); + app.addControllerToFront(m_physXController); + app.addControllerToFront(m_blastController); + app.addControllerToFront(m_sceneController); + app.addControllerToFront(m_damageToolController); + app.addControllerToFront(m_sampleController); + app.addControllerToFront(m_commonUIController); + + for (IApplicationController* c : app.getControllers()) + { + (static_cast(c))->setManager(this); + } + + int result = app.run(); + + delete m_renderer; + delete m_physXController; + delete m_blastController; + delete m_sceneController; + delete m_damageToolController; + delete m_sampleController; + delete m_commonUIController; + + return result; +} + + +int runSample(const SampleConfig& config) +{ + SampleManager sampleManager(config); + return sampleManager.run(); } \ No newline at end of file diff --git a/samples/SampleBase/core/SampleManager.h b/samples/SampleBase/core/SampleManager.h old mode 100644 new mode 100755 index 8edf68a..6e3fc1f --- a/samples/SampleBase/core/SampleManager.h +++ b/samples/SampleBase/core/SampleManager.h @@ -1,129 +1,129 @@ -// 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 SAMPLE_MANAGER_H -#define SAMPLE_MANAGER_H - -#include "Application.h" -#include "Sample.h" - - -class SampleManager; - -class ISampleController : public IApplicationController -{ -public: - - void setManager(SampleManager* manager) - { - m_manager = manager; - } -protected: - - SampleManager* getManager() const - { - return m_manager; - } - -private: - SampleManager* m_manager; -}; - - -class Renderer; -class PhysXController; -class BlastController; -class SceneController; -class DamageToolController; -class SampleController; -class CommonUIController; - - -/** -*/ -class SampleManager -{ - public: - SampleManager(const SampleConfig& config); - int run(); - - Renderer& getRenderer() - { - return *m_renderer; - } - - PhysXController& getPhysXController() const - { - return *m_physXController; - } - - BlastController& getBlastController() const - { - return *m_blastController; - } - - SceneController& getSceneController() const - { - return *m_sceneController; - } - - DamageToolController& getDamageToolController() const - { - return *m_damageToolController; - } - - SampleController& getSampleController() const - { - return *m_sampleController; - } - - CommonUIController& getCommonUIController() const - { - return *m_commonUIController; - } - - const SampleConfig& getConfig() const - { - return m_config; - } - - - private: - Renderer* m_renderer; - PhysXController* m_physXController; - BlastController* m_blastController; - SceneController* m_sceneController; - DamageToolController* m_damageToolController; - SampleController* m_sampleController; - CommonUIController* m_commonUIController; - - const SampleConfig& m_config; -}; - - +// 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 SAMPLE_MANAGER_H +#define SAMPLE_MANAGER_H + +#include "Application.h" +#include "Sample.h" + + +class SampleManager; + +class ISampleController : public IApplicationController +{ +public: + + void setManager(SampleManager* manager) + { + m_manager = manager; + } +protected: + + SampleManager* getManager() const + { + return m_manager; + } + +private: + SampleManager* m_manager; +}; + + +class Renderer; +class PhysXController; +class BlastController; +class SceneController; +class DamageToolController; +class SampleController; +class CommonUIController; + + +/** +*/ +class SampleManager +{ + public: + SampleManager(const SampleConfig& config); + int run(); + + Renderer& getRenderer() + { + return *m_renderer; + } + + PhysXController& getPhysXController() const + { + return *m_physXController; + } + + BlastController& getBlastController() const + { + return *m_blastController; + } + + SceneController& getSceneController() const + { + return *m_sceneController; + } + + DamageToolController& getDamageToolController() const + { + return *m_damageToolController; + } + + SampleController& getSampleController() const + { + return *m_sampleController; + } + + CommonUIController& getCommonUIController() const + { + return *m_commonUIController; + } + + const SampleConfig& getConfig() const + { + return m_config; + } + + + private: + Renderer* m_renderer; + PhysXController* m_physXController; + BlastController* m_blastController; + SceneController* m_sceneController; + DamageToolController* m_damageToolController; + SampleController* m_sampleController; + CommonUIController* m_commonUIController; + + const SampleConfig& m_config; +}; + + #endif \ No newline at end of file diff --git a/samples/SampleBase/physx/PhysXController.cpp b/samples/SampleBase/physx/PhysXController.cpp old mode 100644 new mode 100755 index c38079c..dd1c93b --- a/samples/SampleBase/physx/PhysXController.cpp +++ b/samples/SampleBase/physx/PhysXController.cpp @@ -1,842 +1,842 @@ -// 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 "PhysXController.h" -#include "RenderMaterial.h" -#include "ResourceManager.h" -#include "Renderer.h" - -#include "XInput.h" -#include "DXUTMisc.h" -#include "DXUTCamera.h" -#include "ConvexRenderMesh.h" -#include "RenderUtils.h" -#include "SampleProfiler.h" -#include "NvBlastExtCustomProfiler.h" -#include "NvBlastPxCallbacks.h" - -#include "PxPhysicsVersion.h" -#include "PxPvdTransport.h" -#include "PxDefaultCpuDispatcher.h" -#include "PxPhysics.h" -#include "PxScene.h" -#include "PxCooking.h" -#include "PxGpu.h" -#include "PxSimpleFactory.h" -#include "PxRigidBodyExt.h" -#include "PxRigidDynamic.h" -#include "PxRigidStatic.h" -#include "PxMaterial.h" -#include "PxFoundationVersion.h" -#include "PxMath.h" - -#include -#include - -using namespace std::chrono; - -#define PVD_TO_FILE 0 - -const DirectX::XMFLOAT4 PLANE_COLOR(1.0f, 1.0f, 1.0f, 1.0f); -const DirectX::XMFLOAT4 HOOK_LINE_COLOR(1.0f, 1.0f, 1.0f, 1.0f); -const float DEFAULT_FIXED_TIMESTEP = 1.0f / 60.0f; - - -PhysXController::PhysXController(PxSimulationFilterShader filterShader) -: m_filterShader(filterShader) -, m_gpuPhysicsAvailable(true) -, m_isSimulating(false) -, m_useGPUPhysics(true) -, m_lastSimulationTime(0) -, m_paused(false) -, m_draggingActor(nullptr) -, m_draggingEnabled(true) -, m_draggingTryReconnect(false) -, m_perfWriter(NULL) -, m_fixedTimeStep(DEFAULT_FIXED_TIMESTEP) -, m_timeAccumulator(0) -, m_useFixedTimeStep(true) -, m_maxSubstepCount(1) -{ - QueryPerformanceFrequency(&m_performanceFreq); -} - -PhysXController::~PhysXController() -{ -} - -void PhysXController::onInitialize() -{ - initPhysX(); - initPhysXPrimitives(); -} - -void PhysXController::onTerminate() -{ - simualtionSyncEnd(); - releasePhysXPrimitives(); - releasePhysX(); -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// PhysX init/release -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -void PhysXController::initPhysX() -{ - m_foundation = PxCreateFoundation(PX_FOUNDATION_VERSION, NvBlastGetPxAllocatorCallback(), NvBlastGetPxErrorCallback()); - - m_pvd = PxCreatePvd(*m_foundation); - - static Nv::Blast::ExtCustomProfiler gBlastProfiler; - NvBlastProfilerSetCallback(&gBlastProfiler); - NvBlastProfilerSetDetail(Nv::Blast::ProfilerDetail::LOW); - gBlastProfiler.setPlatformEnabled(false); - - PxTolerancesScale scale; - - m_physics = PxCreatePhysics(PX_PHYSICS_VERSION, *m_foundation, scale, true, m_pvd); - - PxCookingParams cookingParams(scale); - cookingParams.buildGPUData = true; - m_cooking = PxCreateCooking(PX_PHYSICS_VERSION, m_physics->getFoundation(), cookingParams); - - PxCudaContextManagerDesc ctxMgrDesc; - m_cudaContext = PxCreateCudaContextManager(m_physics->getFoundation(), ctxMgrDesc); - if (m_cudaContext && !m_cudaContext->contextIsValid()) - { - m_cudaContext->release(); - m_cudaContext = NULL; - } - - PxSceneDesc sceneDesc(m_physics->getTolerancesScale()); - sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f); - m_dispatcher = PxDefaultCpuDispatcherCreate(4); - sceneDesc.cpuDispatcher = m_dispatcher; - sceneDesc.gpuDispatcher = m_cudaContext != NULL ? m_cudaContext->getGpuDispatcher() : NULL; - sceneDesc.filterShader = m_filterShader; - sceneDesc.flags |= PxSceneFlag::eENABLE_STABILIZATION; - sceneDesc.flags |= PxSceneFlag::eENABLE_PCM; - if (sceneDesc.gpuDispatcher == nullptr) - { - m_gpuPhysicsAvailable = false; - m_useGPUPhysics = false; - } - if (m_useGPUPhysics) - { - sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS; - sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU; - - sceneDesc.gpuDynamicsConfig.constraintBufferCapacity *= 4; - sceneDesc.gpuDynamicsConfig.contactBufferCapacity *= 4; - sceneDesc.gpuDynamicsConfig.contactStreamSize *= 4; - sceneDesc.gpuDynamicsConfig.forceStreamCapacity *= 4; - sceneDesc.gpuDynamicsConfig.foundLostPairsCapacity *= 4; - sceneDesc.gpuDynamicsConfig.patchStreamSize *= 4; - sceneDesc.gpuDynamicsConfig.tempBufferCapacity *= 4; - - } - m_physicsScene = m_physics->createScene(sceneDesc); - - m_defaultMaterial = m_physics->createMaterial(0.8f, 0.7f, 0.1f); - - PxPvdSceneClient* pvdClient = m_physicsScene->getScenePvdClient(); - if(pvdClient) - { - pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true); - pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true); - pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true); - } - - m_physicsScene->setVisualizationParameter(PxVisualizationParameter::eSCALE, 0); - -#if NV_DEBUG || NV_CHECKED || NV_PROFILE - PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate("localhost", 5425, 10); - if (transport) - { - m_pvd->connect(*transport, -#if NV_DEBUG || NV_CHECKED - PxPvdInstrumentationFlag::eALL -#else - PxPvdInstrumentationFlag::ePROFILE -#endif - ); - } -#endif -} - -void PhysXController::releasePhysX() -{ - m_defaultMaterial->release(); - m_physicsScene->release(); - if (m_cudaContext) - m_cudaContext->release(); - m_dispatcher->release(); - m_physics->release(); - if (m_pvd) - { - PxPvdTransport* transport = m_pvd->getTransport(); - m_pvd->release(); - if (transport) - transport->release(); - } - m_cooking->release(); - m_foundation->release(); -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// GPU toggle -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -void PhysXController::setUseGPUPhysics(bool useGPUPhysics) -{ - if (!m_gpuPhysicsAvailable) - { - useGPUPhysics = false; - } - - if (m_useGPUPhysics == useGPUPhysics) - { - return; - } - - onTerminate(); - - m_useGPUPhysics = useGPUPhysics; - - onInitialize(); -} - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// PhysX wrappers -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -PxRigidDynamic* PhysXController::createRigidDynamic(const PxTransform& transform) -{ - return m_physics->createRigidDynamic(transform); -} - -void PhysXController::releaseRigidDynamic(PxRigidDynamic* rigidDynamic) -{ - notifyRigidDynamicDestroyed(rigidDynamic); - - m_physXActorsToRemove.push_back(rigidDynamic); -} - -void PhysXController::notifyRigidDynamicDestroyed(PxRigidDynamic* rigidDynamic) -{ - if (m_draggingActor == rigidDynamic) - { - m_draggingActor = nullptr; - m_draggingTryReconnect = true; - } -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Simulation control -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -void PhysXController::simulationBegin(float dt) -{ - PROFILER_SCOPED_FUNCTION(); - - if (m_paused) - return; - - updateDragging(dt); - processExplosionQueue(); - - // slower physics if fps is too low - dt = PxClamp(dt, 0.0f, 0.0333f); - - { - PROFILER_SCOPED("PhysX simulate call"); - if (m_useFixedTimeStep) - { - m_timeAccumulator += dt; - m_substepCount = (uint32_t)std::floor(m_timeAccumulator / m_fixedTimeStep); - m_timeAccumulator -= m_fixedTimeStep * m_substepCount; - m_substepCount = m_maxSubstepCount > 0 ? physx::PxClamp(m_substepCount, 0, m_maxSubstepCount) : m_substepCount; - if (m_substepCount > 0) - { - m_physicsScene->simulate(m_fixedTimeStep); - m_isSimulating = true; - } - } - else - { - m_substepCount = 1; - PX_ASSERT(!m_isSimulating); - m_physicsScene->simulate(dt); - m_isSimulating = true; - - } - } -} - -void PhysXController::simualtionSyncEnd() -{ - PROFILER_SCOPED_FUNCTION(); - - if (m_isSimulating) - { - steady_clock::time_point start = steady_clock::now(); - m_physicsScene->fetchResults(true); - - // For fixed time step case it could be that we need more then one step (m_maxSubstepCount > 1). We will run leftover steps synchronously right there. - // Ideally is to make them overlap with other logic too, but it's much harder and requires more synchronization logic. Don't want to obfuscate sample code. - if (m_useFixedTimeStep && m_substepCount > 1) - { - for (uint32_t i = 0; i < m_substepCount - 1; i++) - { - m_physicsScene->simulate(m_fixedTimeStep); - m_physicsScene->fetchResults(true); - } - } - m_lastSimulationTime = duration_cast(steady_clock::now() - start).count() * 0.000001; - - m_isSimulating = false; - - updateActorTransforms(); - - PROFILER_BEGIN("Debug Render Buffer"); - getRenderer().queueRenderBuffer(&m_physicsScene->getRenderBuffer()); - PROFILER_END(); - } -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Dragging -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -void PhysXController::setDraggingEnabled(bool enabled) -{ - m_draggingEnabled = enabled; - - if (!m_draggingEnabled) - { - m_draggingActor = nullptr; - } -} - -void PhysXController::updateDragging(double dt) -{ - PROFILER_SCOPED_FUNCTION(); - - // If dragging actor was recently removed we try to reconnect to new one once, using previous hook world point. - // Often it is removed because it was split into smaller chunks (actors), so we wont to stay connected for nicer user experience. - if (m_draggingActor == nullptr && m_draggingTryReconnect) - { - class OverlapCallback : public PxOverlapBufferN<32> - { - public: - OverlapCallback() : hitActor(nullptr) {} - - PxAgain processTouches(const PxOverlapHit* buffer, PxU32 nbHits) - { - for (PxU32 i = 0; i < nbHits; ++i) - { - PxRigidDynamic* rigidDynamic = buffer[i].actor->is(); - if (rigidDynamic) - { - hitActor = rigidDynamic; - break; - } - } - return true; - } - - PxRigidDynamic* hitActor; - }; - - OverlapCallback overlapCallback; - PxSphereGeometry sphere(0.15f); - bool isHit = getPhysXScene().overlap(sphere, PxTransform(m_draggingActorLastHookWorldPoint), overlapCallback, PxQueryFilterData(PxQueryFlag::eDYNAMIC)); - if (isHit && overlapCallback.hitActor) - { - m_draggingActor = overlapCallback.hitActor; - } - - m_draggingTryReconnect = false; - } - - // Update dragging force and debug render (line) - if (m_draggingEnabled && m_draggingActor != NULL) - { - const float DRAGGING_FORCE_FACTOR = 10.0f; - const float DRAGGING_VELOCITY_FACTOR = 2.0f; - PxVec3 attractionPoint = m_dragAttractionPoint; - PxVec3 hookPoint = m_draggingActor->getGlobalPose().transform(m_draggingActorHookLocalPoint); - m_draggingActorLastHookWorldPoint = hookPoint; - m_dragVector = (m_dragAttractionPoint - hookPoint); - if (!m_draggingActor->getRigidBodyFlags().isSet(PxRigidBodyFlag::eKINEMATIC)) - { - PxVec3 dragVeloctiy = (m_dragVector * DRAGGING_FORCE_FACTOR - DRAGGING_VELOCITY_FACTOR * m_draggingActor->getLinearVelocity()) * dt; - PxRigidBodyExt::addForceAtLocalPos(*m_draggingActor, dragVeloctiy * m_draggingActor->getMass(), m_draggingActorHookLocalPoint, PxForceMode::eIMPULSE, true); - } - - // debug render line - m_dragDebugRenderBuffer.clear(); - m_dragDebugRenderBuffer.m_lines.push_back(PxDebugLine(attractionPoint, hookPoint, XMFLOAT4ToU32Color(HOOK_LINE_COLOR))); - getRenderer().queueRenderBuffer(&m_dragDebugRenderBuffer); - } -} - -void PhysXController::resetDragging() -{ - m_draggingActor = nullptr; -} - - -LRESULT PhysXController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) -{ - PROFILER_SCOPED_FUNCTION(); - - if (m_draggingEnabled && (uMsg == WM_LBUTTONDOWN || uMsg == WM_MOUSEMOVE || uMsg == WM_LBUTTONUP)) - { - float mouseX = (short)LOWORD(lParam) / getRenderer().getScreenWidth(); - float mouseY = (short)HIWORD(lParam) / getRenderer().getScreenHeight(); - - PxVec3 eyePos, pickDir; - getEyePoseAndPickDir(mouseX, mouseY, eyePos, pickDir); - pickDir = pickDir.getNormalized(); - - if (uMsg == WM_LBUTTONDOWN) - { - if (pickDir.magnitude() > 0) - { - PxRaycastHit hit; - PxRaycastBuffer rcBuffer(&hit, 1); - bool isHit = getPhysXScene().raycast(eyePos, pickDir, PX_MAX_F32, rcBuffer, PxHitFlag::ePOSITION, PxQueryFilterData(PxQueryFlag::eDYNAMIC)); - if (isHit) - { - m_dragDistance = (eyePos - hit.position).magnitude(); - m_draggingActor = hit.actor->is(); - m_draggingActorHookLocalPoint = m_draggingActor->getGlobalPose().getInverse().transform(hit.position); - m_dragAttractionPoint = hit.position; - if (!m_draggingActor->getRigidBodyFlags().isSet(PxRigidBodyFlag::eKINEMATIC)) - { - m_draggingActor->setLinearVelocity(PxVec3(0, 0, 0)); - m_draggingActor->setAngularVelocity(PxVec3(0, 0, 0)); - } - } - } - } - else if (uMsg == WM_MOUSEMOVE) - { - PxRaycastHit hit; - PxRaycastBuffer rcBuffer(&hit, 1); - bool isHit = getPhysXScene().raycast(eyePos, pickDir, PX_MAX_F32, rcBuffer, PxHitFlag::ePOSITION, PxQueryFilterData(PxQueryFlag::eSTATIC)); - if (isHit) - { - m_dragDistance = PxMin(m_dragDistance, (eyePos - hit.position).magnitude()); - } - - m_dragAttractionPoint = eyePos + pickDir * m_dragDistance; - } - else if (uMsg == WM_LBUTTONUP) - { - m_draggingActor = NULL; - } - } - - return 1; -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Explosion -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -class ExplodeOverlapCallback : public PxOverlapCallback -{ -public: - ExplodeOverlapCallback(PxVec3 worldPos, float radius, float explosiveImpulse) - : m_worldPos(worldPos) - , m_radius(radius) - , m_explosiveImpulse(explosiveImpulse) - , PxOverlapCallback(m_hitBuffer, sizeof(m_hitBuffer) / sizeof(m_hitBuffer[0])) {} - - PxAgain processTouches(const PxOverlapHit* buffer, PxU32 nbHits) - { - for (PxU32 i = 0; i < nbHits; ++i) - { - PxRigidActor* actor = buffer[i].actor; - PxRigidDynamic* rigidDynamic = actor->is(); - if (rigidDynamic && !(rigidDynamic->getRigidBodyFlags() & PxRigidBodyFlag::eKINEMATIC)) - { - if (m_actorBuffer.find(rigidDynamic) == m_actorBuffer.end()) - { - m_actorBuffer.insert(rigidDynamic); - PxVec3 dr = rigidDynamic->getGlobalPose().transform(rigidDynamic->getCMassLocalPose()).p - m_worldPos; - float distance = dr.magnitude(); - float factor = PxClamp(1.0f - (distance * distance) / (m_radius * m_radius), 0.0f, 1.0f); - float impulse = factor * m_explosiveImpulse * 1000.0f; - PxVec3 vel = dr.getNormalized() * impulse / rigidDynamic->getMass(); - rigidDynamic->setLinearVelocity(rigidDynamic->getLinearVelocity() + vel); - } - } - } - return true; - } - -private: - PxOverlapHit m_hitBuffer[1000]; - float m_explosiveImpulse; - std::set m_actorBuffer; - PxVec3 m_worldPos; - float m_radius; -}; - -void PhysXController::explode(PxVec3 worldPos, float damageRadius, float explosiveImpulse) -{ - ExplodeOverlapCallback overlapCallback(worldPos, damageRadius, explosiveImpulse); - m_physicsScene->overlap(PxSphereGeometry(damageRadius), PxTransform(worldPos), overlapCallback); -} - -void PhysXController::explodeDelayed(PxVec3 worldPos, float damageRadius, float explosiveImpulse) -{ - m_explosionQueue.push_back({ worldPos, damageRadius, explosiveImpulse }); -} - -void PhysXController::processExplosionQueue() -{ - for (auto& e : m_explosionQueue) - { - explode(e.worldPos, e.damageRadius, e.explosiveImpulse); - } - m_explosionQueue.clear(); -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// UI -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -void PhysXController::drawUI() -{ - ImGui::Checkbox("Use Fixed Timestep", &m_useFixedTimeStep); - if (m_useFixedTimeStep) - { - ImGui::InputFloat("Fixed Timestep", &m_fixedTimeStep); - ImGui::InputInt("Max Substep Count", &m_maxSubstepCount); - } - - ImGui::Text("Substep Count: %d", m_substepCount); - ImGui::Text("Sync Simulation Time (total): %4.2f ms", getLastSimulationTime() * 1000); -} - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// PhysX Primitive -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -void PhysXController::initPhysXPrimitives() -{ - // physx primitive render materials - { - m_physXPrimitiveRenderMaterial = new RenderMaterial(getRenderer().getResourceManager(), "physx_primitive", ""); - m_physXPlaneRenderMaterial = new RenderMaterial(getRenderer().getResourceManager(), "physx_primitive_plane", ""); - m_physXPrimitiveTransparentRenderMaterial = new RenderMaterial(getRenderer().getResourceManager(), "physx_primitive_transparent", "", RenderMaterial::BLEND_ALPHA_BLENDING); - } - - // create plane - Actor* plane = spawnPhysXPrimitivePlane(PxPlane(PxVec3(0, 1, 0).getNormalized(), 0)); - plane->setColor(PLANE_COLOR); -} - -void PhysXController::releasePhysXPrimitives() -{ - // remove all actors - for (std::set::iterator it = m_actors.begin(); it != m_actors.end(); it++) - { - delete (*it); - } - m_actors.clear(); - - // remove all materials - SAFE_DELETE(m_physXPrimitiveRenderMaterial); - SAFE_DELETE(m_physXPlaneRenderMaterial); - SAFE_DELETE(m_physXPrimitiveTransparentRenderMaterial); - - // remove all convex render meshes - for (auto it = m_convexRenderMeshes.begin(); it != m_convexRenderMeshes.end(); it++) - { - SAFE_DELETE((*it).second); - } - m_convexRenderMeshes.clear(); -} - -void PhysXController::updateActorTransforms() -{ - PROFILER_SCOPED_FUNCTION(); - - for (std::set::iterator it = m_actors.begin(); it != m_actors.end(); it++) - { - (*it)->update(); - } -} - -PhysXController::Actor* PhysXController::spawnPhysXPrimitiveBox(const PxTransform& position, PxVec3 extents, float density) -{ - PxBoxGeometry geom = PxBoxGeometry(extents); - PxRigidDynamic* actor = PxCreateDynamic(*m_physics, position, geom, *m_defaultMaterial, density); - - return spawnPhysXPrimitive(actor); -} - -PhysXController::Actor* PhysXController::spawnPhysXPrimitivePlane(const PxPlane& plane) -{ - PxRigidStatic* actor = PxCreatePlane(*m_physics, plane, *m_defaultMaterial); - PhysXController::Actor* p = spawnPhysXPrimitive(actor, true, true); - return p; -} - -PhysXController::Actor* PhysXController::spawnPhysXPrimitive(PxRigidActor* actor, bool addToScene, bool ownPxActor) -{ - if (addToScene) - { - m_physicsScene->addActor(*actor); - } - - Actor* a = new Actor(this, actor, ownPxActor); - - m_actors.emplace(a); - - return a; -} - -void PhysXController::removePhysXPrimitive(Actor* actor) -{ - if (m_actors.find(actor) == m_actors.end()) - return; - - m_actors.erase(actor); - - if (!actor->ownsPxActor()) - { - m_physXActorsToRemove.push_back(actor->getActor()); - } - - if (m_draggingActor == actor->getActor()) - { - m_draggingActor = nullptr; - } - - delete actor; -} - -void PhysXController::removeUnownedPhysXActors() -{ - if (m_physXActorsToRemove.size()) - { - m_physicsScene->removeActors(m_physXActorsToRemove.data(), (PxU32)m_physXActorsToRemove.size()); - for (size_t i = 0; i < m_physXActorsToRemove.size(); ++i) - { - m_physXActorsToRemove[i]->release(); - } - m_physXActorsToRemove.resize(0); - } -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Actor -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -PhysXController::Actor::Actor(PhysXController* controller, PxRigidActor* actor, bool ownPxActor) : - m_controller(controller), - m_ownPxActor(ownPxActor), - m_hidden(false) -{ - m_actor = actor; - - uint32_t shapesCount = actor->getNbShapes(); - m_shapes.resize(shapesCount); - actor->getShapes(m_shapes.data(), shapesCount); - - m_renderables.resize(m_shapes.size()); - for (uint32_t i = 0; i < m_shapes.size(); i++) - { - PxShape* shape = m_shapes[i]; - IRenderMesh* mesh = m_controller->getRenderMeshForShape(shape); - RenderMaterial* material = shape->getGeometryType() == PxGeometryType::ePLANE ? m_controller->m_physXPlaneRenderMaterial : m_controller->m_physXPrimitiveRenderMaterial; - m_renderables[i] = m_controller->getRenderer().createRenderable(*mesh, *material); - m_renderables[i]->setScale(m_controller->getMeshScaleForShape(shape)); - } -} - -PhysXController::Actor::~Actor() -{ - for (uint32_t i = 0; i < m_renderables.size(); i++) - { - m_controller->getRenderer().removeRenderable(m_renderables[i]); - } - if (m_ownPxActor) - { - m_actor->release(); - } -} - -void PhysXController::Actor::setColor(DirectX::XMFLOAT4 color) -{ - m_color = color; - - for (uint32_t i = 0; i < m_renderables.size(); i++) - { - m_renderables[i]->setColor(color); - } -} - -void PhysXController::Actor::setHidden(bool hidden) -{ - m_hidden = hidden; - - for (uint32_t i = 0; i < m_renderables.size(); i++) - { - m_renderables[i]->setHidden(hidden); - } -} - -void PhysXController::Actor::update() -{ - for (uint32_t i = 0; i < m_renderables.size(); i++) - { - m_renderables[i]->setTransform(m_actor->getGlobalPose() * m_shapes[i]->getLocalPose()); - } -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// PhysX Shapes Renderer -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -IRenderMesh* PhysXController::getConvexRenderMesh(const PxConvexMesh* mesh) -{ - auto it = m_convexRenderMeshes.find(mesh); - if (it != m_convexRenderMeshes.end()) - { - return (*it).second; - } - else - { - ConvexRenderMesh* renderMesh = new ConvexRenderMesh(mesh); - m_convexRenderMeshes[mesh] = renderMesh; - return renderMesh; - } -} - -IRenderMesh* PhysXController::getRenderMeshForShape(const PxShape* shape) -{ - switch (shape->getGeometryType()) - { - case PxGeometryType::eBOX: - return getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Box); - case PxGeometryType::ePLANE: - return getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Plane); - case PxGeometryType::eSPHERE: - return getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Sphere); - case PxGeometryType::eCONVEXMESH: - { - PxConvexMeshGeometry geom; - shape->getConvexMeshGeometry(geom); - return getConvexRenderMesh(geom.convexMesh); - } - default: - PX_ALWAYS_ASSERT_MESSAGE("Unsupported PxGeometryType"); - return NULL; - } -} - -PxVec3 PhysXController::getMeshScaleForShape(const PxShape* shape) -{ - switch (shape->getGeometryType()) - { - case PxGeometryType::eBOX: - { - PxBoxGeometry boxGeom; - shape->getBoxGeometry(boxGeom); - return boxGeom.halfExtents; - } - case PxGeometryType::ePLANE: - { - return PxVec3(1, 2000, 2000); - } - case PxGeometryType::eSPHERE: - { - PxSphereGeometry sphereGeom; - shape->getSphereGeometry(sphereGeom); - return PxVec3(sphereGeom.radius, sphereGeom.radius, sphereGeom.radius); - } - case PxGeometryType::eCONVEXMESH: - { - PxConvexMeshGeometry convexGeom; - shape->getConvexMeshGeometry(convexGeom); - return convexGeom.scale.scale; // maybe incorrect because of rotation not used - } - default: - return PxVec3(1, 1, 1); - } -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Utils -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -PxVec3 unproject(PxMat44& proj, PxMat44& view, float x, float y) -{ - PxVec4 screenPoint(x, y, 0, 1); - PxVec4 viewPoint = PxVec4(x / proj[0][0], y / proj[1][1], 1, 1); - PxVec4 nearPoint = view.inverseRT().transform(viewPoint); - if (nearPoint.w) - nearPoint *= 1.0f / nearPoint.w; - return PxVec3(nearPoint.x, nearPoint.y, nearPoint.z); -} - - -void PhysXController::getEyePoseAndPickDir(float mouseX, float mouseY, PxVec3& eyePos, PxVec3& pickDir) -{ - PxMat44 view = XMMATRIXToPxMat44(getRenderer().getCamera().GetViewMatrix()); - PxMat44 proj = XMMATRIXToPxMat44(getRenderer().getCamera().GetProjMatrix()); - - PxMat44 eyeTransform = view.inverseRT(); - eyePos = eyeTransform.getPosition(); - PxVec3 nearPos = unproject(proj, view, mouseX * 2 - 1, 1 - mouseY * 2); - pickDir = nearPos - eyePos; -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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 "PhysXController.h" +#include "RenderMaterial.h" +#include "ResourceManager.h" +#include "Renderer.h" + +#include "XInput.h" +#include "DXUTMisc.h" +#include "DXUTCamera.h" +#include "ConvexRenderMesh.h" +#include "RenderUtils.h" +#include "SampleProfiler.h" +#include "NvBlastExtCustomProfiler.h" +#include "NvBlastPxCallbacks.h" + +#include "PxPhysicsVersion.h" +#include "PxPvdTransport.h" +#include "PxDefaultCpuDispatcher.h" +#include "PxPhysics.h" +#include "PxScene.h" +#include "PxCooking.h" +#include "PxGpu.h" +#include "PxSimpleFactory.h" +#include "PxRigidBodyExt.h" +#include "PxRigidDynamic.h" +#include "PxRigidStatic.h" +#include "PxMaterial.h" +#include "PxFoundationVersion.h" +#include "PxMath.h" + +#include +#include + +using namespace std::chrono; + +#define PVD_TO_FILE 0 + +const DirectX::XMFLOAT4 PLANE_COLOR(1.0f, 1.0f, 1.0f, 1.0f); +const DirectX::XMFLOAT4 HOOK_LINE_COLOR(1.0f, 1.0f, 1.0f, 1.0f); +const float DEFAULT_FIXED_TIMESTEP = 1.0f / 60.0f; + + +PhysXController::PhysXController(PxSimulationFilterShader filterShader) +: m_filterShader(filterShader) +, m_gpuPhysicsAvailable(true) +, m_isSimulating(false) +, m_useGPUPhysics(true) +, m_lastSimulationTime(0) +, m_paused(false) +, m_draggingActor(nullptr) +, m_draggingEnabled(true) +, m_draggingTryReconnect(false) +, m_perfWriter(NULL) +, m_fixedTimeStep(DEFAULT_FIXED_TIMESTEP) +, m_timeAccumulator(0) +, m_useFixedTimeStep(true) +, m_maxSubstepCount(1) +{ + QueryPerformanceFrequency(&m_performanceFreq); +} + +PhysXController::~PhysXController() +{ +} + +void PhysXController::onInitialize() +{ + initPhysX(); + initPhysXPrimitives(); +} + +void PhysXController::onTerminate() +{ + simualtionSyncEnd(); + releasePhysXPrimitives(); + releasePhysX(); +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// PhysX init/release +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +void PhysXController::initPhysX() +{ + m_foundation = PxCreateFoundation(PX_FOUNDATION_VERSION, NvBlastGetPxAllocatorCallback(), NvBlastGetPxErrorCallback()); + + m_pvd = PxCreatePvd(*m_foundation); + + static Nv::Blast::ExtCustomProfiler gBlastProfiler; + NvBlastProfilerSetCallback(&gBlastProfiler); + NvBlastProfilerSetDetail(Nv::Blast::ProfilerDetail::LOW); + gBlastProfiler.setPlatformEnabled(false); + + PxTolerancesScale scale; + + m_physics = PxCreatePhysics(PX_PHYSICS_VERSION, *m_foundation, scale, true, m_pvd); + + PxCookingParams cookingParams(scale); + cookingParams.buildGPUData = true; + m_cooking = PxCreateCooking(PX_PHYSICS_VERSION, m_physics->getFoundation(), cookingParams); + + PxCudaContextManagerDesc ctxMgrDesc; + m_cudaContext = PxCreateCudaContextManager(m_physics->getFoundation(), ctxMgrDesc); + if (m_cudaContext && !m_cudaContext->contextIsValid()) + { + m_cudaContext->release(); + m_cudaContext = NULL; + } + + PxSceneDesc sceneDesc(m_physics->getTolerancesScale()); + sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f); + m_dispatcher = PxDefaultCpuDispatcherCreate(4); + sceneDesc.cpuDispatcher = m_dispatcher; + sceneDesc.gpuDispatcher = m_cudaContext != NULL ? m_cudaContext->getGpuDispatcher() : NULL; + sceneDesc.filterShader = m_filterShader; + sceneDesc.flags |= PxSceneFlag::eENABLE_STABILIZATION; + sceneDesc.flags |= PxSceneFlag::eENABLE_PCM; + if (sceneDesc.gpuDispatcher == nullptr) + { + m_gpuPhysicsAvailable = false; + m_useGPUPhysics = false; + } + if (m_useGPUPhysics) + { + sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS; + sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU; + + sceneDesc.gpuDynamicsConfig.constraintBufferCapacity *= 4; + sceneDesc.gpuDynamicsConfig.contactBufferCapacity *= 4; + sceneDesc.gpuDynamicsConfig.contactStreamSize *= 4; + sceneDesc.gpuDynamicsConfig.forceStreamCapacity *= 4; + sceneDesc.gpuDynamicsConfig.foundLostPairsCapacity *= 4; + sceneDesc.gpuDynamicsConfig.patchStreamSize *= 4; + sceneDesc.gpuDynamicsConfig.tempBufferCapacity *= 4; + + } + m_physicsScene = m_physics->createScene(sceneDesc); + + m_defaultMaterial = m_physics->createMaterial(0.8f, 0.7f, 0.1f); + + PxPvdSceneClient* pvdClient = m_physicsScene->getScenePvdClient(); + if(pvdClient) + { + pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true); + pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true); + pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true); + } + + m_physicsScene->setVisualizationParameter(PxVisualizationParameter::eSCALE, 0); + +#if NV_DEBUG || NV_CHECKED || NV_PROFILE + PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate("localhost", 5425, 10); + if (transport) + { + m_pvd->connect(*transport, +#if NV_DEBUG || NV_CHECKED + PxPvdInstrumentationFlag::eALL +#else + PxPvdInstrumentationFlag::ePROFILE +#endif + ); + } +#endif +} + +void PhysXController::releasePhysX() +{ + m_defaultMaterial->release(); + m_physicsScene->release(); + if (m_cudaContext) + m_cudaContext->release(); + m_dispatcher->release(); + m_physics->release(); + if (m_pvd) + { + PxPvdTransport* transport = m_pvd->getTransport(); + m_pvd->release(); + if (transport) + transport->release(); + } + m_cooking->release(); + m_foundation->release(); +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// GPU toggle +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +void PhysXController::setUseGPUPhysics(bool useGPUPhysics) +{ + if (!m_gpuPhysicsAvailable) + { + useGPUPhysics = false; + } + + if (m_useGPUPhysics == useGPUPhysics) + { + return; + } + + onTerminate(); + + m_useGPUPhysics = useGPUPhysics; + + onInitialize(); +} + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// PhysX wrappers +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +PxRigidDynamic* PhysXController::createRigidDynamic(const PxTransform& transform) +{ + return m_physics->createRigidDynamic(transform); +} + +void PhysXController::releaseRigidDynamic(PxRigidDynamic* rigidDynamic) +{ + notifyRigidDynamicDestroyed(rigidDynamic); + + m_physXActorsToRemove.push_back(rigidDynamic); +} + +void PhysXController::notifyRigidDynamicDestroyed(PxRigidDynamic* rigidDynamic) +{ + if (m_draggingActor == rigidDynamic) + { + m_draggingActor = nullptr; + m_draggingTryReconnect = true; + } +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Simulation control +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +void PhysXController::simulationBegin(float dt) +{ + PROFILER_SCOPED_FUNCTION(); + + if (m_paused) + return; + + updateDragging(dt); + processExplosionQueue(); + + // slower physics if fps is too low + dt = PxClamp(dt, 0.0f, 0.0333f); + + { + PROFILER_SCOPED("PhysX simulate call"); + if (m_useFixedTimeStep) + { + m_timeAccumulator += dt; + m_substepCount = (uint32_t)std::floor(m_timeAccumulator / m_fixedTimeStep); + m_timeAccumulator -= m_fixedTimeStep * m_substepCount; + m_substepCount = m_maxSubstepCount > 0 ? physx::PxClamp(m_substepCount, 0, m_maxSubstepCount) : m_substepCount; + if (m_substepCount > 0) + { + m_physicsScene->simulate(m_fixedTimeStep); + m_isSimulating = true; + } + } + else + { + m_substepCount = 1; + PX_ASSERT(!m_isSimulating); + m_physicsScene->simulate(dt); + m_isSimulating = true; + + } + } +} + +void PhysXController::simualtionSyncEnd() +{ + PROFILER_SCOPED_FUNCTION(); + + if (m_isSimulating) + { + steady_clock::time_point start = steady_clock::now(); + m_physicsScene->fetchResults(true); + + // For fixed time step case it could be that we need more then one step (m_maxSubstepCount > 1). We will run leftover steps synchronously right there. + // Ideally is to make them overlap with other logic too, but it's much harder and requires more synchronization logic. Don't want to obfuscate sample code. + if (m_useFixedTimeStep && m_substepCount > 1) + { + for (uint32_t i = 0; i < m_substepCount - 1; i++) + { + m_physicsScene->simulate(m_fixedTimeStep); + m_physicsScene->fetchResults(true); + } + } + m_lastSimulationTime = duration_cast(steady_clock::now() - start).count() * 0.000001; + + m_isSimulating = false; + + updateActorTransforms(); + + PROFILER_BEGIN("Debug Render Buffer"); + getRenderer().queueRenderBuffer(&m_physicsScene->getRenderBuffer()); + PROFILER_END(); + } +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Dragging +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +void PhysXController::setDraggingEnabled(bool enabled) +{ + m_draggingEnabled = enabled; + + if (!m_draggingEnabled) + { + m_draggingActor = nullptr; + } +} + +void PhysXController::updateDragging(double dt) +{ + PROFILER_SCOPED_FUNCTION(); + + // If dragging actor was recently removed we try to reconnect to new one once, using previous hook world point. + // Often it is removed because it was split into smaller chunks (actors), so we wont to stay connected for nicer user experience. + if (m_draggingActor == nullptr && m_draggingTryReconnect) + { + class OverlapCallback : public PxOverlapBufferN<32> + { + public: + OverlapCallback() : hitActor(nullptr) {} + + PxAgain processTouches(const PxOverlapHit* buffer, PxU32 nbHits) + { + for (PxU32 i = 0; i < nbHits; ++i) + { + PxRigidDynamic* rigidDynamic = buffer[i].actor->is(); + if (rigidDynamic) + { + hitActor = rigidDynamic; + break; + } + } + return true; + } + + PxRigidDynamic* hitActor; + }; + + OverlapCallback overlapCallback; + PxSphereGeometry sphere(0.15f); + bool isHit = getPhysXScene().overlap(sphere, PxTransform(m_draggingActorLastHookWorldPoint), overlapCallback, PxQueryFilterData(PxQueryFlag::eDYNAMIC)); + if (isHit && overlapCallback.hitActor) + { + m_draggingActor = overlapCallback.hitActor; + } + + m_draggingTryReconnect = false; + } + + // Update dragging force and debug render (line) + if (m_draggingEnabled && m_draggingActor != NULL) + { + const float DRAGGING_FORCE_FACTOR = 10.0f; + const float DRAGGING_VELOCITY_FACTOR = 2.0f; + PxVec3 attractionPoint = m_dragAttractionPoint; + PxVec3 hookPoint = m_draggingActor->getGlobalPose().transform(m_draggingActorHookLocalPoint); + m_draggingActorLastHookWorldPoint = hookPoint; + m_dragVector = (m_dragAttractionPoint - hookPoint); + if (!m_draggingActor->getRigidBodyFlags().isSet(PxRigidBodyFlag::eKINEMATIC)) + { + PxVec3 dragVeloctiy = (m_dragVector * DRAGGING_FORCE_FACTOR - DRAGGING_VELOCITY_FACTOR * m_draggingActor->getLinearVelocity()) * dt; + PxRigidBodyExt::addForceAtLocalPos(*m_draggingActor, dragVeloctiy * m_draggingActor->getMass(), m_draggingActorHookLocalPoint, PxForceMode::eIMPULSE, true); + } + + // debug render line + m_dragDebugRenderBuffer.clear(); + m_dragDebugRenderBuffer.m_lines.push_back(PxDebugLine(attractionPoint, hookPoint, XMFLOAT4ToU32Color(HOOK_LINE_COLOR))); + getRenderer().queueRenderBuffer(&m_dragDebugRenderBuffer); + } +} + +void PhysXController::resetDragging() +{ + m_draggingActor = nullptr; +} + + +LRESULT PhysXController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +{ + PROFILER_SCOPED_FUNCTION(); + + if (m_draggingEnabled && (uMsg == WM_LBUTTONDOWN || uMsg == WM_MOUSEMOVE || uMsg == WM_LBUTTONUP)) + { + float mouseX = (short)LOWORD(lParam) / getRenderer().getScreenWidth(); + float mouseY = (short)HIWORD(lParam) / getRenderer().getScreenHeight(); + + PxVec3 eyePos, pickDir; + getEyePoseAndPickDir(mouseX, mouseY, eyePos, pickDir); + pickDir = pickDir.getNormalized(); + + if (uMsg == WM_LBUTTONDOWN) + { + if (pickDir.magnitude() > 0) + { + PxRaycastHit hit; + PxRaycastBuffer rcBuffer(&hit, 1); + bool isHit = getPhysXScene().raycast(eyePos, pickDir, PX_MAX_F32, rcBuffer, PxHitFlag::ePOSITION, PxQueryFilterData(PxQueryFlag::eDYNAMIC)); + if (isHit) + { + m_dragDistance = (eyePos - hit.position).magnitude(); + m_draggingActor = hit.actor->is(); + m_draggingActorHookLocalPoint = m_draggingActor->getGlobalPose().getInverse().transform(hit.position); + m_dragAttractionPoint = hit.position; + if (!m_draggingActor->getRigidBodyFlags().isSet(PxRigidBodyFlag::eKINEMATIC)) + { + m_draggingActor->setLinearVelocity(PxVec3(0, 0, 0)); + m_draggingActor->setAngularVelocity(PxVec3(0, 0, 0)); + } + } + } + } + else if (uMsg == WM_MOUSEMOVE) + { + PxRaycastHit hit; + PxRaycastBuffer rcBuffer(&hit, 1); + bool isHit = getPhysXScene().raycast(eyePos, pickDir, PX_MAX_F32, rcBuffer, PxHitFlag::ePOSITION, PxQueryFilterData(PxQueryFlag::eSTATIC)); + if (isHit) + { + m_dragDistance = PxMin(m_dragDistance, (eyePos - hit.position).magnitude()); + } + + m_dragAttractionPoint = eyePos + pickDir * m_dragDistance; + } + else if (uMsg == WM_LBUTTONUP) + { + m_draggingActor = NULL; + } + } + + return 1; +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Explosion +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +class ExplodeOverlapCallback : public PxOverlapCallback +{ +public: + ExplodeOverlapCallback(PxVec3 worldPos, float radius, float explosiveImpulse) + : m_worldPos(worldPos) + , m_radius(radius) + , m_explosiveImpulse(explosiveImpulse) + , PxOverlapCallback(m_hitBuffer, sizeof(m_hitBuffer) / sizeof(m_hitBuffer[0])) {} + + PxAgain processTouches(const PxOverlapHit* buffer, PxU32 nbHits) + { + for (PxU32 i = 0; i < nbHits; ++i) + { + PxRigidActor* actor = buffer[i].actor; + PxRigidDynamic* rigidDynamic = actor->is(); + if (rigidDynamic && !(rigidDynamic->getRigidBodyFlags() & PxRigidBodyFlag::eKINEMATIC)) + { + if (m_actorBuffer.find(rigidDynamic) == m_actorBuffer.end()) + { + m_actorBuffer.insert(rigidDynamic); + PxVec3 dr = rigidDynamic->getGlobalPose().transform(rigidDynamic->getCMassLocalPose()).p - m_worldPos; + float distance = dr.magnitude(); + float factor = PxClamp(1.0f - (distance * distance) / (m_radius * m_radius), 0.0f, 1.0f); + float impulse = factor * m_explosiveImpulse * 1000.0f; + PxVec3 vel = dr.getNormalized() * impulse / rigidDynamic->getMass(); + rigidDynamic->setLinearVelocity(rigidDynamic->getLinearVelocity() + vel); + } + } + } + return true; + } + +private: + PxOverlapHit m_hitBuffer[1000]; + float m_explosiveImpulse; + std::set m_actorBuffer; + PxVec3 m_worldPos; + float m_radius; +}; + +void PhysXController::explode(PxVec3 worldPos, float damageRadius, float explosiveImpulse) +{ + ExplodeOverlapCallback overlapCallback(worldPos, damageRadius, explosiveImpulse); + m_physicsScene->overlap(PxSphereGeometry(damageRadius), PxTransform(worldPos), overlapCallback); +} + +void PhysXController::explodeDelayed(PxVec3 worldPos, float damageRadius, float explosiveImpulse) +{ + m_explosionQueue.push_back({ worldPos, damageRadius, explosiveImpulse }); +} + +void PhysXController::processExplosionQueue() +{ + for (auto& e : m_explosionQueue) + { + explode(e.worldPos, e.damageRadius, e.explosiveImpulse); + } + m_explosionQueue.clear(); +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// UI +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +void PhysXController::drawUI() +{ + ImGui::Checkbox("Use Fixed Timestep", &m_useFixedTimeStep); + if (m_useFixedTimeStep) + { + ImGui::InputFloat("Fixed Timestep", &m_fixedTimeStep); + ImGui::InputInt("Max Substep Count", &m_maxSubstepCount); + } + + ImGui::Text("Substep Count: %d", m_substepCount); + ImGui::Text("Sync Simulation Time (total): %4.2f ms", getLastSimulationTime() * 1000); +} + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// PhysX Primitive +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +void PhysXController::initPhysXPrimitives() +{ + // physx primitive render materials + { + m_physXPrimitiveRenderMaterial = new RenderMaterial(getRenderer().getResourceManager(), "physx_primitive", ""); + m_physXPlaneRenderMaterial = new RenderMaterial(getRenderer().getResourceManager(), "physx_primitive_plane", ""); + m_physXPrimitiveTransparentRenderMaterial = new RenderMaterial(getRenderer().getResourceManager(), "physx_primitive_transparent", "", RenderMaterial::BLEND_ALPHA_BLENDING); + } + + // create plane + Actor* plane = spawnPhysXPrimitivePlane(PxPlane(PxVec3(0, 1, 0).getNormalized(), 0)); + plane->setColor(PLANE_COLOR); +} + +void PhysXController::releasePhysXPrimitives() +{ + // remove all actors + for (std::set::iterator it = m_actors.begin(); it != m_actors.end(); it++) + { + delete (*it); + } + m_actors.clear(); + + // remove all materials + SAFE_DELETE(m_physXPrimitiveRenderMaterial); + SAFE_DELETE(m_physXPlaneRenderMaterial); + SAFE_DELETE(m_physXPrimitiveTransparentRenderMaterial); + + // remove all convex render meshes + for (auto it = m_convexRenderMeshes.begin(); it != m_convexRenderMeshes.end(); it++) + { + SAFE_DELETE((*it).second); + } + m_convexRenderMeshes.clear(); +} + +void PhysXController::updateActorTransforms() +{ + PROFILER_SCOPED_FUNCTION(); + + for (std::set::iterator it = m_actors.begin(); it != m_actors.end(); it++) + { + (*it)->update(); + } +} + +PhysXController::Actor* PhysXController::spawnPhysXPrimitiveBox(const PxTransform& position, PxVec3 extents, float density) +{ + PxBoxGeometry geom = PxBoxGeometry(extents); + PxRigidDynamic* actor = PxCreateDynamic(*m_physics, position, geom, *m_defaultMaterial, density); + + return spawnPhysXPrimitive(actor); +} + +PhysXController::Actor* PhysXController::spawnPhysXPrimitivePlane(const PxPlane& plane) +{ + PxRigidStatic* actor = PxCreatePlane(*m_physics, plane, *m_defaultMaterial); + PhysXController::Actor* p = spawnPhysXPrimitive(actor, true, true); + return p; +} + +PhysXController::Actor* PhysXController::spawnPhysXPrimitive(PxRigidActor* actor, bool addToScene, bool ownPxActor) +{ + if (addToScene) + { + m_physicsScene->addActor(*actor); + } + + Actor* a = new Actor(this, actor, ownPxActor); + + m_actors.emplace(a); + + return a; +} + +void PhysXController::removePhysXPrimitive(Actor* actor) +{ + if (m_actors.find(actor) == m_actors.end()) + return; + + m_actors.erase(actor); + + if (!actor->ownsPxActor()) + { + m_physXActorsToRemove.push_back(actor->getActor()); + } + + if (m_draggingActor == actor->getActor()) + { + m_draggingActor = nullptr; + } + + delete actor; +} + +void PhysXController::removeUnownedPhysXActors() +{ + if (m_physXActorsToRemove.size()) + { + m_physicsScene->removeActors(m_physXActorsToRemove.data(), (PxU32)m_physXActorsToRemove.size()); + for (size_t i = 0; i < m_physXActorsToRemove.size(); ++i) + { + m_physXActorsToRemove[i]->release(); + } + m_physXActorsToRemove.resize(0); + } +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Actor +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +PhysXController::Actor::Actor(PhysXController* controller, PxRigidActor* actor, bool ownPxActor) : + m_controller(controller), + m_ownPxActor(ownPxActor), + m_hidden(false) +{ + m_actor = actor; + + uint32_t shapesCount = actor->getNbShapes(); + m_shapes.resize(shapesCount); + actor->getShapes(m_shapes.data(), shapesCount); + + m_renderables.resize(m_shapes.size()); + for (uint32_t i = 0; i < m_shapes.size(); i++) + { + PxShape* shape = m_shapes[i]; + IRenderMesh* mesh = m_controller->getRenderMeshForShape(shape); + RenderMaterial* material = shape->getGeometryType() == PxGeometryType::ePLANE ? m_controller->m_physXPlaneRenderMaterial : m_controller->m_physXPrimitiveRenderMaterial; + m_renderables[i] = m_controller->getRenderer().createRenderable(*mesh, *material); + m_renderables[i]->setScale(m_controller->getMeshScaleForShape(shape)); + } +} + +PhysXController::Actor::~Actor() +{ + for (uint32_t i = 0; i < m_renderables.size(); i++) + { + m_controller->getRenderer().removeRenderable(m_renderables[i]); + } + if (m_ownPxActor) + { + m_actor->release(); + } +} + +void PhysXController::Actor::setColor(DirectX::XMFLOAT4 color) +{ + m_color = color; + + for (uint32_t i = 0; i < m_renderables.size(); i++) + { + m_renderables[i]->setColor(color); + } +} + +void PhysXController::Actor::setHidden(bool hidden) +{ + m_hidden = hidden; + + for (uint32_t i = 0; i < m_renderables.size(); i++) + { + m_renderables[i]->setHidden(hidden); + } +} + +void PhysXController::Actor::update() +{ + for (uint32_t i = 0; i < m_renderables.size(); i++) + { + m_renderables[i]->setTransform(m_actor->getGlobalPose() * m_shapes[i]->getLocalPose()); + } +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// PhysX Shapes Renderer +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +IRenderMesh* PhysXController::getConvexRenderMesh(const PxConvexMesh* mesh) +{ + auto it = m_convexRenderMeshes.find(mesh); + if (it != m_convexRenderMeshes.end()) + { + return (*it).second; + } + else + { + ConvexRenderMesh* renderMesh = new ConvexRenderMesh(mesh); + m_convexRenderMeshes[mesh] = renderMesh; + return renderMesh; + } +} + +IRenderMesh* PhysXController::getRenderMeshForShape(const PxShape* shape) +{ + switch (shape->getGeometryType()) + { + case PxGeometryType::eBOX: + return getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Box); + case PxGeometryType::ePLANE: + return getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Plane); + case PxGeometryType::eSPHERE: + return getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Sphere); + case PxGeometryType::eCONVEXMESH: + { + PxConvexMeshGeometry geom; + shape->getConvexMeshGeometry(geom); + return getConvexRenderMesh(geom.convexMesh); + } + default: + PX_ALWAYS_ASSERT_MESSAGE("Unsupported PxGeometryType"); + return NULL; + } +} + +PxVec3 PhysXController::getMeshScaleForShape(const PxShape* shape) +{ + switch (shape->getGeometryType()) + { + case PxGeometryType::eBOX: + { + PxBoxGeometry boxGeom; + shape->getBoxGeometry(boxGeom); + return boxGeom.halfExtents; + } + case PxGeometryType::ePLANE: + { + return PxVec3(1, 2000, 2000); + } + case PxGeometryType::eSPHERE: + { + PxSphereGeometry sphereGeom; + shape->getSphereGeometry(sphereGeom); + return PxVec3(sphereGeom.radius, sphereGeom.radius, sphereGeom.radius); + } + case PxGeometryType::eCONVEXMESH: + { + PxConvexMeshGeometry convexGeom; + shape->getConvexMeshGeometry(convexGeom); + return convexGeom.scale.scale; // maybe incorrect because of rotation not used + } + default: + return PxVec3(1, 1, 1); + } +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Utils +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +PxVec3 unproject(PxMat44& proj, PxMat44& view, float x, float y) +{ + PxVec4 screenPoint(x, y, 0, 1); + PxVec4 viewPoint = PxVec4(x / proj[0][0], y / proj[1][1], 1, 1); + PxVec4 nearPoint = view.inverseRT().transform(viewPoint); + if (nearPoint.w) + nearPoint *= 1.0f / nearPoint.w; + return PxVec3(nearPoint.x, nearPoint.y, nearPoint.z); +} + + +void PhysXController::getEyePoseAndPickDir(float mouseX, float mouseY, PxVec3& eyePos, PxVec3& pickDir) +{ + PxMat44 view = XMMATRIXToPxMat44(getRenderer().getCamera().GetViewMatrix()); + PxMat44 proj = XMMATRIXToPxMat44(getRenderer().getCamera().GetProjMatrix()); + + PxMat44 eyeTransform = view.inverseRT(); + eyePos = eyeTransform.getPosition(); + PxVec3 nearPos = unproject(proj, view, mouseX * 2 - 1, 1 - mouseY * 2); + pickDir = nearPos - eyePos; +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// diff --git a/samples/SampleBase/physx/PhysXController.h b/samples/SampleBase/physx/PhysXController.h old mode 100644 new mode 100755 index ad0d00d..ba2591b --- a/samples/SampleBase/physx/PhysXController.h +++ b/samples/SampleBase/physx/PhysXController.h @@ -1,313 +1,313 @@ -// 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 PHYSX_CONTROLLER_H -#define PHYSX_CONTROLLER_H - -#include "SampleManager.h" -#include -#include "DebugRenderBuffer.h" -#include "PxFiltering.h" -#include -#include - - -using namespace physx; - -class PerformanceDataWriter; -class RenderMaterial; -class Renderable; -class IRenderMesh; - -namespace physx -{ -class PxCpuDispatcher; -class PxFoundation; -class PxPhysics; -class PxCooking; -class PxPvd; -class PxCudaContextManager; -class PxDefaultCpuDispatcher; -} - - -/** -SampleController which manages all the PhysX related work: -1. initialization, scene updates, release. -2. it can create update and render physx primitives. They are represented by PhysXController::Actor, see public API. -3. provides ability to drag actors by mouse or other similar input - -NOTE: this class does too much, probably should be split in a few smaller ones. -*/ -class PhysXController : public ISampleController -{ - public: - - //////// Actor //////// - - class Actor - { - public: - - Actor(PhysXController* controller, PxRigidActor* actor, bool ownPxActor = true); - ~Actor(); - - void setColor(DirectX::XMFLOAT4 color); - DirectX::XMFLOAT4 getColor() const { return m_color; } - - bool isHidden() { return m_hidden; } - void setHidden(bool hidden); - - void update(); - PxRigidActor* getActor() const { return m_actor; } - - bool ownsPxActor() const { return m_ownPxActor; } - - private: - PhysXController* m_controller; - PxRigidActor* m_actor; - std::vector m_shapes; - - std::vector m_renderables; - DirectX::XMFLOAT4 m_color; - - bool m_hidden; - bool m_ownPxActor; - }; - - - //////// ctor //////// - - PhysXController(PxSimulationFilterShader filterShader); - virtual ~PhysXController(); - - - //////// virtual callbacks //////// - - virtual void onInitialize() override; - virtual void onTerminate() override; - - virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); - - - //////// public API //////// - - void simulationBegin(float dt); - void simualtionSyncEnd(); - - void getEyePoseAndPickDir(float mouseX, float mouseY, PxVec3& eyePos, PxVec3& pickDir); - - // wrappers to physx calls - PxRigidDynamic* createRigidDynamic(const PxTransform& transform); - void releaseRigidDynamic(PxRigidDynamic*); - - Actor* spawnPhysXPrimitiveBox(const PxTransform& position, PxVec3 extents = PxVec3(1, 1, 1), float density = 2000.0f); - Actor* spawnPhysXPrimitivePlane(const PxPlane& plane); - Actor* spawnPhysXPrimitive(PxRigidActor* actor, bool addToScene = true, bool ownPxActor = true); - void removePhysXPrimitive(Actor*); - - IRenderMesh* getConvexRenderMesh(const PxConvexMesh* mesh); - IRenderMesh* getRenderMeshForShape(const PxShape* shape); - PxVec3 getMeshScaleForShape(const PxShape* shape); - - void removeUnownedPhysXActors(); - - bool isPaused() const - { - return m_paused; - } - - void setPaused(bool paused) - { - m_paused = paused; - } - - void setDraggingEnabled(bool enabled); - bool getDraggingEnabled() const { return m_draggingEnabled; } - void resetDragging(); - - void notifyRigidDynamicDestroyed(PxRigidDynamic*); - - void explode(PxVec3 worldPos, float damageRadius, float explosiveImpulse); - void explodeDelayed(PxVec3 worldPos, float damageRadius, float explosiveImpulse); - - void drawUI(); - - //////// public getters //////// - - double getLastSimulationTime() const - { - return m_lastSimulationTime; - } - - RenderMaterial* getPrimitiveRenderMaterial() - { - return m_physXPrimitiveRenderMaterial; - } - - PxPhysics& getPhysics() const - { - return *m_physics; - } - - PxScene& getPhysXScene() const - { - return *m_physicsScene; - } - - PxMaterial* getDefaultMaterial() const - { - return m_defaultMaterial; - } - - PxCooking& getCooking() const - { - return *m_cooking; - } - - PxDefaultCpuDispatcher* getCPUDispatcher() const - { - return m_dispatcher; - } - - void setPerformanceWriter(PerformanceDataWriter* perfWriter) - { - m_perfWriter = perfWriter; - } - - bool getGPUPhysicsAvailable() const - { - return m_gpuPhysicsAvailable; - } - - void setUseGPUPhysics(bool useGPUPhysics); - - bool getUseGPUPhysics() const - { - return m_useGPUPhysics; - } - - const PxVec3& getDragActorHookLocalPoint() const - { - return m_draggingActorHookLocalPoint; - } - - const PxVec3& getDragVector() const - { - return m_dragVector; - } - - PxRigidDynamic* getDraggingActor() const - { - return m_draggingActor; - } - - private: - //////// internal methods //////// - - void initPhysX(); - void releasePhysX(); - - void initPhysXPrimitives(); - void releasePhysXPrimitives(); - void updateActorTransforms(); - void updateDragging(double dt); - void processExplosionQueue(); - - - //////// used controllers //////// - - Renderer& getRenderer() const - { - return getManager()->getRenderer(); - } - - - //////// internal data //////// - - // PhysX - PxFoundation* m_foundation; - PxPhysics* m_physics; - PxCooking* m_cooking; - PxPvd* m_pvd; - PxCudaContextManager* m_cudaContext; - PxDefaultCpuDispatcher* m_dispatcher; - PxMaterial* m_defaultMaterial; - PxSimulationFilterShader m_filterShader; - PxScene* m_physicsScene; - - // PhysX API related - std::vector m_physXActorsToRemove; - - // primitives/actors - std::set m_actors; - std::map m_convexRenderMeshes; - RenderMaterial* m_physXPrimitiveRenderMaterial; - RenderMaterial* m_physXPlaneRenderMaterial; - RenderMaterial* m_physXPrimitiveTransparentRenderMaterial; - - // simulation - bool m_isSimulating; - bool m_gpuPhysicsAvailable; - bool m_useGPUPhysics; - double m_lastSimulationTime; - LARGE_INTEGER m_performanceFreq; - bool m_paused; - bool m_useFixedTimeStep; - float m_fixedTimeStep; - float m_timeAccumulator; - uint32_t m_substepCount; - int32_t m_maxSubstepCount; - - // dragging - bool m_draggingEnabled; - PxRigidDynamic* m_draggingActor; - PxVec3 m_draggingActorHookLocalPoint; - PxVec3 m_dragAttractionPoint; - PxVec3 m_dragVector; - float m_dragDistance; - DebugRenderBuffer m_dragDebugRenderBuffer; - PxVec3 m_draggingActorLastHookWorldPoint; - bool m_draggingTryReconnect; - - // Performance writer - PerformanceDataWriter* m_perfWriter; - - // explosion - struct ExplosionData - { - PxVec3 worldPos; - float damageRadius; - float explosiveImpulse; - }; - - std::vector m_explosionQueue; - -}; - -#endif +// 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 PHYSX_CONTROLLER_H +#define PHYSX_CONTROLLER_H + +#include "SampleManager.h" +#include +#include "DebugRenderBuffer.h" +#include "PxFiltering.h" +#include +#include + + +using namespace physx; + +class PerformanceDataWriter; +class RenderMaterial; +class Renderable; +class IRenderMesh; + +namespace physx +{ +class PxCpuDispatcher; +class PxFoundation; +class PxPhysics; +class PxCooking; +class PxPvd; +class PxCudaContextManager; +class PxDefaultCpuDispatcher; +} + + +/** +SampleController which manages all the PhysX related work: +1. initialization, scene updates, release. +2. it can create update and render physx primitives. They are represented by PhysXController::Actor, see public API. +3. provides ability to drag actors by mouse or other similar input + +NOTE: this class does too much, probably should be split in a few smaller ones. +*/ +class PhysXController : public ISampleController +{ + public: + + //////// Actor //////// + + class Actor + { + public: + + Actor(PhysXController* controller, PxRigidActor* actor, bool ownPxActor = true); + ~Actor(); + + void setColor(DirectX::XMFLOAT4 color); + DirectX::XMFLOAT4 getColor() const { return m_color; } + + bool isHidden() { return m_hidden; } + void setHidden(bool hidden); + + void update(); + PxRigidActor* getActor() const { return m_actor; } + + bool ownsPxActor() const { return m_ownPxActor; } + + private: + PhysXController* m_controller; + PxRigidActor* m_actor; + std::vector m_shapes; + + std::vector m_renderables; + DirectX::XMFLOAT4 m_color; + + bool m_hidden; + bool m_ownPxActor; + }; + + + //////// ctor //////// + + PhysXController(PxSimulationFilterShader filterShader); + virtual ~PhysXController(); + + + //////// virtual callbacks //////// + + virtual void onInitialize() override; + virtual void onTerminate() override; + + virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); + + + //////// public API //////// + + void simulationBegin(float dt); + void simualtionSyncEnd(); + + void getEyePoseAndPickDir(float mouseX, float mouseY, PxVec3& eyePos, PxVec3& pickDir); + + // wrappers to physx calls + PxRigidDynamic* createRigidDynamic(const PxTransform& transform); + void releaseRigidDynamic(PxRigidDynamic*); + + Actor* spawnPhysXPrimitiveBox(const PxTransform& position, PxVec3 extents = PxVec3(1, 1, 1), float density = 2000.0f); + Actor* spawnPhysXPrimitivePlane(const PxPlane& plane); + Actor* spawnPhysXPrimitive(PxRigidActor* actor, bool addToScene = true, bool ownPxActor = true); + void removePhysXPrimitive(Actor*); + + IRenderMesh* getConvexRenderMesh(const PxConvexMesh* mesh); + IRenderMesh* getRenderMeshForShape(const PxShape* shape); + PxVec3 getMeshScaleForShape(const PxShape* shape); + + void removeUnownedPhysXActors(); + + bool isPaused() const + { + return m_paused; + } + + void setPaused(bool paused) + { + m_paused = paused; + } + + void setDraggingEnabled(bool enabled); + bool getDraggingEnabled() const { return m_draggingEnabled; } + void resetDragging(); + + void notifyRigidDynamicDestroyed(PxRigidDynamic*); + + void explode(PxVec3 worldPos, float damageRadius, float explosiveImpulse); + void explodeDelayed(PxVec3 worldPos, float damageRadius, float explosiveImpulse); + + void drawUI(); + + //////// public getters //////// + + double getLastSimulationTime() const + { + return m_lastSimulationTime; + } + + RenderMaterial* getPrimitiveRenderMaterial() + { + return m_physXPrimitiveRenderMaterial; + } + + PxPhysics& getPhysics() const + { + return *m_physics; + } + + PxScene& getPhysXScene() const + { + return *m_physicsScene; + } + + PxMaterial* getDefaultMaterial() const + { + return m_defaultMaterial; + } + + PxCooking& getCooking() const + { + return *m_cooking; + } + + PxDefaultCpuDispatcher* getCPUDispatcher() const + { + return m_dispatcher; + } + + void setPerformanceWriter(PerformanceDataWriter* perfWriter) + { + m_perfWriter = perfWriter; + } + + bool getGPUPhysicsAvailable() const + { + return m_gpuPhysicsAvailable; + } + + void setUseGPUPhysics(bool useGPUPhysics); + + bool getUseGPUPhysics() const + { + return m_useGPUPhysics; + } + + const PxVec3& getDragActorHookLocalPoint() const + { + return m_draggingActorHookLocalPoint; + } + + const PxVec3& getDragVector() const + { + return m_dragVector; + } + + PxRigidDynamic* getDraggingActor() const + { + return m_draggingActor; + } + + private: + //////// internal methods //////// + + void initPhysX(); + void releasePhysX(); + + void initPhysXPrimitives(); + void releasePhysXPrimitives(); + void updateActorTransforms(); + void updateDragging(double dt); + void processExplosionQueue(); + + + //////// used controllers //////// + + Renderer& getRenderer() const + { + return getManager()->getRenderer(); + } + + + //////// internal data //////// + + // PhysX + PxFoundation* m_foundation; + PxPhysics* m_physics; + PxCooking* m_cooking; + PxPvd* m_pvd; + PxCudaContextManager* m_cudaContext; + PxDefaultCpuDispatcher* m_dispatcher; + PxMaterial* m_defaultMaterial; + PxSimulationFilterShader m_filterShader; + PxScene* m_physicsScene; + + // PhysX API related + std::vector m_physXActorsToRemove; + + // primitives/actors + std::set m_actors; + std::map m_convexRenderMeshes; + RenderMaterial* m_physXPrimitiveRenderMaterial; + RenderMaterial* m_physXPlaneRenderMaterial; + RenderMaterial* m_physXPrimitiveTransparentRenderMaterial; + + // simulation + bool m_isSimulating; + bool m_gpuPhysicsAvailable; + bool m_useGPUPhysics; + double m_lastSimulationTime; + LARGE_INTEGER m_performanceFreq; + bool m_paused; + bool m_useFixedTimeStep; + float m_fixedTimeStep; + float m_timeAccumulator; + uint32_t m_substepCount; + int32_t m_maxSubstepCount; + + // dragging + bool m_draggingEnabled; + PxRigidDynamic* m_draggingActor; + PxVec3 m_draggingActorHookLocalPoint; + PxVec3 m_dragAttractionPoint; + PxVec3 m_dragVector; + float m_dragDistance; + DebugRenderBuffer m_dragDebugRenderBuffer; + PxVec3 m_draggingActorLastHookWorldPoint; + bool m_draggingTryReconnect; + + // Performance writer + PerformanceDataWriter* m_perfWriter; + + // explosion + struct ExplosionData + { + PxVec3 worldPos; + float damageRadius; + float explosiveImpulse; + }; + + std::vector m_explosionQueue; + +}; + +#endif diff --git a/samples/SampleBase/renderer/ConvexRenderMesh.cpp b/samples/SampleBase/renderer/ConvexRenderMesh.cpp old mode 100644 new mode 100755 index 2c75768..88fa0e6 --- a/samples/SampleBase/renderer/ConvexRenderMesh.cpp +++ b/samples/SampleBase/renderer/ConvexRenderMesh.cpp @@ -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. - - -#include "ConvexRenderMesh.h" -#include "Renderer.h" -#include "PxConvexMesh.h" - - -struct Vertex -{ - PxVec3 position; - PxVec3 normal; -}; - -ConvexRenderMesh::ConvexRenderMesh(const PxConvexMesh* mesh) -{ - const uint32_t nbPolygons = mesh->getNbPolygons(); - const uint8_t* indexBuffer = mesh->getIndexBuffer(); - const PxVec3* meshVertices = mesh->getVertices(); - - uint32_t nbVerts = 0; - uint32_t nbFaces = 0; - - for (uint32_t i = 0; i < nbPolygons; i++) - { - PxHullPolygon data; - mesh->getPolygonData(i, data); - uint32_t nbPolyVerts = data.mNbVerts; - nbVerts += nbPolyVerts; - nbFaces += (nbPolyVerts - 2) * 3; - } - - std::vector vertices; - std::vector faces; - - vertices.resize(nbVerts); - faces.resize(nbFaces); - - uint32_t vertCounter = 0; - uint32_t facesCounter = 0; - for (uint32_t i = 0; i < nbPolygons; i++) - { - PxHullPolygon data; - mesh->getPolygonData(i, data); - - PxVec3 normal(data.mPlane[0], data.mPlane[1], data.mPlane[2]); - - uint32_t vI0 = vertCounter; - for (uint32_t vI = 0; vI < data.mNbVerts; vI++) - { - vertices[vertCounter].position = meshVertices[indexBuffer[data.mIndexBase + vI]]; - vertices[vertCounter].normal = normal; - vertCounter++; - } - - for (uint32_t vI = 1; vI < uint32_t(data.mNbVerts) - 1; vI++) - { - faces[facesCounter++] = uint16_t(vI0); - faces[facesCounter++] = uint16_t(vI0 + vI + 1); - faces[facesCounter++] = uint16_t(vI0 + vI); - } - } - - std::vector 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(Vertex), layout, faces.data(), nbFaces); -} - - -ConvexRenderMesh::~ConvexRenderMesh() -{ -} - +// 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 "ConvexRenderMesh.h" +#include "Renderer.h" +#include "PxConvexMesh.h" + + +struct Vertex +{ + PxVec3 position; + PxVec3 normal; +}; + +ConvexRenderMesh::ConvexRenderMesh(const PxConvexMesh* mesh) +{ + const uint32_t nbPolygons = mesh->getNbPolygons(); + const uint8_t* indexBuffer = mesh->getIndexBuffer(); + const PxVec3* meshVertices = mesh->getVertices(); + + uint32_t nbVerts = 0; + uint32_t nbFaces = 0; + + for (uint32_t i = 0; i < nbPolygons; i++) + { + PxHullPolygon data; + mesh->getPolygonData(i, data); + uint32_t nbPolyVerts = data.mNbVerts; + nbVerts += nbPolyVerts; + nbFaces += (nbPolyVerts - 2) * 3; + } + + std::vector vertices; + std::vector faces; + + vertices.resize(nbVerts); + faces.resize(nbFaces); + + uint32_t vertCounter = 0; + uint32_t facesCounter = 0; + for (uint32_t i = 0; i < nbPolygons; i++) + { + PxHullPolygon data; + mesh->getPolygonData(i, data); + + PxVec3 normal(data.mPlane[0], data.mPlane[1], data.mPlane[2]); + + uint32_t vI0 = vertCounter; + for (uint32_t vI = 0; vI < data.mNbVerts; vI++) + { + vertices[vertCounter].position = meshVertices[indexBuffer[data.mIndexBase + vI]]; + vertices[vertCounter].normal = normal; + vertCounter++; + } + + for (uint32_t vI = 1; vI < uint32_t(data.mNbVerts) - 1; vI++) + { + faces[facesCounter++] = uint16_t(vI0); + faces[facesCounter++] = uint16_t(vI0 + vI + 1); + faces[facesCounter++] = uint16_t(vI0 + vI); + } + } + + std::vector 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(Vertex), layout, faces.data(), nbFaces); +} + + +ConvexRenderMesh::~ConvexRenderMesh() +{ +} + diff --git a/samples/SampleBase/renderer/ConvexRenderMesh.h b/samples/SampleBase/renderer/ConvexRenderMesh.h old mode 100644 new mode 100755 index 29a3547..133cab3 --- a/samples/SampleBase/renderer/ConvexRenderMesh.h +++ b/samples/SampleBase/renderer/ConvexRenderMesh.h @@ -1,52 +1,52 @@ -// 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 CONVEX_RENDER_MESH_H -#define CONVEX_RENDER_MESH_H - -#include "CustomRenderMesh.h" - -namespace physx -{ -class PxConvexMesh; -} - - -/** -PxConvexMesh render mesh -(this class relates to PhysX more then to Renderer) -*/ -class ConvexRenderMesh : public CustomRenderMesh -{ -public: - ConvexRenderMesh(const PxConvexMesh* mesh); - virtual ~ConvexRenderMesh(); -}; - - +// 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 CONVEX_RENDER_MESH_H +#define CONVEX_RENDER_MESH_H + +#include "CustomRenderMesh.h" + +namespace physx +{ +class PxConvexMesh; +} + + +/** +PxConvexMesh render mesh +(this class relates to PhysX more then to Renderer) +*/ +class ConvexRenderMesh : public CustomRenderMesh +{ +public: + ConvexRenderMesh(const PxConvexMesh* mesh); + virtual ~ConvexRenderMesh(); +}; + + #endif //CONVEX_RENDER_MESH_H \ No newline at end of file diff --git a/samples/SampleBase/renderer/CustomRenderMesh.cpp b/samples/SampleBase/renderer/CustomRenderMesh.cpp old mode 100644 new mode 100755 index 2350796..500f411 --- a/samples/SampleBase/renderer/CustomRenderMesh.cpp +++ b/samples/SampleBase/renderer/CustomRenderMesh.cpp @@ -1,114 +1,114 @@ -// 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 "CustomRenderMesh.h" - - -CustomRenderMesh::CustomRenderMesh() - : m_indexBuffer(nullptr) -{ -} - -CustomRenderMesh::CustomRenderMesh(const void* vertices, uint32_t numVertices, uint32_t vertexSize, std::vector& inputDesc, const uint16_t* faces, uint32_t numFaces) - : m_indexBuffer(nullptr) -{ - initialize(vertices, numVertices, vertexSize, inputDesc, faces, numFaces); -} - -void CustomRenderMesh::initialize(const void* vertices, uint32_t numVertices, uint32_t vertexSize, std::vector& inputDesc, const uint16_t* faces, uint32_t numFaces) -{ - ID3D11Device* device = GetDeviceManager()->GetDevice(); - - m_inputDesc = inputDesc; - m_numVertices = numVertices; - m_vertexSize = vertexSize; - m_numFaces = numFaces; - - // VB - { - D3D11_SUBRESOURCE_DATA vertexBufferData; - - ZeroMemory(&vertexBufferData, sizeof(vertexBufferData)); - vertexBufferData.pSysMem = vertices; - - D3D11_BUFFER_DESC bufferDesc; - - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - bufferDesc.ByteWidth = vertexSize * numVertices; - bufferDesc.CPUAccessFlags = 0; - bufferDesc.MiscFlags = 0; - bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; - - V(device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_vertexBuffer)); - } - - // IB - if (faces != nullptr) - { - D3D11_SUBRESOURCE_DATA indexBufferData; - - ZeroMemory(&indexBufferData, sizeof(indexBufferData)); - indexBufferData.pSysMem = faces; - - D3D11_BUFFER_DESC bufferDesc; - - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; - bufferDesc.ByteWidth = sizeof(uint16_t) * numFaces; - bufferDesc.CPUAccessFlags = 0; - bufferDesc.MiscFlags = 0; - bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; - - V(device->CreateBuffer(&bufferDesc, &indexBufferData, &m_indexBuffer)); - } -} - -CustomRenderMesh::~CustomRenderMesh() -{ - SAFE_RELEASE(m_vertexBuffer); - SAFE_RELEASE(m_indexBuffer); -} - - -void CustomRenderMesh::render(ID3D11DeviceContext& context) const -{ - context.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - - UINT strides[1] = { m_vertexSize }; - UINT offsets[1] = { 0 }; - context.IASetVertexBuffers(0, 1, &m_vertexBuffer, strides, offsets); - - context.IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0); - - if (m_indexBuffer) - context.DrawIndexed(m_numFaces, 0, 0); - else - context.Draw(m_numVertices, 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 "CustomRenderMesh.h" + + +CustomRenderMesh::CustomRenderMesh() + : m_indexBuffer(nullptr) +{ +} + +CustomRenderMesh::CustomRenderMesh(const void* vertices, uint32_t numVertices, uint32_t vertexSize, std::vector& inputDesc, const uint16_t* faces, uint32_t numFaces) + : m_indexBuffer(nullptr) +{ + initialize(vertices, numVertices, vertexSize, inputDesc, faces, numFaces); +} + +void CustomRenderMesh::initialize(const void* vertices, uint32_t numVertices, uint32_t vertexSize, std::vector& inputDesc, const uint16_t* faces, uint32_t numFaces) +{ + ID3D11Device* device = GetDeviceManager()->GetDevice(); + + m_inputDesc = inputDesc; + m_numVertices = numVertices; + m_vertexSize = vertexSize; + m_numFaces = numFaces; + + // VB + { + D3D11_SUBRESOURCE_DATA vertexBufferData; + + ZeroMemory(&vertexBufferData, sizeof(vertexBufferData)); + vertexBufferData.pSysMem = vertices; + + D3D11_BUFFER_DESC bufferDesc; + + memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); + bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + bufferDesc.ByteWidth = vertexSize * numVertices; + bufferDesc.CPUAccessFlags = 0; + bufferDesc.MiscFlags = 0; + bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; + + V(device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_vertexBuffer)); + } + + // IB + if (faces != nullptr) + { + D3D11_SUBRESOURCE_DATA indexBufferData; + + ZeroMemory(&indexBufferData, sizeof(indexBufferData)); + indexBufferData.pSysMem = faces; + + D3D11_BUFFER_DESC bufferDesc; + + memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); + bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; + bufferDesc.ByteWidth = sizeof(uint16_t) * numFaces; + bufferDesc.CPUAccessFlags = 0; + bufferDesc.MiscFlags = 0; + bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; + + V(device->CreateBuffer(&bufferDesc, &indexBufferData, &m_indexBuffer)); + } +} + +CustomRenderMesh::~CustomRenderMesh() +{ + SAFE_RELEASE(m_vertexBuffer); + SAFE_RELEASE(m_indexBuffer); +} + + +void CustomRenderMesh::render(ID3D11DeviceContext& context) const +{ + context.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + + UINT strides[1] = { m_vertexSize }; + UINT offsets[1] = { 0 }; + context.IASetVertexBuffers(0, 1, &m_vertexBuffer, strides, offsets); + + context.IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0); + + if (m_indexBuffer) + context.DrawIndexed(m_numFaces, 0, 0); + else + context.Draw(m_numVertices, 0); +} + diff --git a/samples/SampleBase/renderer/CustomRenderMesh.h b/samples/SampleBase/renderer/CustomRenderMesh.h old mode 100644 new mode 100755 index bab2d57..5dd0d85 --- a/samples/SampleBase/renderer/CustomRenderMesh.h +++ b/samples/SampleBase/renderer/CustomRenderMesh.h @@ -1,59 +1,59 @@ -// 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 CUSTOM_RENDER_MESH_H -#define CUSTOM_RENDER_MESH_H - -#include "Renderable.h" - - -class CustomRenderMesh : public IRenderMesh -{ -public: - const std::vector& getInputElementDesc() const { return m_inputDesc; } - void render(ID3D11DeviceContext& context) const; - - CustomRenderMesh(const void* vertices, uint32_t numVertices, uint32_t vertexSize, std::vector& inputDesc, const uint16_t* faces = nullptr, uint32_t numFaces = 0); - virtual ~CustomRenderMesh(); - -protected: - CustomRenderMesh(); - void initialize(const void* vertices, uint32_t numVertices, uint32_t vertexSize, std::vector& inputDesc, const uint16_t* faces, uint32_t numFaces); - -private: - ID3D11Buffer* m_vertexBuffer; - ID3D11Buffer* m_indexBuffer; - uint32_t m_numFaces; - uint32_t m_numVertices; - uint32_t m_vertexSize; - - std::vector m_inputDesc; -}; - - +// 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 CUSTOM_RENDER_MESH_H +#define CUSTOM_RENDER_MESH_H + +#include "Renderable.h" + + +class CustomRenderMesh : public IRenderMesh +{ +public: + const std::vector& getInputElementDesc() const { return m_inputDesc; } + void render(ID3D11DeviceContext& context) const; + + CustomRenderMesh(const void* vertices, uint32_t numVertices, uint32_t vertexSize, std::vector& inputDesc, const uint16_t* faces = nullptr, uint32_t numFaces = 0); + virtual ~CustomRenderMesh(); + +protected: + CustomRenderMesh(); + void initialize(const void* vertices, uint32_t numVertices, uint32_t vertexSize, std::vector& inputDesc, const uint16_t* faces, uint32_t numFaces); + +private: + ID3D11Buffer* m_vertexBuffer; + ID3D11Buffer* m_indexBuffer; + uint32_t m_numFaces; + uint32_t m_numVertices; + uint32_t m_vertexSize; + + std::vector m_inputDesc; +}; + + #endif //CUSTOM_RENDER_MESH_H \ No newline at end of file diff --git a/samples/SampleBase/renderer/DebugRenderBuffer.h b/samples/SampleBase/renderer/DebugRenderBuffer.h old mode 100644 new mode 100755 index c2201de..1a7127e --- a/samples/SampleBase/renderer/DebugRenderBuffer.h +++ b/samples/SampleBase/renderer/DebugRenderBuffer.h @@ -1,68 +1,68 @@ -// 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 DEBUGRENDERBUFFER_H -#define DEBUGRENDERBUFFER_H - -#include "PxRenderBuffer.h" -#include - -using namespace physx; - - -/** -Simple PxRenderBuffer implementation for easy debug primitives adding -*/ -class DebugRenderBuffer : public PxRenderBuffer -{ -public: - ~DebugRenderBuffer() {} - - virtual PxU32 getNbPoints() const { return 0; } - virtual const PxDebugPoint* getPoints() const { return nullptr; } - - virtual PxU32 getNbLines() const { return static_cast(m_lines.size()); } - virtual const PxDebugLine* getLines() const { return m_lines.data(); } - - virtual PxU32 getNbTriangles() const { return 0; } - virtual const PxDebugTriangle* getTriangles() const { return nullptr; } - - virtual PxU32 getNbTexts() const { return 0; } - virtual const PxDebugText* getTexts() const { return nullptr; } - - virtual void append(const PxRenderBuffer& other) {} - virtual void clear() - { - m_lines.clear(); - } - - std::vector m_lines; -}; - - +// 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 DEBUGRENDERBUFFER_H +#define DEBUGRENDERBUFFER_H + +#include "PxRenderBuffer.h" +#include + +using namespace physx; + + +/** +Simple PxRenderBuffer implementation for easy debug primitives adding +*/ +class DebugRenderBuffer : public PxRenderBuffer +{ +public: + ~DebugRenderBuffer() {} + + virtual PxU32 getNbPoints() const { return 0; } + virtual const PxDebugPoint* getPoints() const { return nullptr; } + + virtual PxU32 getNbLines() const { return static_cast(m_lines.size()); } + virtual const PxDebugLine* getLines() const { return m_lines.data(); } + + virtual PxU32 getNbTriangles() const { return 0; } + virtual const PxDebugTriangle* getTriangles() const { return nullptr; } + + virtual PxU32 getNbTexts() const { return 0; } + virtual const PxDebugText* getTexts() const { return nullptr; } + + virtual void append(const PxRenderBuffer& other) {} + virtual void clear() + { + m_lines.clear(); + } + + std::vector m_lines; +}; + + #endif //DEBUGRENDERBUFFER_H \ No newline at end of file diff --git a/samples/SampleBase/renderer/Mesh.cpp b/samples/SampleBase/renderer/Mesh.cpp old mode 100644 new mode 100755 index cb911be..68b0f39 --- a/samples/SampleBase/renderer/Mesh.cpp +++ b/samples/SampleBase/renderer/Mesh.cpp @@ -1,30 +1,30 @@ -// 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 "Mesh.h" - +// 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 "Mesh.h" + diff --git a/samples/SampleBase/renderer/Mesh.h b/samples/SampleBase/renderer/Mesh.h old mode 100644 new mode 100755 index b596294..c8ad56d --- a/samples/SampleBase/renderer/Mesh.h +++ b/samples/SampleBase/renderer/Mesh.h @@ -1,69 +1,69 @@ -// 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 MESH_H -#define MESH_H - -#include -#include "PxVec2.h" -#include "PxVec3.h" - - -class Mesh -{ - virtual uint32_t getVertexStride() = 0; - // ... TBD -}; - -/** -SimpleMesh: position + normal + uv -We use only this type everywhere, once other versions will be required we should generalize Mesh and refactor code. -*/ -class SimpleMesh : public Mesh -{ -public: - - class Vertex - { - public: - physx::PxVec3 position; - physx::PxVec3 normal; - physx::PxVec2 uv; - }; - - virtual uint32_t getVertexStride() { return sizeof(Vertex); } - - std::vector vertices; - std::vector indices; - - physx::PxVec3 extents; - physx::PxVec3 center; -}; - - +// 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 MESH_H +#define MESH_H + +#include +#include "PxVec2.h" +#include "PxVec3.h" + + +class Mesh +{ + virtual uint32_t getVertexStride() = 0; + // ... TBD +}; + +/** +SimpleMesh: position + normal + uv +We use only this type everywhere, once other versions will be required we should generalize Mesh and refactor code. +*/ +class SimpleMesh : public Mesh +{ +public: + + class Vertex + { + public: + physx::PxVec3 position; + physx::PxVec3 normal; + physx::PxVec2 uv; + }; + + virtual uint32_t getVertexStride() { return sizeof(Vertex); } + + std::vector vertices; + std::vector indices; + + physx::PxVec3 extents; + physx::PxVec3 center; +}; + + #endif //MESH_H \ No newline at end of file diff --git a/samples/SampleBase/renderer/PrimitiveRenderMesh.cpp b/samples/SampleBase/renderer/PrimitiveRenderMesh.cpp old mode 100644 new mode 100755 index 83c6431..cbc34ce --- 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 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 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 vertices; - for (uint32_t i = 0; i < g_numSphereVertices; i++) - { - vertices.push_back({ g_spherePositions[i], g_spherePositions[i] }); - } - - std::vector 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 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 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 vertices; + for (uint32_t i = 0; i < g_numSphereVertices; i++) + { + vertices.push_back({ g_spherePositions[i], g_spherePositions[i] }); + } + + std::vector 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() +{ +} diff --git a/samples/SampleBase/renderer/PrimitiveRenderMesh.h b/samples/SampleBase/renderer/PrimitiveRenderMesh.h old mode 100644 new mode 100755 index ed20339..d1e9276 --- a/samples/SampleBase/renderer/PrimitiveRenderMesh.h +++ b/samples/SampleBase/renderer/PrimitiveRenderMesh.h @@ -1,79 +1,79 @@ -// 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 PRIMITIVE_RENDER_MESH_H -#define PRIMITIVE_RENDER_MESH_H - -#include "Utils.h" -#include - -#include -#include "Renderable.h" -#include "CustomRenderMesh.h" - - -class PrimitiveRenderMesh : public CustomRenderMesh -{ -protected: - PrimitiveRenderMesh(const float v[], UINT numVertices); -}; - -class BoxRenderMesh : public PrimitiveRenderMesh -{ -public: - BoxRenderMesh(); -}; - - -class PlaneRenderMesh : public CustomRenderMesh -{ -public: - PlaneRenderMesh(); -}; - - -class SphereRenderMesh : public CustomRenderMesh -{ -public: - SphereRenderMesh(); - virtual ~SphereRenderMesh(); -}; - - -struct PrimitiveRenderMeshType -{ - enum Enum - { - Box, - Plane, - Sphere, - Count - }; -}; - +// 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 PRIMITIVE_RENDER_MESH_H +#define PRIMITIVE_RENDER_MESH_H + +#include "Utils.h" +#include + +#include +#include "Renderable.h" +#include "CustomRenderMesh.h" + + +class PrimitiveRenderMesh : public CustomRenderMesh +{ +protected: + PrimitiveRenderMesh(const float v[], UINT numVertices); +}; + +class BoxRenderMesh : public PrimitiveRenderMesh +{ +public: + BoxRenderMesh(); +}; + + +class PlaneRenderMesh : public CustomRenderMesh +{ +public: + PlaneRenderMesh(); +}; + + +class SphereRenderMesh : public CustomRenderMesh +{ +public: + SphereRenderMesh(); + virtual ~SphereRenderMesh(); +}; + + +struct PrimitiveRenderMeshType +{ + enum Enum + { + Box, + Plane, + Sphere, + Count + }; +}; + #endif //PRIMITIVE_RENDER_MESH_H \ No newline at end of file diff --git a/samples/SampleBase/renderer/RenderMaterial.cpp b/samples/SampleBase/renderer/RenderMaterial.cpp old mode 100644 new mode 100755 index 6dc5f06..294b993 --- a/samples/SampleBase/renderer/RenderMaterial.cpp +++ b/samples/SampleBase/renderer/RenderMaterial.cpp @@ -1,224 +1,224 @@ -// 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 "RenderMaterial.h" -#include -#include "ShaderUtils.h" -#include "Renderer.h" - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// RenderMaterial -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -RenderMaterial::RenderMaterial(ResourceManager& resourceCallback, const char* shaderFileName, - const char* textureFileName, BlendMode blendMode) -{ - this->initialize(resourceCallback, shaderFileName, textureFileName, blendMode); -} - -void RenderMaterial::initialize(ResourceManager& resourceCallback, const char* shaderFileName, const char* textureFileName, BlendMode blendMode) -{ - std::vector v; - v.push_back(shaderFileName); - initialize(resourceCallback, v, textureFileName, blendMode); -} - -void RenderMaterial::initialize(ResourceManager& resourceCallback, std::vector shaderFileNames, const char* textureFileName, BlendMode blendMode) -{ - mTextureSRV = nullptr; - mTexture = nullptr; - mBlendState = nullptr; - mTextureFileName = textureFileName; - - for (uint32_t i = 0; i < shaderFileNames.size(); i++) - { - const ShaderFileResource* resource = resourceCallback.requestShaderFile(shaderFileNames[i].c_str()); - if (resource) - { - std::string shaderFilePath = resource->path; - mShaderFilePathes.push_back(shaderFilePath); - } - } - mShaderGroups.reserve(mShaderFilePathes.size()); - - if (!mTextureFileName.empty()) - { - mTexture = resourceCallback.requestTexture(mTextureFileName.c_str()); - } - - setBlending(blendMode); - - reload(); -} - -void RenderMaterial::releaseReloadableResources() -{ - for (std::vector::iterator it = mShaderGroups.begin(); it != mShaderGroups.end(); it++) - { - delete *it; - } - mShaderGroups.clear(); - - SAFE_RELEASE(mTextureSRV); -} - -RenderMaterial::~RenderMaterial() -{ - releaseReloadableResources(); - SAFE_RELEASE(mBlendState); -} - -void RenderMaterial::setBlending(BlendMode blendMode) -{ - mBlendMode = blendMode; - - SAFE_RELEASE(mBlendState); - - D3D11_BLEND_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - - switch (blendMode) - { - case BLEND_NONE: - desc.RenderTarget[0].BlendEnable = FALSE; - desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; - break; - case BLEND_ALPHA_BLENDING: - desc.AlphaToCoverageEnable = FALSE; - desc.IndependentBlendEnable = TRUE; - desc.RenderTarget[0].BlendEnable = TRUE; - desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; - desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; - desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; - desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; - desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; - desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA; - desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; - break; - case BLEND_ADDITIVE: // actually, is's additive by alpha - desc.AlphaToCoverageEnable = FALSE; - desc.IndependentBlendEnable = TRUE; - desc.RenderTarget[0].BlendEnable = TRUE; - desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; - desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; - desc.RenderTarget[0].DestBlend = D3D11_BLEND_ONE; - desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE; - desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; - desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA; - desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; - break; - default: - PX_ALWAYS_ASSERT_MESSAGE("Unknown blend mode"); - } - - ID3D11Device* device = GetDeviceManager()->GetDevice(); - V(device->CreateBlendState(&desc, &mBlendState)); -} - -void RenderMaterial::reload() -{ - releaseReloadableResources(); - - // load shaders - ID3D11Device* device = GetDeviceManager()->GetDevice(); - - for (std::vector::iterator it = mShaderFilePathes.begin(); it != mShaderFilePathes.end(); it++) - { - const char* shaderFilePath = (*it).c_str(); - ShaderGroup* shaderGroup = new ShaderGroup(); - V(createShaderFromFile(device, shaderFilePath, "VS", &(shaderGroup->vs), shaderGroup->buffer)); - createShaderFromFile(device, shaderFilePath, "PS", &shaderGroup->ps); - createShaderFromFile(device, shaderFilePath, "GS", &shaderGroup->gs); - mShaderGroups.push_back(shaderGroup); - } - - // load texture - if (mTexture) - { - V(DirectX::CreateShaderResourceView(device, mTexture->image.GetImages(), mTexture->image.GetImageCount(), - mTexture->metaData, &mTextureSRV)); - } -} - - - -RenderMaterial::InstancePtr RenderMaterial::getMaterialInstance(const IRenderMesh* mesh) -{ - // look in cache - auto it = mRenderMeshToInstanceMap.find(mesh); - if (it != mRenderMeshToInstanceMap.end()) - { - if (!(*it).second.expired()) - { - return (*it).second.lock(); - } - } - - // create new - const std::vector& descs = mesh->getInputElementDesc(); - RenderMaterial::InstancePtr instance = getMaterialInstance(&descs[0], (uint32_t)descs.size()); - mRenderMeshToInstanceMap[mesh] = instance; - return instance; -} - -RenderMaterial::InstancePtr RenderMaterial::getMaterialInstance(const D3D11_INPUT_ELEMENT_DESC* elementDescs, uint32_t numElements) -{ - ID3D11Device* device = GetDeviceManager()->GetDevice(); - - for (uint32_t i = 0; i < mShaderGroups.size(); i++) - { - if (mShaderGroups[i]->buffer == NULL) - continue; - - ID3D11InputLayout* inputLayout = NULL; - device->CreateInputLayout(elementDescs, numElements, mShaderGroups[i]->buffer->GetBufferPointer(), mShaderGroups[i]->buffer->GetBufferSize(), &inputLayout); - - if (inputLayout) - { - RenderMaterial::InstancePtr materialInstance(new Instance(*this, inputLayout, i)); - return materialInstance; - } - } - PX_ALWAYS_ASSERT(); - return NULL; -} - -void RenderMaterial::Instance::bind(ID3D11DeviceContext& context, uint32_t slot, bool depthStencilOnly) -{ - mMaterial.mShaderGroups[mShaderNum]->Set(&context, !depthStencilOnly); - - context.OMSetBlendState(mMaterial.mBlendState, nullptr, 0xFFFFFFFF); - context.PSSetShaderResources(slot, 1, &(mMaterial.mTextureSRV)); - context.IASetInputLayout(mInputLayout); -} - -bool RenderMaterial::Instance::isValid() -{ - return mMaterial.mShaderGroups.size() > 0 && mMaterial.mShaderGroups[mShaderNum]->IsValid(); -} +// 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 "RenderMaterial.h" +#include +#include "ShaderUtils.h" +#include "Renderer.h" + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// RenderMaterial +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +RenderMaterial::RenderMaterial(ResourceManager& resourceCallback, const char* shaderFileName, + const char* textureFileName, BlendMode blendMode) +{ + this->initialize(resourceCallback, shaderFileName, textureFileName, blendMode); +} + +void RenderMaterial::initialize(ResourceManager& resourceCallback, const char* shaderFileName, const char* textureFileName, BlendMode blendMode) +{ + std::vector v; + v.push_back(shaderFileName); + initialize(resourceCallback, v, textureFileName, blendMode); +} + +void RenderMaterial::initialize(ResourceManager& resourceCallback, std::vector shaderFileNames, const char* textureFileName, BlendMode blendMode) +{ + mTextureSRV = nullptr; + mTexture = nullptr; + mBlendState = nullptr; + mTextureFileName = textureFileName; + + for (uint32_t i = 0; i < shaderFileNames.size(); i++) + { + const ShaderFileResource* resource = resourceCallback.requestShaderFile(shaderFileNames[i].c_str()); + if (resource) + { + std::string shaderFilePath = resource->path; + mShaderFilePathes.push_back(shaderFilePath); + } + } + mShaderGroups.reserve(mShaderFilePathes.size()); + + if (!mTextureFileName.empty()) + { + mTexture = resourceCallback.requestTexture(mTextureFileName.c_str()); + } + + setBlending(blendMode); + + reload(); +} + +void RenderMaterial::releaseReloadableResources() +{ + for (std::vector::iterator it = mShaderGroups.begin(); it != mShaderGroups.end(); it++) + { + delete *it; + } + mShaderGroups.clear(); + + SAFE_RELEASE(mTextureSRV); +} + +RenderMaterial::~RenderMaterial() +{ + releaseReloadableResources(); + SAFE_RELEASE(mBlendState); +} + +void RenderMaterial::setBlending(BlendMode blendMode) +{ + mBlendMode = blendMode; + + SAFE_RELEASE(mBlendState); + + D3D11_BLEND_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + + switch (blendMode) + { + case BLEND_NONE: + desc.RenderTarget[0].BlendEnable = FALSE; + desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; + break; + case BLEND_ALPHA_BLENDING: + desc.AlphaToCoverageEnable = FALSE; + desc.IndependentBlendEnable = TRUE; + desc.RenderTarget[0].BlendEnable = TRUE; + desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; + desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA; + desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; + break; + case BLEND_ADDITIVE: // actually, is's additive by alpha + desc.AlphaToCoverageEnable = FALSE; + desc.IndependentBlendEnable = TRUE; + desc.RenderTarget[0].BlendEnable = TRUE; + desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].DestBlend = D3D11_BLEND_ONE; + desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE; + desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; + desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA; + desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; + break; + default: + PX_ALWAYS_ASSERT_MESSAGE("Unknown blend mode"); + } + + ID3D11Device* device = GetDeviceManager()->GetDevice(); + V(device->CreateBlendState(&desc, &mBlendState)); +} + +void RenderMaterial::reload() +{ + releaseReloadableResources(); + + // load shaders + ID3D11Device* device = GetDeviceManager()->GetDevice(); + + for (std::vector::iterator it = mShaderFilePathes.begin(); it != mShaderFilePathes.end(); it++) + { + const char* shaderFilePath = (*it).c_str(); + ShaderGroup* shaderGroup = new ShaderGroup(); + V(createShaderFromFile(device, shaderFilePath, "VS", &(shaderGroup->vs), shaderGroup->buffer)); + createShaderFromFile(device, shaderFilePath, "PS", &shaderGroup->ps); + createShaderFromFile(device, shaderFilePath, "GS", &shaderGroup->gs); + mShaderGroups.push_back(shaderGroup); + } + + // load texture + if (mTexture) + { + V(DirectX::CreateShaderResourceView(device, mTexture->image.GetImages(), mTexture->image.GetImageCount(), + mTexture->metaData, &mTextureSRV)); + } +} + + + +RenderMaterial::InstancePtr RenderMaterial::getMaterialInstance(const IRenderMesh* mesh) +{ + // look in cache + auto it = mRenderMeshToInstanceMap.find(mesh); + if (it != mRenderMeshToInstanceMap.end()) + { + if (!(*it).second.expired()) + { + return (*it).second.lock(); + } + } + + // create new + const std::vector& descs = mesh->getInputElementDesc(); + RenderMaterial::InstancePtr instance = getMaterialInstance(&descs[0], (uint32_t)descs.size()); + mRenderMeshToInstanceMap[mesh] = instance; + return instance; +} + +RenderMaterial::InstancePtr RenderMaterial::getMaterialInstance(const D3D11_INPUT_ELEMENT_DESC* elementDescs, uint32_t numElements) +{ + ID3D11Device* device = GetDeviceManager()->GetDevice(); + + for (uint32_t i = 0; i < mShaderGroups.size(); i++) + { + if (mShaderGroups[i]->buffer == NULL) + continue; + + ID3D11InputLayout* inputLayout = NULL; + device->CreateInputLayout(elementDescs, numElements, mShaderGroups[i]->buffer->GetBufferPointer(), mShaderGroups[i]->buffer->GetBufferSize(), &inputLayout); + + if (inputLayout) + { + RenderMaterial::InstancePtr materialInstance(new Instance(*this, inputLayout, i)); + return materialInstance; + } + } + PX_ALWAYS_ASSERT(); + return NULL; +} + +void RenderMaterial::Instance::bind(ID3D11DeviceContext& context, uint32_t slot, bool depthStencilOnly) +{ + mMaterial.mShaderGroups[mShaderNum]->Set(&context, !depthStencilOnly); + + context.OMSetBlendState(mMaterial.mBlendState, nullptr, 0xFFFFFFFF); + context.PSSetShaderResources(slot, 1, &(mMaterial.mTextureSRV)); + context.IASetInputLayout(mInputLayout); +} + +bool RenderMaterial::Instance::isValid() +{ + return mMaterial.mShaderGroups.size() > 0 && mMaterial.mShaderGroups[mShaderNum]->IsValid(); +} diff --git a/samples/SampleBase/renderer/RenderMaterial.h b/samples/SampleBase/renderer/RenderMaterial.h old mode 100644 new mode 100755 index 7296df4..716596d --- a/samples/SampleBase/renderer/RenderMaterial.h +++ b/samples/SampleBase/renderer/RenderMaterial.h @@ -1,136 +1,136 @@ -// 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 RENDER_MATERIAL_H -#define RENDER_MATERIAL_H - -#include "Utils.h" -#include "DirectXTex.h" - -#include -#include -#include -#include -#include - - -class IRenderMesh; -class ResourceManager; -struct TextureResource; - - -class RenderMaterial -{ - public: - - enum BlendMode - { - BLEND_NONE, - BLEND_ALPHA_BLENDING, - BLEND_ADDITIVE - }; - - RenderMaterial(ResourceManager& resourceProvider, const char* shaderFileName, const char* textureFileName = "", BlendMode blendMode = BLEND_NONE); - ~RenderMaterial(); - - void setBlending(BlendMode blendMode); - BlendMode getBlending() const { return mBlendMode; } - - void reload(); - - class Instance - { - public: - Instance(RenderMaterial& material, ID3D11InputLayout* inputLayout, uint32_t shaderNum = 0) : mMaterial(material), mInputLayout(inputLayout), mShaderNum(shaderNum) {} - ~Instance() { SAFE_RELEASE(mInputLayout); } - - bool isValid(); - void bind(ID3D11DeviceContext& context, uint32_t slot, bool depthStencilOnly = false); - RenderMaterial& getMaterial() const { return mMaterial; } - private: - RenderMaterial& mMaterial; - ID3D11InputLayout* mInputLayout; - uint32_t mShaderNum; - }; - - typedef std::shared_ptr InstancePtr; - - InstancePtr getMaterialInstance(const IRenderMesh* mesh); - InstancePtr getMaterialInstance(const D3D11_INPUT_ELEMENT_DESC* elementDescs, uint32_t numElements); - - private: - void initialize(ResourceManager& resourceCallback, const char* shaderFileName, const char* textureFileName, BlendMode blendMode); - void initialize(ResourceManager&resourceProvider, std::vector shaderFileNames, const char* textureFileName, BlendMode blendMode); - - void releaseReloadableResources(); - - std::string mShaderFileName; - std::string mTextureFileName; - - struct ShaderGroup - { - ShaderGroup() : vs(nullptr), gs(nullptr), ps(nullptr), buffer(nullptr) - { - } - ~ShaderGroup() - { - Release(); - } - void Release() - { - SAFE_RELEASE(vs); - SAFE_RELEASE(gs); - SAFE_RELEASE(ps); - SAFE_RELEASE(buffer); - } - void Set(ID3D11DeviceContext* c, bool setPixelShader = true) - { - c->VSSetShader(vs, nullptr, 0); - c->GSSetShader(gs, nullptr, 0); - c->PSSetShader(setPixelShader ? ps : nullptr, nullptr, 0); - } - bool IsValid() - { - return vs != nullptr; - } - ID3D11VertexShader* vs; - ID3D11GeometryShader* gs; - ID3D11PixelShader* ps; - ID3DBlob* buffer; - }; - - std::map> mRenderMeshToInstanceMap; - const TextureResource* mTexture; - ID3D11ShaderResourceView* mTextureSRV; - std::vector mShaderFilePathes; - std::vector mShaderGroups; - ID3D11BlendState* mBlendState; - BlendMode mBlendMode; -}; - +// 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 RENDER_MATERIAL_H +#define RENDER_MATERIAL_H + +#include "Utils.h" +#include "DirectXTex.h" + +#include +#include +#include +#include +#include + + +class IRenderMesh; +class ResourceManager; +struct TextureResource; + + +class RenderMaterial +{ + public: + + enum BlendMode + { + BLEND_NONE, + BLEND_ALPHA_BLENDING, + BLEND_ADDITIVE + }; + + RenderMaterial(ResourceManager& resourceProvider, const char* shaderFileName, const char* textureFileName = "", BlendMode blendMode = BLEND_NONE); + ~RenderMaterial(); + + void setBlending(BlendMode blendMode); + BlendMode getBlending() const { return mBlendMode; } + + void reload(); + + class Instance + { + public: + Instance(RenderMaterial& material, ID3D11InputLayout* inputLayout, uint32_t shaderNum = 0) : mMaterial(material), mInputLayout(inputLayout), mShaderNum(shaderNum) {} + ~Instance() { SAFE_RELEASE(mInputLayout); } + + bool isValid(); + void bind(ID3D11DeviceContext& context, uint32_t slot, bool depthStencilOnly = false); + RenderMaterial& getMaterial() const { return mMaterial; } + private: + RenderMaterial& mMaterial; + ID3D11InputLayout* mInputLayout; + uint32_t mShaderNum; + }; + + typedef std::shared_ptr InstancePtr; + + InstancePtr getMaterialInstance(const IRenderMesh* mesh); + InstancePtr getMaterialInstance(const D3D11_INPUT_ELEMENT_DESC* elementDescs, uint32_t numElements); + + private: + void initialize(ResourceManager& resourceCallback, const char* shaderFileName, const char* textureFileName, BlendMode blendMode); + void initialize(ResourceManager&resourceProvider, std::vector shaderFileNames, const char* textureFileName, BlendMode blendMode); + + void releaseReloadableResources(); + + std::string mShaderFileName; + std::string mTextureFileName; + + struct ShaderGroup + { + ShaderGroup() : vs(nullptr), gs(nullptr), ps(nullptr), buffer(nullptr) + { + } + ~ShaderGroup() + { + Release(); + } + void Release() + { + SAFE_RELEASE(vs); + SAFE_RELEASE(gs); + SAFE_RELEASE(ps); + SAFE_RELEASE(buffer); + } + void Set(ID3D11DeviceContext* c, bool setPixelShader = true) + { + c->VSSetShader(vs, nullptr, 0); + c->GSSetShader(gs, nullptr, 0); + c->PSSetShader(setPixelShader ? ps : nullptr, nullptr, 0); + } + bool IsValid() + { + return vs != nullptr; + } + ID3D11VertexShader* vs; + ID3D11GeometryShader* gs; + ID3D11PixelShader* ps; + ID3DBlob* buffer; + }; + + std::map> mRenderMeshToInstanceMap; + const TextureResource* mTexture; + ID3D11ShaderResourceView* mTextureSRV; + std::vector mShaderFilePathes; + std::vector mShaderGroups; + ID3D11BlendState* mBlendState; + BlendMode mBlendMode; +}; + #endif \ No newline at end of file diff --git a/samples/SampleBase/renderer/RenderUtils.h b/samples/SampleBase/renderer/RenderUtils.h old mode 100644 new mode 100755 index 4e9e62a..8293f24 --- a/samples/SampleBase/renderer/RenderUtils.h +++ b/samples/SampleBase/renderer/RenderUtils.h @@ -1,119 +1,119 @@ -// 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 RENDER_UTILS_H -#define RENDER_UTILS_H - -#include "DirectXTex.h" -#include -#include "PxMat44.h" -#include "PxVec3.h" -#include "PxVec4.h" - -static DirectX::XMFLOAT4 getRandomPastelColor() -{ - float r = ((double)rand() / (RAND_MAX)) * 0.5f + 0.5f; - float g = ((double)rand() / (RAND_MAX)) * 0.5f + 0.5f; - float b = ((double)rand() / (RAND_MAX)) * 0.5f + 0.5f; - return DirectX::XMFLOAT4(r, g, b, 1.0f); -} - -static physx::PxMat44 XMMATRIXToPxMat44(const DirectX::XMMATRIX& mat) -{ - physx::PxMat44 m; - memcpy(const_cast(m.front()), &mat.r[0], 4 * 4 * sizeof(float)); - return m; -} - -static DirectX::XMMATRIX PxMat44ToXMMATRIX(const physx::PxMat44& mat) -{ - return DirectX::XMMATRIX(mat.front()); -} - -static physx::PxVec4 XMVECTORToPxVec4(const DirectX::XMVECTOR& vec) -{ - DirectX::XMFLOAT4 f; - DirectX::XMStoreFloat4(&f, vec); - return physx::PxVec4(f.x, f.y, f.z, f.w); -} - -static physx::PxVec3 XMFLOAT3ToPxVec3(const DirectX::XMFLOAT3& vec) -{ - return physx::PxVec3(vec.x, vec.y, vec.z); -} - -static physx::PxVec4 XMFLOAT4ToPxVec4(const DirectX::XMFLOAT4& vec) -{ - return physx::PxVec4(vec.x, vec.y, vec.z, vec.w); -} - -static uint32_t XMFLOAT4ToU32Color(const DirectX::XMFLOAT4& color) -{ - uint32_t c = 0; - c |= (int)(color.w * 255); c <<= 8; - c |= (int)(color.z * 255); c <<= 8; - c |= (int)(color.y * 255); c <<= 8; - c |= (int)(color.x * 255); - return c; -} - -static DirectX::XMFLOAT4 XMFLOAT4Lerp(const DirectX::XMFLOAT4 v0, const DirectX::XMFLOAT4 v1, float val) -{ - DirectX::XMFLOAT4 v( - v0.x * (1 - val) + v1.x * val, - v0.y * (1 - val) + v1.y * val, - v0.z * (1 - val) + v1.z * val, - v0.w * (1 - val) + v1.w * val - ); - return v; -} - -static const physx::PxVec3 forwardVector = physx::PxVec3(0, 0, 1); -static const physx::PxVec3 upVector = physx::PxVec3(0, 1, 0); -static const physx::PxVec3 rightVector = physx::PxVec3(1, 0, 0); - -PX_INLINE physx::PxQuat quatLookAt(const physx::PxVec3 direction) -{ - float d = direction.dot(forwardVector); - if (physx::PxAbs(d + 1.0f) < 1e-5f) - { - return physx::PxQuat(physx::PxPi, upVector); - } - else if (physx::PxAbs(d - 1.0f) < 1e-5f) - { - return physx::PxQuat(physx::PxIdentity); - } - else - { - float angle = physx::PxAcos(d); - physx::PxVec3 axis = forwardVector.cross(direction).getNormalized(); - return physx::PxQuat(angle, axis); - } -} - +// 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 RENDER_UTILS_H +#define RENDER_UTILS_H + +#include "DirectXTex.h" +#include +#include "PxMat44.h" +#include "PxVec3.h" +#include "PxVec4.h" + +static DirectX::XMFLOAT4 getRandomPastelColor() +{ + float r = ((double)rand() / (RAND_MAX)) * 0.5f + 0.5f; + float g = ((double)rand() / (RAND_MAX)) * 0.5f + 0.5f; + float b = ((double)rand() / (RAND_MAX)) * 0.5f + 0.5f; + return DirectX::XMFLOAT4(r, g, b, 1.0f); +} + +static physx::PxMat44 XMMATRIXToPxMat44(const DirectX::XMMATRIX& mat) +{ + physx::PxMat44 m; + memcpy(const_cast(m.front()), &mat.r[0], 4 * 4 * sizeof(float)); + return m; +} + +static DirectX::XMMATRIX PxMat44ToXMMATRIX(const physx::PxMat44& mat) +{ + return DirectX::XMMATRIX(mat.front()); +} + +static physx::PxVec4 XMVECTORToPxVec4(const DirectX::XMVECTOR& vec) +{ + DirectX::XMFLOAT4 f; + DirectX::XMStoreFloat4(&f, vec); + return physx::PxVec4(f.x, f.y, f.z, f.w); +} + +static physx::PxVec3 XMFLOAT3ToPxVec3(const DirectX::XMFLOAT3& vec) +{ + return physx::PxVec3(vec.x, vec.y, vec.z); +} + +static physx::PxVec4 XMFLOAT4ToPxVec4(const DirectX::XMFLOAT4& vec) +{ + return physx::PxVec4(vec.x, vec.y, vec.z, vec.w); +} + +static uint32_t XMFLOAT4ToU32Color(const DirectX::XMFLOAT4& color) +{ + uint32_t c = 0; + c |= (int)(color.w * 255); c <<= 8; + c |= (int)(color.z * 255); c <<= 8; + c |= (int)(color.y * 255); c <<= 8; + c |= (int)(color.x * 255); + return c; +} + +static DirectX::XMFLOAT4 XMFLOAT4Lerp(const DirectX::XMFLOAT4 v0, const DirectX::XMFLOAT4 v1, float val) +{ + DirectX::XMFLOAT4 v( + v0.x * (1 - val) + v1.x * val, + v0.y * (1 - val) + v1.y * val, + v0.z * (1 - val) + v1.z * val, + v0.w * (1 - val) + v1.w * val + ); + return v; +} + +static const physx::PxVec3 forwardVector = physx::PxVec3(0, 0, 1); +static const physx::PxVec3 upVector = physx::PxVec3(0, 1, 0); +static const physx::PxVec3 rightVector = physx::PxVec3(1, 0, 0); + +PX_INLINE physx::PxQuat quatLookAt(const physx::PxVec3 direction) +{ + float d = direction.dot(forwardVector); + if (physx::PxAbs(d + 1.0f) < 1e-5f) + { + return physx::PxQuat(physx::PxPi, upVector); + } + else if (physx::PxAbs(d - 1.0f) < 1e-5f) + { + return physx::PxQuat(physx::PxIdentity); + } + else + { + float angle = physx::PxAcos(d); + physx::PxVec3 axis = forwardVector.cross(direction).getNormalized(); + return physx::PxQuat(angle, axis); + } +} + #endif //RENDER_UTILS_H \ No newline at end of file diff --git a/samples/SampleBase/renderer/Renderable.cpp b/samples/SampleBase/renderer/Renderable.cpp old mode 100644 new mode 100755 index 26df56d..e79a081 --- a/samples/SampleBase/renderer/Renderable.cpp +++ b/samples/SampleBase/renderer/Renderable.cpp @@ -1,66 +1,66 @@ -// 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 "Renderable.h" -#include "Renderer.h" -#include "RenderUtils.h" - -const DirectX::XMFLOAT4 DEFAULT_COLOR(0.5f, 0.5f, 0.5f, 1.0f); - -Renderable::Renderable(IRenderMesh& mesh, RenderMaterial& material) : m_mesh(mesh), m_scale(1, 1, 1), m_color(DEFAULT_COLOR), m_hidden(false), m_transform(PxIdentity) -{ - setMaterial(material); -} - -void Renderable::setMaterial(RenderMaterial& material) -{ - m_materialInstance = material.getMaterialInstance(&m_mesh); -} - -void Renderable::render(Renderer& renderer, bool depthStencilOnly) const -{ - if (!m_materialInstance->isValid()) - { - PX_ALWAYS_ASSERT(); - return; - } - - m_materialInstance->bind(*renderer.m_context, 0, depthStencilOnly); - - // setup object CB - { - D3D11_MAPPED_SUBRESOURCE mappedResource; - renderer.m_context->Map(renderer.m_objectCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); - Renderer::CBObject* objectBuffer = (Renderer::CBObject*)mappedResource.pData; - objectBuffer->world = PxMat44ToXMMATRIX(getModelMatrix()); - objectBuffer->color = getColor(); - renderer.m_context->Unmap(renderer.m_objectCB, 0); - } - - m_mesh.render(*renderer.m_context); -} +// 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 "Renderable.h" +#include "Renderer.h" +#include "RenderUtils.h" + +const DirectX::XMFLOAT4 DEFAULT_COLOR(0.5f, 0.5f, 0.5f, 1.0f); + +Renderable::Renderable(IRenderMesh& mesh, RenderMaterial& material) : m_mesh(mesh), m_scale(1, 1, 1), m_color(DEFAULT_COLOR), m_hidden(false), m_transform(PxIdentity) +{ + setMaterial(material); +} + +void Renderable::setMaterial(RenderMaterial& material) +{ + m_materialInstance = material.getMaterialInstance(&m_mesh); +} + +void Renderable::render(Renderer& renderer, bool depthStencilOnly) const +{ + if (!m_materialInstance->isValid()) + { + PX_ALWAYS_ASSERT(); + return; + } + + m_materialInstance->bind(*renderer.m_context, 0, depthStencilOnly); + + // setup object CB + { + D3D11_MAPPED_SUBRESOURCE mappedResource; + renderer.m_context->Map(renderer.m_objectCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); + Renderer::CBObject* objectBuffer = (Renderer::CBObject*)mappedResource.pData; + objectBuffer->world = PxMat44ToXMMATRIX(getModelMatrix()); + objectBuffer->color = getColor(); + renderer.m_context->Unmap(renderer.m_objectCB, 0); + } + + m_mesh.render(*renderer.m_context); +} diff --git a/samples/SampleBase/renderer/Renderable.h b/samples/SampleBase/renderer/Renderable.h old mode 100644 new mode 100755 index 4953f3d..61129d5 --- a/samples/SampleBase/renderer/Renderable.h +++ b/samples/SampleBase/renderer/Renderable.h @@ -1,146 +1,146 @@ -// 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 RENDERABLE_H -#define RENDERABLE_H - -#include "RenderMaterial.h" -#include -#include "PxMat44.h" -#include "PxVec3.h" -#include "PxVec4.h" - -using namespace physx; - -class Renderer; - -/** -RenderMesh interface, used by Renderable -*/ -class IRenderMesh -{ -public: - virtual ~IRenderMesh() {} - virtual const std::vector& getInputElementDesc() const = 0; - virtual void render(ID3D11DeviceContext& context) const = 0; -}; - -/** -Renderable, represents single object renderer by Renderer. -Basically Renderable = RenderMaterial + RenderMesh -*/ -class Renderable -{ -public: - //////// public API //////// - - void setMaterial(RenderMaterial& material); - - PxMat44 getModelMatrix() const - { - return PxMat44(m_transform) * PxMat44(PxVec4(m_scale, 1)); - } - - void setTransform(PxTransform& transform) - { - m_transform = transform; - } - - const PxTransform& getTransform() const - { - return m_transform; - } - - void setScale(PxVec3 scale) - { - m_scale = scale; - } - - const PxVec3& getScale() const - { - return m_scale; - } - - void setColor(DirectX::XMFLOAT4 color) - { - m_color = color; - } - DirectX::XMFLOAT4 getColor() const - { - return m_color; - } - - void setHidden(bool hidden) - { - m_hidden = hidden; - } - - bool isHidden() const - { - return m_hidden; - } - - bool isTransparent() const - { - return !(m_materialInstance->getMaterial().getBlending() == RenderMaterial::BLEND_NONE); - } - - RenderMaterial& getMaterial() const { return m_materialInstance->getMaterial(); } - -private: - //////// methods used by Renderer //////// - - friend class Renderer; - - void render(Renderer& renderer) const - { - render(renderer, false); - } - - void renderDepthStencilOnly(Renderer& renderer) const - { - render(renderer, true); - } - - Renderable(IRenderMesh& mesh, RenderMaterial& material); - - void render(Renderer& renderer, bool depthStencilOnly) const; - - - //////// internal data //////// - - DirectX::XMFLOAT4 m_color; - PxTransform m_transform; - PxVec3 m_scale; - - RenderMaterial::InstancePtr m_materialInstance; - IRenderMesh& m_mesh; - bool m_hidden; -}; - +// 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 RENDERABLE_H +#define RENDERABLE_H + +#include "RenderMaterial.h" +#include +#include "PxMat44.h" +#include "PxVec3.h" +#include "PxVec4.h" + +using namespace physx; + +class Renderer; + +/** +RenderMesh interface, used by Renderable +*/ +class IRenderMesh +{ +public: + virtual ~IRenderMesh() {} + virtual const std::vector& getInputElementDesc() const = 0; + virtual void render(ID3D11DeviceContext& context) const = 0; +}; + +/** +Renderable, represents single object renderer by Renderer. +Basically Renderable = RenderMaterial + RenderMesh +*/ +class Renderable +{ +public: + //////// public API //////// + + void setMaterial(RenderMaterial& material); + + PxMat44 getModelMatrix() const + { + return PxMat44(m_transform) * PxMat44(PxVec4(m_scale, 1)); + } + + void setTransform(PxTransform& transform) + { + m_transform = transform; + } + + const PxTransform& getTransform() const + { + return m_transform; + } + + void setScale(PxVec3 scale) + { + m_scale = scale; + } + + const PxVec3& getScale() const + { + return m_scale; + } + + void setColor(DirectX::XMFLOAT4 color) + { + m_color = color; + } + DirectX::XMFLOAT4 getColor() const + { + return m_color; + } + + void setHidden(bool hidden) + { + m_hidden = hidden; + } + + bool isHidden() const + { + return m_hidden; + } + + bool isTransparent() const + { + return !(m_materialInstance->getMaterial().getBlending() == RenderMaterial::BLEND_NONE); + } + + RenderMaterial& getMaterial() const { return m_materialInstance->getMaterial(); } + +private: + //////// methods used by Renderer //////// + + friend class Renderer; + + void render(Renderer& renderer) const + { + render(renderer, false); + } + + void renderDepthStencilOnly(Renderer& renderer) const + { + render(renderer, true); + } + + Renderable(IRenderMesh& mesh, RenderMaterial& material); + + void render(Renderer& renderer, bool depthStencilOnly) const; + + + //////// internal data //////// + + DirectX::XMFLOAT4 m_color; + PxTransform m_transform; + PxVec3 m_scale; + + RenderMaterial::InstancePtr m_materialInstance; + IRenderMesh& m_mesh; + bool m_hidden; +}; + #endif //RENDERABLE_H \ No newline at end of file diff --git a/samples/SampleBase/renderer/Renderer.cpp b/samples/SampleBase/renderer/Renderer.cpp old mode 100644 new mode 100755 index e8b00e8..9a1d83d --- a/samples/SampleBase/renderer/Renderer.cpp +++ b/samples/SampleBase/renderer/Renderer.cpp @@ -1,747 +1,747 @@ -// 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 "Renderer.h" -#include "RenderUtils.h" -#include "UIHelpers.h" -#include "SampleProfiler.h" - -#include "PxRenderBuffer.h" - -#include - - -const float CAMERA_CLIP_NEAR = 1.0f; -const float CAMERA_CLIP_FAR = 1000.00f; - -const float CLEAR_SCENE_COLOR[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Renderer -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - - -Renderer::Renderer() -: m_cameraCB(nullptr) -, m_worldCB(nullptr) -, m_objectCB(nullptr) -, m_RSState(nullptr) -, m_opaqueRenderDSState(nullptr) -, m_transparencyRenderDSState(nullptr) -, m_DSTexture(nullptr) -, m_DSView(nullptr) -, m_DSTextureSRV(nullptr) -, m_pointSampler(nullptr) -, m_linearSampler(nullptr) -, m_wireframeMode(false) -, m_debugPrimitiveVB(nullptr) -, m_debugPrimitiveVBVerticesCount(0) -, m_shadowEnabled(true) -, m_HBAOEnabled(true) -, m_visibleOpaqueRenderablesCount(0) -, m_visibleTransparentRenderablesCount(0) -{ - m_worldCBData.ambientColor = DirectX::XMFLOAT3(0.21f, 0.21f, 0.22f); - m_worldCBData.pointLightColor = DirectX::XMFLOAT3(1.0f, 1.0f, 1.0f); - m_worldCBData.pointLightPos = DirectX::XMFLOAT3(0.0f, 30.0f, 12.0f); - m_worldCBData.dirLightColor = DirectX::XMFLOAT3(0.0f, 0.0f, 0.0f); - m_worldCBData.dirLightDir = DirectX::XMFLOAT3(-0.08f, -0.34f, -0.91f); - m_worldCBData.specularPower = 140.0f; - m_worldCBData.specularIntensity = 0.4f; - - toggleCameraSpeed(false); -} - -Renderer::~Renderer() -{ -} - -void Renderer::initializeDefaultRSState() -{ - SAFE_RELEASE(m_RSState); - D3D11_RASTERIZER_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.CullMode = D3D11_CULL_FRONT; - desc.FillMode = m_wireframeMode ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID; - desc.AntialiasedLineEnable = FALSE; - desc.DepthBias = 0; - desc.DepthBiasClamp = 0; - desc.DepthClipEnable = TRUE; - desc.FrontCounterClockwise = FALSE; - desc.MultisampleEnable = TRUE; - desc.ScissorEnable = FALSE; - desc.SlopeScaledDepthBias = 0; - - V(m_device->CreateRasterizerState(&desc, &m_RSState)); -} - -HRESULT Renderer::DeviceCreated(ID3D11Device* device) -{ - m_device = device; - - // Camera constant buffer - { - D3D11_BUFFER_DESC buffer_desc; - ZeroMemory(&buffer_desc, sizeof(buffer_desc)); - buffer_desc.Usage = D3D11_USAGE_DYNAMIC; - buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; - buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - buffer_desc.ByteWidth = sizeof(CBCamera); - _ASSERT((buffer_desc.ByteWidth % 16) == 0); - - V(device->CreateBuffer(&buffer_desc, nullptr, &m_cameraCB)); - } - - // World constant buffer - { - D3D11_BUFFER_DESC buffer_desc; - ZeroMemory(&buffer_desc, sizeof(buffer_desc)); - buffer_desc.Usage = D3D11_USAGE_DYNAMIC; - buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; - buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - buffer_desc.ByteWidth = sizeof(CBWorld); - _ASSERT((buffer_desc.ByteWidth % 16) == 0); - - V(device->CreateBuffer(&buffer_desc, nullptr, &m_worldCB)); - } - - // Object constant buffer - { - D3D11_BUFFER_DESC buffer_desc; - ZeroMemory(&buffer_desc, sizeof(buffer_desc)); - buffer_desc.Usage = D3D11_USAGE_DYNAMIC; - buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; - buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - buffer_desc.ByteWidth = sizeof(CBObject); - _ASSERT((buffer_desc.ByteWidth % 16) == 0); - - V(device->CreateBuffer(&buffer_desc, nullptr, &m_objectCB)); - } - - // Opaque Render Depth-Stencil state - { - D3D11_DEPTH_STENCIL_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.StencilEnable = FALSE; - desc.DepthEnable = TRUE; - desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; - desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL; - - V(device->CreateDepthStencilState(&desc, &m_opaqueRenderDSState)); - } - - // Transparency Render Depth-Stencil state - { - D3D11_DEPTH_STENCIL_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.StencilEnable = FALSE; - desc.DepthEnable = TRUE; - desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; - desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL; - - V(device->CreateDepthStencilState(&desc, &m_transparencyRenderDSState)); - } - - // Linear sampler - { - D3D11_SAMPLER_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; - desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; - desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; - desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; - desc.MaxAnisotropy = 1; - desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; - desc.MinLOD = 0; - desc.MaxLOD = D3D11_FLOAT32_MAX; - V(device->CreateSamplerState(&desc, &m_linearSampler)); - } - - // Point sampler - { - D3D11_SAMPLER_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; - desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; - desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; - desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; - desc.MaxAnisotropy = 1; - desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; - desc.MinLOD = 0; - desc.MaxLOD = D3D11_FLOAT32_MAX; - V(device->CreateSamplerState(&desc, &m_pointSampler)); - } - - // Rasterizer state - initializeDefaultRSState(); - - // init primitive render meshes - for (uint32_t i = 0; i < PrimitiveRenderMeshType::Count; i++) - { - m_primitiveRenderMeshes[i] = nullptr; - } - - // init shadows - ID3D11DeviceContext* pd3dDeviceContext; - m_device->GetImmediateContext(&pd3dDeviceContext); - m_shadow.createResources(m_device, pd3dDeviceContext, &m_camera); - - // init hbao - m_HBAO.createResources(m_device); - - return S_OK; -} - -void Renderer::DeviceDestroyed() -{ - SAFE_RELEASE(m_cameraCB); - SAFE_RELEASE(m_worldCB); - SAFE_RELEASE(m_objectCB); - SAFE_RELEASE(m_RSState); - SAFE_RELEASE(m_opaqueRenderDSState); - SAFE_RELEASE(m_transparencyRenderDSState); - SAFE_RELEASE(m_pointSampler); - SAFE_RELEASE(m_linearSampler); - SAFE_RELEASE(m_debugPrimitiveVB); - SAFE_RELEASE(m_DSTexture); - SAFE_RELEASE(m_DSView); - SAFE_RELEASE(m_DSTextureSRV); - - for (uint32_t i = 0; i < PrimitiveRenderMeshType::Count; i++) - { - SAFE_DELETE(m_primitiveRenderMeshes[i]); - } -} - -void Renderer::onInitialize() -{ - // search paths - m_resourceManager.addSearchDir("..\\..\\samples\\resources"); - m_resourceManager.addSearchDir("..\\..\\..\\samples\\resources"); - for (const std::string& d : getManager()->getConfig().additionalResourcesDir) - { - m_resourceManager.addSearchDir(d.c_str()); - } - - // debug primitive render material and input layout - { - m_debugPrimitiveRenderMaterial = new RenderMaterial(m_resourceManager, "debug_primitive", ""); - - D3D11_INPUT_ELEMENT_DESC layout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 } - }; - - m_debugPrimitiveRenderMaterialInstance = m_debugPrimitiveRenderMaterial->getMaterialInstance(layout, ARRAYSIZE(layout)); - } -} - -void Renderer::onTerminate() -{ - SAFE_DELETE(m_debugPrimitiveRenderMaterial); -} - -void Renderer::BackBufferResized(ID3D11Device* /*device*/, const DXGI_SURFACE_DESC* sd) -{ - // Setup the camera's projection parameters - m_screenWidth = sd->Width; - m_screenHeight = sd->Height; - float fAspectRatio = m_screenWidth / m_screenHeight; - m_camera.SetProjParams(DirectX::XM_PIDIV4, fAspectRatio, CAMERA_CLIP_NEAR, CAMERA_CLIP_FAR); - - SAFE_RELEASE(m_DSTexture); - SAFE_RELEASE(m_DSView); - SAFE_RELEASE(m_DSTextureSRV); - - // create a new Depth-Stencil texture - { - D3D11_TEXTURE2D_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Width = sd->Width; - desc.Height = sd->Height; - desc.MipLevels = 1; - desc.ArraySize = 1; - desc.Format = DXGI_FORMAT_R32_TYPELESS; // Use a typeless type here so that it can be both depth-stencil and shader resource. - desc.SampleDesc.Count = sd->SampleDesc.Count; - desc.SampleDesc.Quality = sd->SampleDesc.Quality; - desc.Usage = D3D11_USAGE_DEFAULT; - desc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; - desc.CPUAccessFlags = 0; - desc.MiscFlags = 0; - V(m_device->CreateTexture2D(&desc, NULL, &m_DSTexture)); - } - - // create Depth-Stencil view - { - D3D11_DEPTH_STENCIL_VIEW_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.ViewDimension = sd->SampleDesc.Count > 1 ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D; - desc.Format = DXGI_FORMAT_D32_FLOAT; // Make the view see this as D32_FLOAT instead of typeless - desc.Texture2D.MipSlice = 0; - V(m_device->CreateDepthStencilView(m_DSTexture, &desc, &m_DSView)); - } - - // create Depth-Stencil shader resource view - { - D3D11_SHADER_RESOURCE_VIEW_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Format = DXGI_FORMAT_R32_FLOAT; // Make the shaders see this as R32_FLOAT instead of typeless - desc.ViewDimension = sd->SampleDesc.Count > 1 ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D; - desc.Texture2D.MipLevels = 1; - desc.Texture2D.MostDetailedMip = 0; - V(m_device->CreateShaderResourceView(m_DSTexture, &desc, &m_DSTextureSRV)); - } - - // setup viewport - m_viewport.Width = (FLOAT)sd->Width; - m_viewport.Height = (FLOAT)sd->Height; - m_viewport.MinDepth = 0; - m_viewport.MaxDepth = 1; - m_viewport.TopLeftX = 0; - m_viewport.TopLeftY = 0; - - // setup shadows - m_shadow.setScreenResolution(0, sd->Width, sd->Height, sd->SampleDesc.Count, nullptr); -} - -void Renderer::setAllConstantBuffers(ID3D11DeviceContext* ctx) -{ - ID3D11Buffer* cbs[3] = { m_cameraCB, m_worldCB, m_objectCB }; - ctx->VSSetConstantBuffers(0, 3, cbs); - ctx->GSSetConstantBuffers(0, 3, cbs); - ctx->PSSetConstantBuffers(0, 3, cbs); -} - -void Renderer::Render(ID3D11Device* /*device*/, ID3D11DeviceContext* ctx, ID3D11RenderTargetView* pRTV, - ID3D11DepthStencilView*) -{ - PROFILER_SCOPED_FUNCTION(); - - m_context = ctx; - - ctx->ClearRenderTargetView(pRTV, CLEAR_SCENE_COLOR); - ctx->ClearDepthStencilView(m_DSView, D3D11_CLEAR_DEPTH, 1.0, 0); - ctx->RSSetViewports(1, &m_viewport); - - // needed matrices - DirectX::XMMATRIX viewMatrix = m_camera.GetViewMatrix(); - DirectX::XMMATRIX projMatrix = m_camera.GetProjMatrix(); - DirectX::XMMATRIX projMatrixInv = DirectX::XMMatrixInverse(NULL, projMatrix); - DirectX::XMMATRIX viewProjMatrix = viewMatrix * projMatrix; - - // Fill Camera constant buffer - { - D3D11_MAPPED_SUBRESOURCE mappedResource; - ctx->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); - CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData; - cameraBuffer->viewProjection = viewProjMatrix; - cameraBuffer->projectionInv = projMatrixInv; - DirectX::XMStoreFloat3(&(cameraBuffer->viewPos), m_camera.GetEyePt()); - ctx->Unmap(m_cameraCB, 0); - } - - // Fill World constant buffer - { - D3D11_MAPPED_SUBRESOURCE mappedResource; - ctx->Map(m_worldCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); - CBWorld* worldBuffer = (CBWorld*)mappedResource.pData; - memcpy(worldBuffer, &m_worldCBData, sizeof(m_worldCBData)); - //worldBuffer->ambientColor = m_CBWorldData.ambientColor; - //worldBuffer->pointLightPos = m_CBWorldData.pointLightPos; - //worldBuffer->pointLightColor = m_CBWorldData.pointLightColor; - //worldBuffer->dirLightDir = m_CBWorldData.dirLightDir; - //worldBuffer->specularPower = m_CBWorldData.specularPower; - //worldBuffer->dirLightColor = m_CBWorldData.dirLightColor; - //worldBuffer->specularIntensity = m_CBWorldData.specularIntensity; - ctx->Unmap(m_worldCB, 0); - } - - ctx->RSSetState(m_RSState); - ctx->PSSetSamplers(0, 1, &m_linearSampler); - ctx->PSSetSamplers(1, 1, &m_pointSampler); - - - if (m_shadowEnabled) - { - // render depth only - { - ctx->OMSetRenderTargets(0, nullptr, m_DSView); - ctx->OMSetDepthStencilState(m_opaqueRenderDSState, 0xFF); - - // set constants buffers - setAllConstantBuffers(ctx); - - for (auto it = m_renderables.begin(); it != m_renderables.end(); it++) - { - if (!(*it)->isTransparent() && !(*it)->isHidden()) - (*it)->renderDepthStencilOnly(*this); - } - } - - // render shadow map - m_shadow.renderShadowMaps(this); - - // render shadow buffer - ctx->OMSetRenderTargets(0, nullptr, nullptr); - m_shadow.renderShadowBuffer(m_DSTextureSRV, nullptr); - } - - // Opaque render - { - ctx->RSSetViewports(1, &m_viewport); - ctx->RSSetState(m_RSState); - ctx->OMSetRenderTargets(1, &pRTV, m_DSView); - ctx->OMSetDepthStencilState(m_opaqueRenderDSState, 0xFF); - - // set constants buffers - setAllConstantBuffers(ctx); - - // Fill Camera constant buffer - { - D3D11_MAPPED_SUBRESOURCE mappedResource; - ctx->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); - CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData; - cameraBuffer->viewProjection = viewProjMatrix; - cameraBuffer->projectionInv = projMatrixInv; - DirectX::XMStoreFloat3(&(cameraBuffer->viewPos), m_camera.GetEyePt()); - ctx->Unmap(m_cameraCB, 0); - } - - // Render opaque renderables - m_visibleOpaqueRenderablesCount = 0; - for (auto it = m_renderables.begin(); it != m_renderables.end(); it++) - { - if (!(*it)->isTransparent() && !(*it)->isHidden()) - { - (*it)->render(*this); - m_visibleOpaqueRenderablesCount++; - } - } - } - - // modulate shadows - if (m_shadowEnabled) - { - m_shadow.modulateShadowBuffer(pRTV); - } - - // render AO - if (m_HBAOEnabled) - { - m_HBAO.renderAO(m_context, pRTV, m_DSTextureSRV, projMatrix); - } - - ctx->RSSetViewports(1, &m_viewport); - - // render debug render buffers - while (m_queuedRenderBuffers.size() > 0) - { - render(m_queuedRenderBuffers.back()); - m_queuedRenderBuffers.pop_back(); - } - - // Transparency render - ctx->OMSetRenderTargets(1, &pRTV, m_DSView); - ctx->OMSetDepthStencilState(m_transparencyRenderDSState, 0xFF); - - // depth as SRV isn't used now (uncommenting will produce a warning, probably need readonly depth?) - //ctx->PSSetShaderResources(1, 1, &mDSTextureSRV); - - // Render transparent renderables - m_visibleTransparentRenderablesCount = 0; - for (auto it = m_renderables.begin(); it != m_renderables.end(); it++) - { - if ((*it)->isTransparent() && !(*it)->isHidden()) - { - (*it)->render(*this); - m_visibleTransparentRenderablesCount++; - } - } - - // shadows debug render - if (0) - { - m_shadow.displayMapFrustums(pRTV, m_DSView); - } - - // Reset RT and SRV state - ID3D11ShaderResourceView* nullAttach[16] = { nullptr }; - ctx->PSSetShaderResources(0, 16, nullAttach); - ctx->OMSetRenderTargets(0, nullptr, nullptr); -} - -LRESULT Renderer::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) -{ - PX_UNUSED(hWnd); - PX_UNUSED(wParam); - PX_UNUSED(lParam); - - if (uMsg == WM_KEYDOWN || uMsg == WM_KEYUP) - { - // Camera overspeed event - int iKeyPressed = static_cast(wParam); - if (iKeyPressed == VK_SHIFT) - { - toggleCameraSpeed(uMsg == WM_KEYDOWN); - } - } - - // Camera events - return m_camera.HandleMessages(hWnd, uMsg, wParam, lParam); -} - -void Renderer::Animate(double fElapsedTimeSeconds) -{ - PROFILER_SCOPED_FUNCTION(); - - m_camera.FrameMove((float)fElapsedTimeSeconds); -} - -void Renderer::renderDepthOnly(DirectX::XMMATRIX* viewProjectionSubstitute) -{ - // Fill Camera constant buffer - if (viewProjectionSubstitute) - { - D3D11_MAPPED_SUBRESOURCE mappedResource; - m_context->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); - CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData; - cameraBuffer->viewProjection = *viewProjectionSubstitute; - m_context->Unmap(m_cameraCB, 0); - } - - // set constants buffers - setAllConstantBuffers(m_context); - - // render - for (auto it = m_renderables.begin(); it != m_renderables.end(); it++) - { - if (!(*it)->isTransparent() && !(*it)->isHidden()) - (*it)->renderDepthStencilOnly(*this); - } -} - -void Renderer::render(const PxRenderBuffer* renderBuffer) -{ - // points - uint32_t pointsCount = renderBuffer->getNbPoints(); - if (pointsCount > 0) - { - RenderDebugVertex* verts = new RenderDebugVertex[pointsCount]; - const PxDebugPoint* points = renderBuffer->getPoints(); - for (uint32_t i = 0; i < pointsCount; i++) - { - verts[i].mPos = points[i].pos; - verts[i].mColor = points[i].color; - } - - renderDebugPrimitive(verts, pointsCount, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); - delete[] verts; - } - - // lines - uint32_t linesCount = renderBuffer->getNbLines(); - if (linesCount > 0) - { - RenderDebugVertex* verts = new RenderDebugVertex[linesCount * 2]; - const PxDebugLine* lines = renderBuffer->getLines(); - for (uint32_t i = 0; i < linesCount; i++) - { - verts[i * 2].mPos = lines[i].pos0; - verts[i * 2].mColor = lines[i].color0; - verts[i * 2 + 1].mPos = lines[i].pos1; - verts[i * 2 + 1].mColor = lines[i].color1; - } - - renderDebugPrimitive(verts, linesCount * 2, D3D11_PRIMITIVE_TOPOLOGY_LINELIST); - delete[] verts; - } - - // triangles - uint32_t trianglesCount = renderBuffer->getNbTriangles(); - if (trianglesCount > 0) - { - RenderDebugVertex* verts = new RenderDebugVertex[trianglesCount * 3]; - const PxDebugTriangle* triangles = renderBuffer->getTriangles(); - for (uint32_t i = 0; i < trianglesCount; i++) - { - verts[i * 3].mPos = triangles[i].pos0; - verts[i * 3].mColor = triangles[i].color0; - verts[i * 3 + 1].mPos = triangles[i].pos1; - verts[i * 3 + 1].mColor = triangles[i].color1; - verts[i * 3 + 2].mPos = triangles[i].pos2; - verts[i * 3 + 2].mColor = triangles[i].color2; - } - - renderDebugPrimitive(verts, trianglesCount * 3, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - delete[] verts; - } - - // texts? - // .... -} - -void Renderer::renderDebugPrimitive(const Renderer::RenderDebugVertex *vertices, uint32_t verticesCount, D3D11_PRIMITIVE_TOPOLOGY topology) -{ - m_context->IASetPrimitiveTopology(topology); - - m_debugPrimitiveRenderMaterialInstance->bind(*m_context, 0); - - D3D11_MAPPED_SUBRESOURCE mappedResource; - m_context->Map(m_objectCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); - CBObject* objectBuffer = (CBObject*)mappedResource.pData; - - objectBuffer->world = PxMat44ToXMMATRIX(PxMat44(PxIdentity)); - - m_context->Unmap(m_objectCB, 0); - - if (m_debugPrimitiveVBVerticesCount < verticesCount) - { - m_debugPrimitiveVBVerticesCount = verticesCount; - SAFE_RELEASE(m_debugPrimitiveVB); - - D3D11_BUFFER_DESC bufferDesc; - - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - bufferDesc.ByteWidth = sizeof(Renderer::RenderDebugVertex) * m_debugPrimitiveVBVerticesCount; - bufferDesc.CPUAccessFlags = 0; - bufferDesc.MiscFlags = 0; - bufferDesc.Usage = D3D11_USAGE_DEFAULT; - - V(m_device->CreateBuffer(&bufferDesc, NULL, &m_debugPrimitiveVB)); - } - - CD3D11_BOX box(0, 0, 0, (LONG)(sizeof(Renderer::RenderDebugVertex) * verticesCount), 1, 1); - m_context->UpdateSubresource(m_debugPrimitiveVB, 0, &box, vertices, 0, 0); - - ID3D11Buffer* pBuffers[1] = { m_debugPrimitiveVB }; - UINT strides[1] = { sizeof(RenderDebugVertex) }; - UINT offsets[1] = { 0 }; - m_context->IASetVertexBuffers(0, 1, pBuffers, strides, offsets); - - m_context->Draw(verticesCount, 0); -} - -IRenderMesh* Renderer::getPrimitiveRenderMesh(PrimitiveRenderMeshType::Enum type) -{ - if (m_primitiveRenderMeshes[type] == NULL) - { - switch (type) - { - case PrimitiveRenderMeshType::Box: - m_primitiveRenderMeshes[type] = new BoxRenderMesh(); - break; - case PrimitiveRenderMeshType::Plane: - m_primitiveRenderMeshes[type] = new PlaneRenderMesh(); - break; - case PrimitiveRenderMeshType::Sphere: - m_primitiveRenderMeshes[type] = new SphereRenderMesh(); - break; - default: - PX_ALWAYS_ASSERT_MESSAGE("Unsupported PxGeometryType"); - return NULL; - } - } - - return m_primitiveRenderMeshes[type]; -} - - -Renderable* Renderer::createRenderable(IRenderMesh& mesh, RenderMaterial& material) -{ - Renderable* renderable = new Renderable(mesh, material); - m_renderables.emplace(renderable); - return renderable; -} - -void Renderer::removeRenderable(Renderable* r) -{ - m_renderables.erase(m_renderables.find(r)); - delete r; -} - -void Renderer::toggleCameraSpeed(bool overspeed) -{ - m_camera.SetScalers(0.002f, overspeed ? 150.f : 25.f); -} - -void Renderer::reloadShaders() -{ - // iterate Renderables materials and call reload() - std::set materials; - for (auto it = m_renderables.begin(); it != m_renderables.end(); it++) - { - materials.emplace(&((*it)->getMaterial())); - } - for (std::set::iterator it = materials.begin(); it != materials.end(); it++) - { - (*it)->reload(); - } -} - -void Renderer::drawUI() -{ - // Lighting - if (ImGui::TreeNode("Lighting")) - { - ImGui::ColorEdit3("Ambient Color", &(m_worldCBData.ambientColor.x)); - ImGui::ColorEdit3("Point Light Color", &(m_worldCBData.pointLightColor.x)); - ImGui::DragFloat3("Point Light Pos", &(m_worldCBData.pointLightPos.x)); - ImGui::ColorEdit3("Dir Light Color", &(m_worldCBData.dirLightColor.x)); - ImGui_DragFloat3Dir("Dir Light Dir", &(m_worldCBData.dirLightDir.x)); - ImGui::DragFloat("Specular Power", &(m_worldCBData.specularPower), 1.0f, 1.0f, 500.0f); - ImGui::DragFloat("Specular Intensity", &(m_worldCBData.specularIntensity), 0.01f, 0.0f, 2.0f); - - ImGui::TreePop(); - } - - // Shadow - if (ImGui::TreeNode("Shadow")) - { - ImGui::Checkbox("Shadows Enabled", &m_shadowEnabled); - if (m_shadowEnabled) - { - m_shadow.drawUI(); - } - - ImGui::TreePop(); - } - - // HBAO+ - if (ImGui::TreeNode("HBAO+")) - { - ImGui::Checkbox("HBAO Enabled", &(m_HBAOEnabled)); - if (m_HBAOEnabled) - { - m_HBAO.drawUI(); - } - - ImGui::TreePop(); - } +// 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 "Renderer.h" +#include "RenderUtils.h" +#include "UIHelpers.h" +#include "SampleProfiler.h" + +#include "PxRenderBuffer.h" + +#include + + +const float CAMERA_CLIP_NEAR = 1.0f; +const float CAMERA_CLIP_FAR = 1000.00f; + +const float CLEAR_SCENE_COLOR[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Renderer +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + +Renderer::Renderer() +: m_cameraCB(nullptr) +, m_worldCB(nullptr) +, m_objectCB(nullptr) +, m_RSState(nullptr) +, m_opaqueRenderDSState(nullptr) +, m_transparencyRenderDSState(nullptr) +, m_DSTexture(nullptr) +, m_DSView(nullptr) +, m_DSTextureSRV(nullptr) +, m_pointSampler(nullptr) +, m_linearSampler(nullptr) +, m_wireframeMode(false) +, m_debugPrimitiveVB(nullptr) +, m_debugPrimitiveVBVerticesCount(0) +, m_shadowEnabled(true) +, m_HBAOEnabled(true) +, m_visibleOpaqueRenderablesCount(0) +, m_visibleTransparentRenderablesCount(0) +{ + m_worldCBData.ambientColor = DirectX::XMFLOAT3(0.21f, 0.21f, 0.22f); + m_worldCBData.pointLightColor = DirectX::XMFLOAT3(1.0f, 1.0f, 1.0f); + m_worldCBData.pointLightPos = DirectX::XMFLOAT3(0.0f, 30.0f, 12.0f); + m_worldCBData.dirLightColor = DirectX::XMFLOAT3(0.0f, 0.0f, 0.0f); + m_worldCBData.dirLightDir = DirectX::XMFLOAT3(-0.08f, -0.34f, -0.91f); + m_worldCBData.specularPower = 140.0f; + m_worldCBData.specularIntensity = 0.4f; + + toggleCameraSpeed(false); +} + +Renderer::~Renderer() +{ +} + +void Renderer::initializeDefaultRSState() +{ + SAFE_RELEASE(m_RSState); + D3D11_RASTERIZER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.CullMode = D3D11_CULL_FRONT; + desc.FillMode = m_wireframeMode ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID; + desc.AntialiasedLineEnable = FALSE; + desc.DepthBias = 0; + desc.DepthBiasClamp = 0; + desc.DepthClipEnable = TRUE; + desc.FrontCounterClockwise = FALSE; + desc.MultisampleEnable = TRUE; + desc.ScissorEnable = FALSE; + desc.SlopeScaledDepthBias = 0; + + V(m_device->CreateRasterizerState(&desc, &m_RSState)); +} + +HRESULT Renderer::DeviceCreated(ID3D11Device* device) +{ + m_device = device; + + // Camera constant buffer + { + D3D11_BUFFER_DESC buffer_desc; + ZeroMemory(&buffer_desc, sizeof(buffer_desc)); + buffer_desc.Usage = D3D11_USAGE_DYNAMIC; + buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + buffer_desc.ByteWidth = sizeof(CBCamera); + _ASSERT((buffer_desc.ByteWidth % 16) == 0); + + V(device->CreateBuffer(&buffer_desc, nullptr, &m_cameraCB)); + } + + // World constant buffer + { + D3D11_BUFFER_DESC buffer_desc; + ZeroMemory(&buffer_desc, sizeof(buffer_desc)); + buffer_desc.Usage = D3D11_USAGE_DYNAMIC; + buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + buffer_desc.ByteWidth = sizeof(CBWorld); + _ASSERT((buffer_desc.ByteWidth % 16) == 0); + + V(device->CreateBuffer(&buffer_desc, nullptr, &m_worldCB)); + } + + // Object constant buffer + { + D3D11_BUFFER_DESC buffer_desc; + ZeroMemory(&buffer_desc, sizeof(buffer_desc)); + buffer_desc.Usage = D3D11_USAGE_DYNAMIC; + buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + buffer_desc.ByteWidth = sizeof(CBObject); + _ASSERT((buffer_desc.ByteWidth % 16) == 0); + + V(device->CreateBuffer(&buffer_desc, nullptr, &m_objectCB)); + } + + // Opaque Render Depth-Stencil state + { + D3D11_DEPTH_STENCIL_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.StencilEnable = FALSE; + desc.DepthEnable = TRUE; + desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL; + + V(device->CreateDepthStencilState(&desc, &m_opaqueRenderDSState)); + } + + // Transparency Render Depth-Stencil state + { + D3D11_DEPTH_STENCIL_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.StencilEnable = FALSE; + desc.DepthEnable = TRUE; + desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; + desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL; + + V(device->CreateDepthStencilState(&desc, &m_transparencyRenderDSState)); + } + + // Linear sampler + { + D3D11_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; + desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; + desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; + desc.MaxAnisotropy = 1; + desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; + desc.MinLOD = 0; + desc.MaxLOD = D3D11_FLOAT32_MAX; + V(device->CreateSamplerState(&desc, &m_linearSampler)); + } + + // Point sampler + { + D3D11_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; + desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; + desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; + desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; + desc.MaxAnisotropy = 1; + desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; + desc.MinLOD = 0; + desc.MaxLOD = D3D11_FLOAT32_MAX; + V(device->CreateSamplerState(&desc, &m_pointSampler)); + } + + // Rasterizer state + initializeDefaultRSState(); + + // init primitive render meshes + for (uint32_t i = 0; i < PrimitiveRenderMeshType::Count; i++) + { + m_primitiveRenderMeshes[i] = nullptr; + } + + // init shadows + ID3D11DeviceContext* pd3dDeviceContext; + m_device->GetImmediateContext(&pd3dDeviceContext); + m_shadow.createResources(m_device, pd3dDeviceContext, &m_camera); + + // init hbao + m_HBAO.createResources(m_device); + + return S_OK; +} + +void Renderer::DeviceDestroyed() +{ + SAFE_RELEASE(m_cameraCB); + SAFE_RELEASE(m_worldCB); + SAFE_RELEASE(m_objectCB); + SAFE_RELEASE(m_RSState); + SAFE_RELEASE(m_opaqueRenderDSState); + SAFE_RELEASE(m_transparencyRenderDSState); + SAFE_RELEASE(m_pointSampler); + SAFE_RELEASE(m_linearSampler); + SAFE_RELEASE(m_debugPrimitiveVB); + SAFE_RELEASE(m_DSTexture); + SAFE_RELEASE(m_DSView); + SAFE_RELEASE(m_DSTextureSRV); + + for (uint32_t i = 0; i < PrimitiveRenderMeshType::Count; i++) + { + SAFE_DELETE(m_primitiveRenderMeshes[i]); + } +} + +void Renderer::onInitialize() +{ + // search paths + m_resourceManager.addSearchDir("..\\..\\samples\\resources"); + m_resourceManager.addSearchDir("..\\..\\..\\samples\\resources"); + for (const std::string& d : getManager()->getConfig().additionalResourcesDir) + { + m_resourceManager.addSearchDir(d.c_str()); + } + + // debug primitive render material and input layout + { + m_debugPrimitiveRenderMaterial = new RenderMaterial(m_resourceManager, "debug_primitive", ""); + + D3D11_INPUT_ELEMENT_DESC layout[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 } + }; + + m_debugPrimitiveRenderMaterialInstance = m_debugPrimitiveRenderMaterial->getMaterialInstance(layout, ARRAYSIZE(layout)); + } +} + +void Renderer::onTerminate() +{ + SAFE_DELETE(m_debugPrimitiveRenderMaterial); +} + +void Renderer::BackBufferResized(ID3D11Device* /*device*/, const DXGI_SURFACE_DESC* sd) +{ + // Setup the camera's projection parameters + m_screenWidth = sd->Width; + m_screenHeight = sd->Height; + float fAspectRatio = m_screenWidth / m_screenHeight; + m_camera.SetProjParams(DirectX::XM_PIDIV4, fAspectRatio, CAMERA_CLIP_NEAR, CAMERA_CLIP_FAR); + + SAFE_RELEASE(m_DSTexture); + SAFE_RELEASE(m_DSView); + SAFE_RELEASE(m_DSTextureSRV); + + // create a new Depth-Stencil texture + { + D3D11_TEXTURE2D_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Width = sd->Width; + desc.Height = sd->Height; + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R32_TYPELESS; // Use a typeless type here so that it can be both depth-stencil and shader resource. + desc.SampleDesc.Count = sd->SampleDesc.Count; + desc.SampleDesc.Quality = sd->SampleDesc.Quality; + desc.Usage = D3D11_USAGE_DEFAULT; + desc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; + desc.MiscFlags = 0; + V(m_device->CreateTexture2D(&desc, NULL, &m_DSTexture)); + } + + // create Depth-Stencil view + { + D3D11_DEPTH_STENCIL_VIEW_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.ViewDimension = sd->SampleDesc.Count > 1 ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D; + desc.Format = DXGI_FORMAT_D32_FLOAT; // Make the view see this as D32_FLOAT instead of typeless + desc.Texture2D.MipSlice = 0; + V(m_device->CreateDepthStencilView(m_DSTexture, &desc, &m_DSView)); + } + + // create Depth-Stencil shader resource view + { + D3D11_SHADER_RESOURCE_VIEW_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Format = DXGI_FORMAT_R32_FLOAT; // Make the shaders see this as R32_FLOAT instead of typeless + desc.ViewDimension = sd->SampleDesc.Count > 1 ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D; + desc.Texture2D.MipLevels = 1; + desc.Texture2D.MostDetailedMip = 0; + V(m_device->CreateShaderResourceView(m_DSTexture, &desc, &m_DSTextureSRV)); + } + + // setup viewport + m_viewport.Width = (FLOAT)sd->Width; + m_viewport.Height = (FLOAT)sd->Height; + m_viewport.MinDepth = 0; + m_viewport.MaxDepth = 1; + m_viewport.TopLeftX = 0; + m_viewport.TopLeftY = 0; + + // setup shadows + m_shadow.setScreenResolution(0, sd->Width, sd->Height, sd->SampleDesc.Count, nullptr); +} + +void Renderer::setAllConstantBuffers(ID3D11DeviceContext* ctx) +{ + ID3D11Buffer* cbs[3] = { m_cameraCB, m_worldCB, m_objectCB }; + ctx->VSSetConstantBuffers(0, 3, cbs); + ctx->GSSetConstantBuffers(0, 3, cbs); + ctx->PSSetConstantBuffers(0, 3, cbs); +} + +void Renderer::Render(ID3D11Device* /*device*/, ID3D11DeviceContext* ctx, ID3D11RenderTargetView* pRTV, + ID3D11DepthStencilView*) +{ + PROFILER_SCOPED_FUNCTION(); + + m_context = ctx; + + ctx->ClearRenderTargetView(pRTV, CLEAR_SCENE_COLOR); + ctx->ClearDepthStencilView(m_DSView, D3D11_CLEAR_DEPTH, 1.0, 0); + ctx->RSSetViewports(1, &m_viewport); + + // needed matrices + DirectX::XMMATRIX viewMatrix = m_camera.GetViewMatrix(); + DirectX::XMMATRIX projMatrix = m_camera.GetProjMatrix(); + DirectX::XMMATRIX projMatrixInv = DirectX::XMMatrixInverse(NULL, projMatrix); + DirectX::XMMATRIX viewProjMatrix = viewMatrix * projMatrix; + + // Fill Camera constant buffer + { + D3D11_MAPPED_SUBRESOURCE mappedResource; + ctx->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); + CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData; + cameraBuffer->viewProjection = viewProjMatrix; + cameraBuffer->projectionInv = projMatrixInv; + DirectX::XMStoreFloat3(&(cameraBuffer->viewPos), m_camera.GetEyePt()); + ctx->Unmap(m_cameraCB, 0); + } + + // Fill World constant buffer + { + D3D11_MAPPED_SUBRESOURCE mappedResource; + ctx->Map(m_worldCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); + CBWorld* worldBuffer = (CBWorld*)mappedResource.pData; + memcpy(worldBuffer, &m_worldCBData, sizeof(m_worldCBData)); + //worldBuffer->ambientColor = m_CBWorldData.ambientColor; + //worldBuffer->pointLightPos = m_CBWorldData.pointLightPos; + //worldBuffer->pointLightColor = m_CBWorldData.pointLightColor; + //worldBuffer->dirLightDir = m_CBWorldData.dirLightDir; + //worldBuffer->specularPower = m_CBWorldData.specularPower; + //worldBuffer->dirLightColor = m_CBWorldData.dirLightColor; + //worldBuffer->specularIntensity = m_CBWorldData.specularIntensity; + ctx->Unmap(m_worldCB, 0); + } + + ctx->RSSetState(m_RSState); + ctx->PSSetSamplers(0, 1, &m_linearSampler); + ctx->PSSetSamplers(1, 1, &m_pointSampler); + + + if (m_shadowEnabled) + { + // render depth only + { + ctx->OMSetRenderTargets(0, nullptr, m_DSView); + ctx->OMSetDepthStencilState(m_opaqueRenderDSState, 0xFF); + + // set constants buffers + setAllConstantBuffers(ctx); + + for (auto it = m_renderables.begin(); it != m_renderables.end(); it++) + { + if (!(*it)->isTransparent() && !(*it)->isHidden()) + (*it)->renderDepthStencilOnly(*this); + } + } + + // render shadow map + m_shadow.renderShadowMaps(this); + + // render shadow buffer + ctx->OMSetRenderTargets(0, nullptr, nullptr); + m_shadow.renderShadowBuffer(m_DSTextureSRV, nullptr); + } + + // Opaque render + { + ctx->RSSetViewports(1, &m_viewport); + ctx->RSSetState(m_RSState); + ctx->OMSetRenderTargets(1, &pRTV, m_DSView); + ctx->OMSetDepthStencilState(m_opaqueRenderDSState, 0xFF); + + // set constants buffers + setAllConstantBuffers(ctx); + + // Fill Camera constant buffer + { + D3D11_MAPPED_SUBRESOURCE mappedResource; + ctx->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); + CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData; + cameraBuffer->viewProjection = viewProjMatrix; + cameraBuffer->projectionInv = projMatrixInv; + DirectX::XMStoreFloat3(&(cameraBuffer->viewPos), m_camera.GetEyePt()); + ctx->Unmap(m_cameraCB, 0); + } + + // Render opaque renderables + m_visibleOpaqueRenderablesCount = 0; + for (auto it = m_renderables.begin(); it != m_renderables.end(); it++) + { + if (!(*it)->isTransparent() && !(*it)->isHidden()) + { + (*it)->render(*this); + m_visibleOpaqueRenderablesCount++; + } + } + } + + // modulate shadows + if (m_shadowEnabled) + { + m_shadow.modulateShadowBuffer(pRTV); + } + + // render AO + if (m_HBAOEnabled) + { + m_HBAO.renderAO(m_context, pRTV, m_DSTextureSRV, projMatrix); + } + + ctx->RSSetViewports(1, &m_viewport); + + // render debug render buffers + while (m_queuedRenderBuffers.size() > 0) + { + render(m_queuedRenderBuffers.back()); + m_queuedRenderBuffers.pop_back(); + } + + // Transparency render + ctx->OMSetRenderTargets(1, &pRTV, m_DSView); + ctx->OMSetDepthStencilState(m_transparencyRenderDSState, 0xFF); + + // depth as SRV isn't used now (uncommenting will produce a warning, probably need readonly depth?) + //ctx->PSSetShaderResources(1, 1, &mDSTextureSRV); + + // Render transparent renderables + m_visibleTransparentRenderablesCount = 0; + for (auto it = m_renderables.begin(); it != m_renderables.end(); it++) + { + if ((*it)->isTransparent() && !(*it)->isHidden()) + { + (*it)->render(*this); + m_visibleTransparentRenderablesCount++; + } + } + + // shadows debug render + if (0) + { + m_shadow.displayMapFrustums(pRTV, m_DSView); + } + + // Reset RT and SRV state + ID3D11ShaderResourceView* nullAttach[16] = { nullptr }; + ctx->PSSetShaderResources(0, 16, nullAttach); + ctx->OMSetRenderTargets(0, nullptr, nullptr); +} + +LRESULT Renderer::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +{ + PX_UNUSED(hWnd); + PX_UNUSED(wParam); + PX_UNUSED(lParam); + + if (uMsg == WM_KEYDOWN || uMsg == WM_KEYUP) + { + // Camera overspeed event + int iKeyPressed = static_cast(wParam); + if (iKeyPressed == VK_SHIFT) + { + toggleCameraSpeed(uMsg == WM_KEYDOWN); + } + } + + // Camera events + return m_camera.HandleMessages(hWnd, uMsg, wParam, lParam); +} + +void Renderer::Animate(double fElapsedTimeSeconds) +{ + PROFILER_SCOPED_FUNCTION(); + + m_camera.FrameMove((float)fElapsedTimeSeconds); +} + +void Renderer::renderDepthOnly(DirectX::XMMATRIX* viewProjectionSubstitute) +{ + // Fill Camera constant buffer + if (viewProjectionSubstitute) + { + D3D11_MAPPED_SUBRESOURCE mappedResource; + m_context->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); + CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData; + cameraBuffer->viewProjection = *viewProjectionSubstitute; + m_context->Unmap(m_cameraCB, 0); + } + + // set constants buffers + setAllConstantBuffers(m_context); + + // render + for (auto it = m_renderables.begin(); it != m_renderables.end(); it++) + { + if (!(*it)->isTransparent() && !(*it)->isHidden()) + (*it)->renderDepthStencilOnly(*this); + } +} + +void Renderer::render(const PxRenderBuffer* renderBuffer) +{ + // points + uint32_t pointsCount = renderBuffer->getNbPoints(); + if (pointsCount > 0) + { + RenderDebugVertex* verts = new RenderDebugVertex[pointsCount]; + const PxDebugPoint* points = renderBuffer->getPoints(); + for (uint32_t i = 0; i < pointsCount; i++) + { + verts[i].mPos = points[i].pos; + verts[i].mColor = points[i].color; + } + + renderDebugPrimitive(verts, pointsCount, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); + delete[] verts; + } + + // lines + uint32_t linesCount = renderBuffer->getNbLines(); + if (linesCount > 0) + { + RenderDebugVertex* verts = new RenderDebugVertex[linesCount * 2]; + const PxDebugLine* lines = renderBuffer->getLines(); + for (uint32_t i = 0; i < linesCount; i++) + { + verts[i * 2].mPos = lines[i].pos0; + verts[i * 2].mColor = lines[i].color0; + verts[i * 2 + 1].mPos = lines[i].pos1; + verts[i * 2 + 1].mColor = lines[i].color1; + } + + renderDebugPrimitive(verts, linesCount * 2, D3D11_PRIMITIVE_TOPOLOGY_LINELIST); + delete[] verts; + } + + // triangles + uint32_t trianglesCount = renderBuffer->getNbTriangles(); + if (trianglesCount > 0) + { + RenderDebugVertex* verts = new RenderDebugVertex[trianglesCount * 3]; + const PxDebugTriangle* triangles = renderBuffer->getTriangles(); + for (uint32_t i = 0; i < trianglesCount; i++) + { + verts[i * 3].mPos = triangles[i].pos0; + verts[i * 3].mColor = triangles[i].color0; + verts[i * 3 + 1].mPos = triangles[i].pos1; + verts[i * 3 + 1].mColor = triangles[i].color1; + verts[i * 3 + 2].mPos = triangles[i].pos2; + verts[i * 3 + 2].mColor = triangles[i].color2; + } + + renderDebugPrimitive(verts, trianglesCount * 3, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + delete[] verts; + } + + // texts? + // .... +} + +void Renderer::renderDebugPrimitive(const Renderer::RenderDebugVertex *vertices, uint32_t verticesCount, D3D11_PRIMITIVE_TOPOLOGY topology) +{ + m_context->IASetPrimitiveTopology(topology); + + m_debugPrimitiveRenderMaterialInstance->bind(*m_context, 0); + + D3D11_MAPPED_SUBRESOURCE mappedResource; + m_context->Map(m_objectCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); + CBObject* objectBuffer = (CBObject*)mappedResource.pData; + + objectBuffer->world = PxMat44ToXMMATRIX(PxMat44(PxIdentity)); + + m_context->Unmap(m_objectCB, 0); + + if (m_debugPrimitiveVBVerticesCount < verticesCount) + { + m_debugPrimitiveVBVerticesCount = verticesCount; + SAFE_RELEASE(m_debugPrimitiveVB); + + D3D11_BUFFER_DESC bufferDesc; + + memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); + bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + bufferDesc.ByteWidth = sizeof(Renderer::RenderDebugVertex) * m_debugPrimitiveVBVerticesCount; + bufferDesc.CPUAccessFlags = 0; + bufferDesc.MiscFlags = 0; + bufferDesc.Usage = D3D11_USAGE_DEFAULT; + + V(m_device->CreateBuffer(&bufferDesc, NULL, &m_debugPrimitiveVB)); + } + + CD3D11_BOX box(0, 0, 0, (LONG)(sizeof(Renderer::RenderDebugVertex) * verticesCount), 1, 1); + m_context->UpdateSubresource(m_debugPrimitiveVB, 0, &box, vertices, 0, 0); + + ID3D11Buffer* pBuffers[1] = { m_debugPrimitiveVB }; + UINT strides[1] = { sizeof(RenderDebugVertex) }; + UINT offsets[1] = { 0 }; + m_context->IASetVertexBuffers(0, 1, pBuffers, strides, offsets); + + m_context->Draw(verticesCount, 0); +} + +IRenderMesh* Renderer::getPrimitiveRenderMesh(PrimitiveRenderMeshType::Enum type) +{ + if (m_primitiveRenderMeshes[type] == NULL) + { + switch (type) + { + case PrimitiveRenderMeshType::Box: + m_primitiveRenderMeshes[type] = new BoxRenderMesh(); + break; + case PrimitiveRenderMeshType::Plane: + m_primitiveRenderMeshes[type] = new PlaneRenderMesh(); + break; + case PrimitiveRenderMeshType::Sphere: + m_primitiveRenderMeshes[type] = new SphereRenderMesh(); + break; + default: + PX_ALWAYS_ASSERT_MESSAGE("Unsupported PxGeometryType"); + return NULL; + } + } + + return m_primitiveRenderMeshes[type]; +} + + +Renderable* Renderer::createRenderable(IRenderMesh& mesh, RenderMaterial& material) +{ + Renderable* renderable = new Renderable(mesh, material); + m_renderables.emplace(renderable); + return renderable; +} + +void Renderer::removeRenderable(Renderable* r) +{ + m_renderables.erase(m_renderables.find(r)); + delete r; +} + +void Renderer::toggleCameraSpeed(bool overspeed) +{ + m_camera.SetScalers(0.002f, overspeed ? 150.f : 25.f); +} + +void Renderer::reloadShaders() +{ + // iterate Renderables materials and call reload() + std::set materials; + for (auto it = m_renderables.begin(); it != m_renderables.end(); it++) + { + materials.emplace(&((*it)->getMaterial())); + } + for (std::set::iterator it = materials.begin(); it != materials.end(); it++) + { + (*it)->reload(); + } +} + +void Renderer::drawUI() +{ + // Lighting + if (ImGui::TreeNode("Lighting")) + { + ImGui::ColorEdit3("Ambient Color", &(m_worldCBData.ambientColor.x)); + ImGui::ColorEdit3("Point Light Color", &(m_worldCBData.pointLightColor.x)); + ImGui::DragFloat3("Point Light Pos", &(m_worldCBData.pointLightPos.x)); + ImGui::ColorEdit3("Dir Light Color", &(m_worldCBData.dirLightColor.x)); + ImGui_DragFloat3Dir("Dir Light Dir", &(m_worldCBData.dirLightDir.x)); + ImGui::DragFloat("Specular Power", &(m_worldCBData.specularPower), 1.0f, 1.0f, 500.0f); + ImGui::DragFloat("Specular Intensity", &(m_worldCBData.specularIntensity), 0.01f, 0.0f, 2.0f); + + ImGui::TreePop(); + } + + // Shadow + if (ImGui::TreeNode("Shadow")) + { + ImGui::Checkbox("Shadows Enabled", &m_shadowEnabled); + if (m_shadowEnabled) + { + m_shadow.drawUI(); + } + + ImGui::TreePop(); + } + + // HBAO+ + if (ImGui::TreeNode("HBAO+")) + { + ImGui::Checkbox("HBAO Enabled", &(m_HBAOEnabled)); + if (m_HBAOEnabled) + { + m_HBAO.drawUI(); + } + + ImGui::TreePop(); + } } \ No newline at end of file diff --git a/samples/SampleBase/renderer/Renderer.h b/samples/SampleBase/renderer/Renderer.h old mode 100644 new mode 100755 index 7bfff91..b1d5635 --- a/samples/SampleBase/renderer/Renderer.h +++ b/samples/SampleBase/renderer/Renderer.h @@ -1,271 +1,271 @@ -// 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 RENDERER_H -#define RENDERER_H - -#include "RenderMaterial.h" -#include -#include "XInput.h" -#include "DXUTMisc.h" -#include "DXUTCamera.h" -#include "SampleManager.h" -#include "Utils.h" -#include "ResourceManager.h" -#include "PrimitiveRenderMesh.h" -#include "RendererShadow.h" -#include "RendererHBAO.h" -#include - -class CFirstPersonCamera; -class PhysXPrimitive; -class RenderDebugImpl; - -namespace physx -{ -class PxRenderBuffer; -} - - -/** -3D World Renderer -- use createRenderable() to add objects to render. -- use queueRenderBuffer() every frame to render debug primitives. -- contains ResourceManager to search for file and load resources. -- contains RendererShadow and RendererHBAO, use them through getters to control shadows. -*/ -class Renderer : public ISampleController -{ - friend class Renderable; - - public: - //////// ctor //////// - - Renderer(); - ~Renderer(); - - - //////// public API //////// - - void reloadShaders(); - - bool getWireframeMode() - { - return m_wireframeMode; - } - - void setWireframeMode(bool enabled) - { - if(m_wireframeMode != enabled) - { - m_wireframeMode = enabled; - initializeDefaultRSState(); - } - } - - IRenderMesh* getPrimitiveRenderMesh(PrimitiveRenderMeshType::Enum type); - - Renderable* createRenderable(IRenderMesh& mesh, RenderMaterial& material); - void removeRenderable(Renderable* r); - - void drawUI(); - - - //////// public getters //////// - - float getScreenWidth() const - { - return m_screenWidth; - } - - float getScreenHeight() const - { - return m_screenHeight; - } - - void queueRenderBuffer(const PxRenderBuffer* buffer) - { - m_queuedRenderBuffers.push_back(buffer); - } - - void clearQueue() - { - m_queuedRenderBuffers.clear(); - } - - ResourceManager& getResourceManager() - { - return m_resourceManager; - } - - uint32_t getVisibleOpaqueRenderablesCount() - { - return m_visibleOpaqueRenderablesCount; - } - - uint32_t getVisibleTransparentRenderablesCount() - { - return m_visibleTransparentRenderablesCount; - } - - CFirstPersonCamera& getCamera() - { - return m_camera; - } - - - //////// public 'internal' methods //////// - - // for internal usage (used by RenderShadows) - void renderDepthOnly(DirectX::XMMATRIX* viewProjectionSubstitute); - - protected: - - //////// controller callbacks //////// - - virtual HRESULT DeviceCreated(ID3D11Device* pDevice); - virtual void DeviceDestroyed(); - virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); - virtual void Animate(double fElapsedTimeSeconds); - virtual void onInitialize(); - virtual void onTerminate(); - virtual void BackBufferResized(ID3D11Device* pDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc); - virtual void Render(ID3D11Device* /*device*/, ID3D11DeviceContext* ctx, ID3D11RenderTargetView* pRTV, - ID3D11DepthStencilView* pDSV); - - private: - - //////// internal methods //////// - - struct RenderDebugVertex - { - PxVec3 mPos; - uint32_t mColor; - }; - - void render(const PxRenderBuffer* renderBuffer); - void render(Renderable* renderable); - void renderDebugPrimitive(const RenderDebugVertex *vertices, uint32_t verticesCount, D3D11_PRIMITIVE_TOPOLOGY topology); - void initializeDefaultRSState(); - void setAllConstantBuffers(ID3D11DeviceContext* ctx); - void toggleCameraSpeed(bool overspeed); - - - //////// constant buffers //////// - - struct CBCamera - { - DirectX::XMMATRIX viewProjection; - DirectX::XMMATRIX projectionInv; - DirectX::XMFLOAT3 viewPos; - float unusedPad; - }; - struct CBWorld - { - DirectX::XMFLOAT3 ambientColor; - float unusedPad1; - DirectX::XMFLOAT3 pointLightPos; - float unusedPad2; - DirectX::XMFLOAT3 pointLightColor; - float unusedPad3; - DirectX::XMFLOAT3 dirLightDir; - float specularPower; - DirectX::XMFLOAT3 dirLightColor; - float specularIntensity; // TODO: actually it's per object property - }; - struct CBObject - { - DirectX::XMMATRIX world; - DirectX::XMFLOAT4 color; - }; - - - //////// internal data //////// - - // camera - CFirstPersonCamera m_camera; - float m_screenWidth; - float m_screenHeight; - - // resources - ResourceManager m_resourceManager; - - // additional render modules(libs) - RendererShadow m_shadow; - bool m_shadowEnabled; - RendererHBAO m_HBAO; - bool m_HBAOEnabled; - - // DX11 common - ID3D11Device* m_device; - ID3D11DeviceContext* m_context; - D3D11_VIEWPORT m_viewport; - - // DX11 states - ID3D11RasterizerState* m_RSState; - ID3D11DepthStencilState* m_opaqueRenderDSState; - ID3D11DepthStencilState* m_transparencyRenderDSState; - - // DX11 samplers - ID3D11SamplerState* m_pointSampler; - ID3D11SamplerState* m_linearSampler; - - // Depth Buffer - ID3D11Texture2D* m_DSTexture; - ID3D11DepthStencilView* m_DSView; - ID3D11ShaderResourceView* m_DSTextureSRV; - - // Constant Buffers - ID3D11Buffer* m_cameraCB; - ID3D11Buffer* m_worldCB; - CBWorld m_worldCBData; - ID3D11Buffer* m_objectCB; - - // toggles (options) - bool m_wireframeMode; - - // renderables - std::unordered_set m_renderables; - - // primitive meshes cache - IRenderMesh* m_primitiveRenderMeshes[PrimitiveRenderMeshType::Count]; - - // stats - uint32_t m_visibleOpaqueRenderablesCount; - uint32_t m_visibleTransparentRenderablesCount; - - // Debug Render - RenderMaterial* m_debugPrimitiveRenderMaterial; - RenderMaterial::InstancePtr m_debugPrimitiveRenderMaterialInstance; - ID3D11Buffer* m_debugPrimitiveVB; - uint32_t m_debugPrimitiveVBVerticesCount; - std::vector m_queuedRenderBuffers; -}; - - +// 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 RENDERER_H +#define RENDERER_H + +#include "RenderMaterial.h" +#include +#include "XInput.h" +#include "DXUTMisc.h" +#include "DXUTCamera.h" +#include "SampleManager.h" +#include "Utils.h" +#include "ResourceManager.h" +#include "PrimitiveRenderMesh.h" +#include "RendererShadow.h" +#include "RendererHBAO.h" +#include + +class CFirstPersonCamera; +class PhysXPrimitive; +class RenderDebugImpl; + +namespace physx +{ +class PxRenderBuffer; +} + + +/** +3D World Renderer +- use createRenderable() to add objects to render. +- use queueRenderBuffer() every frame to render debug primitives. +- contains ResourceManager to search for file and load resources. +- contains RendererShadow and RendererHBAO, use them through getters to control shadows. +*/ +class Renderer : public ISampleController +{ + friend class Renderable; + + public: + //////// ctor //////// + + Renderer(); + ~Renderer(); + + + //////// public API //////// + + void reloadShaders(); + + bool getWireframeMode() + { + return m_wireframeMode; + } + + void setWireframeMode(bool enabled) + { + if(m_wireframeMode != enabled) + { + m_wireframeMode = enabled; + initializeDefaultRSState(); + } + } + + IRenderMesh* getPrimitiveRenderMesh(PrimitiveRenderMeshType::Enum type); + + Renderable* createRenderable(IRenderMesh& mesh, RenderMaterial& material); + void removeRenderable(Renderable* r); + + void drawUI(); + + + //////// public getters //////// + + float getScreenWidth() const + { + return m_screenWidth; + } + + float getScreenHeight() const + { + return m_screenHeight; + } + + void queueRenderBuffer(const PxRenderBuffer* buffer) + { + m_queuedRenderBuffers.push_back(buffer); + } + + void clearQueue() + { + m_queuedRenderBuffers.clear(); + } + + ResourceManager& getResourceManager() + { + return m_resourceManager; + } + + uint32_t getVisibleOpaqueRenderablesCount() + { + return m_visibleOpaqueRenderablesCount; + } + + uint32_t getVisibleTransparentRenderablesCount() + { + return m_visibleTransparentRenderablesCount; + } + + CFirstPersonCamera& getCamera() + { + return m_camera; + } + + + //////// public 'internal' methods //////// + + // for internal usage (used by RenderShadows) + void renderDepthOnly(DirectX::XMMATRIX* viewProjectionSubstitute); + + protected: + + //////// controller callbacks //////// + + virtual HRESULT DeviceCreated(ID3D11Device* pDevice); + virtual void DeviceDestroyed(); + virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); + virtual void Animate(double fElapsedTimeSeconds); + virtual void onInitialize(); + virtual void onTerminate(); + virtual void BackBufferResized(ID3D11Device* pDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc); + virtual void Render(ID3D11Device* /*device*/, ID3D11DeviceContext* ctx, ID3D11RenderTargetView* pRTV, + ID3D11DepthStencilView* pDSV); + + private: + + //////// internal methods //////// + + struct RenderDebugVertex + { + PxVec3 mPos; + uint32_t mColor; + }; + + void render(const PxRenderBuffer* renderBuffer); + void render(Renderable* renderable); + void renderDebugPrimitive(const RenderDebugVertex *vertices, uint32_t verticesCount, D3D11_PRIMITIVE_TOPOLOGY topology); + void initializeDefaultRSState(); + void setAllConstantBuffers(ID3D11DeviceContext* ctx); + void toggleCameraSpeed(bool overspeed); + + + //////// constant buffers //////// + + struct CBCamera + { + DirectX::XMMATRIX viewProjection; + DirectX::XMMATRIX projectionInv; + DirectX::XMFLOAT3 viewPos; + float unusedPad; + }; + struct CBWorld + { + DirectX::XMFLOAT3 ambientColor; + float unusedPad1; + DirectX::XMFLOAT3 pointLightPos; + float unusedPad2; + DirectX::XMFLOAT3 pointLightColor; + float unusedPad3; + DirectX::XMFLOAT3 dirLightDir; + float specularPower; + DirectX::XMFLOAT3 dirLightColor; + float specularIntensity; // TODO: actually it's per object property + }; + struct CBObject + { + DirectX::XMMATRIX world; + DirectX::XMFLOAT4 color; + }; + + + //////// internal data //////// + + // camera + CFirstPersonCamera m_camera; + float m_screenWidth; + float m_screenHeight; + + // resources + ResourceManager m_resourceManager; + + // additional render modules(libs) + RendererShadow m_shadow; + bool m_shadowEnabled; + RendererHBAO m_HBAO; + bool m_HBAOEnabled; + + // DX11 common + ID3D11Device* m_device; + ID3D11DeviceContext* m_context; + D3D11_VIEWPORT m_viewport; + + // DX11 states + ID3D11RasterizerState* m_RSState; + ID3D11DepthStencilState* m_opaqueRenderDSState; + ID3D11DepthStencilState* m_transparencyRenderDSState; + + // DX11 samplers + ID3D11SamplerState* m_pointSampler; + ID3D11SamplerState* m_linearSampler; + + // Depth Buffer + ID3D11Texture2D* m_DSTexture; + ID3D11DepthStencilView* m_DSView; + ID3D11ShaderResourceView* m_DSTextureSRV; + + // Constant Buffers + ID3D11Buffer* m_cameraCB; + ID3D11Buffer* m_worldCB; + CBWorld m_worldCBData; + ID3D11Buffer* m_objectCB; + + // toggles (options) + bool m_wireframeMode; + + // renderables + std::unordered_set m_renderables; + + // primitive meshes cache + IRenderMesh* m_primitiveRenderMeshes[PrimitiveRenderMeshType::Count]; + + // stats + uint32_t m_visibleOpaqueRenderablesCount; + uint32_t m_visibleTransparentRenderablesCount; + + // Debug Render + RenderMaterial* m_debugPrimitiveRenderMaterial; + RenderMaterial::InstancePtr m_debugPrimitiveRenderMaterialInstance; + ID3D11Buffer* m_debugPrimitiveVB; + uint32_t m_debugPrimitiveVBVerticesCount; + std::vector m_queuedRenderBuffers; +}; + + #endif \ No newline at end of file diff --git a/samples/SampleBase/renderer/RendererHBAO.cpp b/samples/SampleBase/renderer/RendererHBAO.cpp old mode 100644 new mode 100755 index e402db2..333d485 --- a/samples/SampleBase/renderer/RendererHBAO.cpp +++ b/samples/SampleBase/renderer/RendererHBAO.cpp @@ -1,98 +1,98 @@ -// 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 "RendererHBAO.h" -#include "Renderer.h" -#include "imgui.h" - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Renderer HBAO (wrapper for hbao+) -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - - -RendererHBAO::RendererHBAO() -{ - m_SSAOContext = NULL; - - // default parameters - m_SSAOParameters.Radius = 2.0f; -} - - -RendererHBAO::~RendererHBAO() -{ - releaseResources(); -} - - -void RendererHBAO::createResources(ID3D11Device *pd3dDevice) -{ - GFSDK_SSAO_Status status; - status = GFSDK_SSAO_CreateContext_D3D11(pd3dDevice, &m_SSAOContext, nullptr); - assert(status == GFSDK_SSAO_OK); -} - - -void RendererHBAO::releaseResources() -{ - if (m_SSAOContext != NULL) - { - m_SSAOContext->Release(); - } -} - - -void RendererHBAO::renderAO(ID3D11DeviceContext *pd3dDeviceContext, ID3D11RenderTargetView* pRTV, ID3D11ShaderResourceView* pDepthSRV, DirectX::XMMATRIX& projMatrix) -{ - GFSDK_SSAO_InputData_D3D11 InputData; - InputData.DepthData.pFullResDepthTextureSRV = pDepthSRV; - InputData.DepthData.DepthTextureType = GFSDK_SSAO_HARDWARE_DEPTHS; - InputData.DepthData.MetersToViewSpaceUnits = 1.0f; - InputData.DepthData.ProjectionMatrix.Data = GFSDK_SSAO_Float4x4(reinterpret_cast(&(projMatrix.r[0]))); - InputData.DepthData.ProjectionMatrix.Layout = GFSDK_SSAO_ROW_MAJOR_ORDER; - - GFSDK_SSAO_Output_D3D11 Output; - Output.pRenderTargetView = pRTV;// m_pSceneRTs->ColorRTV; - Output.Blend.Mode = GFSDK_SSAO_MULTIPLY_RGB; - - m_SSAOContext->RenderAO(pd3dDeviceContext, InputData, m_SSAOParameters, Output); -} - - -void RendererHBAO::drawUI() -{ - ImGui::DragFloat("Radius", &(m_SSAOParameters.Radius), 0.05f, 0.0f, 100.0f); - ImGui::DragFloat("Bias", &(m_SSAOParameters.Bias), 0.01f, 0.0f, 0.5f); - ImGui::DragFloat("NearAO", &(m_SSAOParameters.NearAO), 0.01f, 1.0f, 4.0f); - ImGui::DragFloat("FarAO", &(m_SSAOParameters.FarAO), 0.01, 1.0f, 4.0f); - ImGui::DragFloat("PowerExponent", &(m_SSAOParameters.PowerExponent), 0.01f, 1.0f, 8.0f); - ImGui::Checkbox("ForegroundAO Enabled", (bool*)&(m_SSAOParameters.ForegroundAO.Enable)); - ImGui::DragFloat("ForegroundAO ViewDepth", &(m_SSAOParameters.ForegroundAO.ForegroundViewDepth), 0.01f, 0.0f, 100.0f); - ImGui::Checkbox("BackgroundAO Enabled", (bool*)&(m_SSAOParameters.BackgroundAO.Enable)); - ImGui::DragFloat("BackgroundAO ViewDepth", &(m_SSAOParameters.BackgroundAO.BackgroundViewDepth), 0.01f, 0.0f, 100.0f); +// 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 "RendererHBAO.h" +#include "Renderer.h" +#include "imgui.h" + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Renderer HBAO (wrapper for hbao+) +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + +RendererHBAO::RendererHBAO() +{ + m_SSAOContext = NULL; + + // default parameters + m_SSAOParameters.Radius = 2.0f; +} + + +RendererHBAO::~RendererHBAO() +{ + releaseResources(); +} + + +void RendererHBAO::createResources(ID3D11Device *pd3dDevice) +{ + GFSDK_SSAO_Status status; + status = GFSDK_SSAO_CreateContext_D3D11(pd3dDevice, &m_SSAOContext, nullptr); + assert(status == GFSDK_SSAO_OK); +} + + +void RendererHBAO::releaseResources() +{ + if (m_SSAOContext != NULL) + { + m_SSAOContext->Release(); + } +} + + +void RendererHBAO::renderAO(ID3D11DeviceContext *pd3dDeviceContext, ID3D11RenderTargetView* pRTV, ID3D11ShaderResourceView* pDepthSRV, DirectX::XMMATRIX& projMatrix) +{ + GFSDK_SSAO_InputData_D3D11 InputData; + InputData.DepthData.pFullResDepthTextureSRV = pDepthSRV; + InputData.DepthData.DepthTextureType = GFSDK_SSAO_HARDWARE_DEPTHS; + InputData.DepthData.MetersToViewSpaceUnits = 1.0f; + InputData.DepthData.ProjectionMatrix.Data = GFSDK_SSAO_Float4x4(reinterpret_cast(&(projMatrix.r[0]))); + InputData.DepthData.ProjectionMatrix.Layout = GFSDK_SSAO_ROW_MAJOR_ORDER; + + GFSDK_SSAO_Output_D3D11 Output; + Output.pRenderTargetView = pRTV;// m_pSceneRTs->ColorRTV; + Output.Blend.Mode = GFSDK_SSAO_MULTIPLY_RGB; + + m_SSAOContext->RenderAO(pd3dDeviceContext, InputData, m_SSAOParameters, Output); +} + + +void RendererHBAO::drawUI() +{ + ImGui::DragFloat("Radius", &(m_SSAOParameters.Radius), 0.05f, 0.0f, 100.0f); + ImGui::DragFloat("Bias", &(m_SSAOParameters.Bias), 0.01f, 0.0f, 0.5f); + ImGui::DragFloat("NearAO", &(m_SSAOParameters.NearAO), 0.01f, 1.0f, 4.0f); + ImGui::DragFloat("FarAO", &(m_SSAOParameters.FarAO), 0.01, 1.0f, 4.0f); + ImGui::DragFloat("PowerExponent", &(m_SSAOParameters.PowerExponent), 0.01f, 1.0f, 8.0f); + ImGui::Checkbox("ForegroundAO Enabled", (bool*)&(m_SSAOParameters.ForegroundAO.Enable)); + ImGui::DragFloat("ForegroundAO ViewDepth", &(m_SSAOParameters.ForegroundAO.ForegroundViewDepth), 0.01f, 0.0f, 100.0f); + ImGui::Checkbox("BackgroundAO Enabled", (bool*)&(m_SSAOParameters.BackgroundAO.Enable)); + ImGui::DragFloat("BackgroundAO ViewDepth", &(m_SSAOParameters.BackgroundAO.BackgroundViewDepth), 0.01f, 0.0f, 100.0f); } \ No newline at end of file diff --git a/samples/SampleBase/renderer/RendererHBAO.h b/samples/SampleBase/renderer/RendererHBAO.h old mode 100644 new mode 100755 index 2b25ec8..4acc918 --- a/samples/SampleBase/renderer/RendererHBAO.h +++ b/samples/SampleBase/renderer/RendererHBAO.h @@ -1,58 +1,58 @@ -// 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 RENDERER_HBAO_H -#define RENDERER_HBAO_H - -#include -#include "GFSDK_SSAO.h" - - -class Renderer; - -class RendererHBAO -{ -public: - RendererHBAO(); - ~RendererHBAO(); - - void createResources(ID3D11Device *pd3dDevice); - void renderAO(ID3D11DeviceContext *pd3dDeviceContext, ID3D11RenderTargetView* pRTV, ID3D11ShaderResourceView* pDepthSRV, DirectX::XMMATRIX& projMatrix); - - void drawUI(); - -private: - void releaseResources(); - - GFSDK_SSAO_Parameters m_SSAOParameters; - - GFSDK_SSAO_Context_D3D11* m_SSAOContext; -}; - - +// 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 RENDERER_HBAO_H +#define RENDERER_HBAO_H + +#include +#include "GFSDK_SSAO.h" + + +class Renderer; + +class RendererHBAO +{ +public: + RendererHBAO(); + ~RendererHBAO(); + + void createResources(ID3D11Device *pd3dDevice); + void renderAO(ID3D11DeviceContext *pd3dDeviceContext, ID3D11RenderTargetView* pRTV, ID3D11ShaderResourceView* pDepthSRV, DirectX::XMMATRIX& projMatrix); + + void drawUI(); + +private: + void releaseResources(); + + GFSDK_SSAO_Parameters m_SSAOParameters; + + GFSDK_SSAO_Context_D3D11* m_SSAOContext; +}; + + #endif \ No newline at end of file diff --git a/samples/SampleBase/renderer/RendererShadow.cpp b/samples/SampleBase/renderer/RendererShadow.cpp old mode 100644 new mode 100755 index 92891d9..0287a98 --- a/samples/SampleBase/renderer/RendererShadow.cpp +++ b/samples/SampleBase/renderer/RendererShadow.cpp @@ -1,434 +1,434 @@ -// 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 "RendererShadow.h" - -#include "XInput.h" -#include "DXUTMisc.h" -#include "DXUTCamera.h" -#include "Renderer.h" -#include "UIHelpers.h" - -#define CASCADES 1 - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Renderer Shadows (wrapper for shadow_lib) -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -const float DEFAULT_LIGHT_SIZE = 3.0f; -const DirectX::XMFLOAT3 DEFAULT_LIGHT_POS(-25, 25, 25); -const DirectX::XMFLOAT3 DEFAULT_LIGHT_LOOK_AT(0, 0, 0); -const DirectX::XMFLOAT3 DEFAULT_SHADOW_COLOR(0.25f, 0.25f, 0.25f); - -RendererShadow::RendererShadow() -{ - m_shadowLibContext = NULL; - - m_PCSSEnabled = false; - m_lightSize = DEFAULT_LIGHT_SIZE; - m_lightPos = DEFAULT_LIGHT_POS; - m_lightLookAt = DEFAULT_LIGHT_LOOK_AT; - m_shadowColor = DEFAULT_SHADOW_COLOR; - - m_worldSpaceBBox0.x = m_worldSpaceBBox0.y = m_worldSpaceBBox0.z = -100; - m_worldSpaceBBox1.x = m_worldSpaceBBox1.y = m_worldSpaceBBox1.z = 100; - - // Penumbra params - m_PCSSParams.fMaxThreshold = 80.0f; - m_PCSSParams.fMaxClamp = 40.0f; - m_PCSSParams.fMinSizePercent = 3.0f; - m_PCSSParams.fMinWeightExponent = 5.0f; - m_PCSSParams.fMinWeightThresholdPercent = 20.0f; - - m_softShadowTestScale = 0.002f; - - memset(&m_shadowBufferSRV, 0, sizeof(m_shadowBufferSRV)); - - m_shadowMapHandle = NULL; - m_shadowBufferHandle = NULL; -} - - -RendererShadow::~RendererShadow() -{ - ReleaseResources(); -} - - -void RendererShadow::createResources(ID3D11Device *pd3dDevice, ID3D11DeviceContext* context, CFirstPersonCamera* camera) -{ - m_camera = camera; - -#if !CASCADES - uint32_t shadowMapScale = 5; - uint32_t shadowMapWidth = 1024; - uint32_t shadowMapHeight = 1024; - - // SM Desc - m_SMDesc.eViewType = GFSDK_ShadowLib_ViewType_Single; - m_SMDesc.eMapType = GFSDK_ShadowLib_MapType_Texture; -#else - - uint32_t shadowMapScale = 5; - uint32_t shadowMapWidth = 1024; - uint32_t shadowMapHeight = 1024; - - // SM Desc - m_SMDesc.eViewType = GFSDK_ShadowLib_ViewType_Cascades_2; - m_SMDesc.eMapType = GFSDK_ShadowLib_MapType_TextureArray; -#endif - - m_SMDesc.uResolutionWidth = shadowMapWidth * shadowMapScale; - m_SMDesc.uResolutionHeight = shadowMapHeight * shadowMapScale; - m_SMDesc.uArraySize = m_SMDesc.eViewType; - - for (int j = 0; j < GFSDK_ShadowLib_ViewType_Cascades_4; j++) - { - m_SMDesc.ViewLocation[j].uMapID = j; - m_SMDesc.ViewLocation[j].v2Origin.x = 0; - m_SMDesc.ViewLocation[j].v2Origin.y = 0; - m_SMDesc.ViewLocation[j].v2Dimension.x = shadowMapWidth * shadowMapScale; - m_SMDesc.ViewLocation[j].v2Dimension.y = shadowMapHeight * shadowMapScale; - } - - - // SM Render Params - m_SMRenderParams.iDepthBias = 1000; - m_SMRenderParams.fSlopeScaledDepthBias = 8; - - // SB Render Params - m_SBRenderParams.eTechniqueType = GFSDK_ShadowLib_TechniqueType_PCSS; - m_SBRenderParams.eQualityType = GFSDK_ShadowLib_QualityType_High; - - // DLL version - GFSDK_ShadowLib_Version DLLVersion; - GFSDK_ShadowLib_Status retCode = GFSDK_ShadowLib_GetDLLVersion(&DLLVersion); - - // Header version - GFSDK_ShadowLib_Version headerVersion; - headerVersion.uMajor = GFSDK_SHADOWLIB_MAJOR_VERSION; - headerVersion.uMinor = GFSDK_SHADOWLIB_MINOR_VERSION; - - // Do they match? - if (DLLVersion.uMajor == headerVersion.uMajor && DLLVersion.uMinor == headerVersion.uMinor) - { - GFSDK_ShadowLib_DeviceContext deviceAndContext; - deviceAndContext.pD3DDevice = pd3dDevice; - deviceAndContext.pDeviceContext = context; - - retCode = GFSDK_ShadowLib_Create(&headerVersion, &m_shadowLibContext, &deviceAndContext, NULL); - - if (retCode != GFSDK_ShadowLib_Status_Ok) assert(false); - } - else - { - assert(false); - } -} - - -void RendererShadow::ReleaseResources() -{ - SAFE_RELEASE(m_downsampledShadowMap.pTexture); - SAFE_RELEASE(m_downsampledShadowMap.pSRV); - SAFE_RELEASE(m_downsampledShadowMap.pRTV); - - if (m_shadowLibContext != NULL) - { - m_shadowLibContext->Destroy(); - m_shadowLibContext = NULL; - } -} - - -void RendererShadow::setScreenResolution(float FovyRad, UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV) -{ - changeShadowSettings(Width, Height, uSampleCount, pReadOnlyDSV); -} - - -void RendererShadow::changeShadowSettings(UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV) -{ - m_SBDesc.uResolutionWidth = Width; - m_SBDesc.uResolutionHeight = Height; - m_SBDesc.uSampleCount = uSampleCount; - m_SBDesc.ReadOnlyDSV.pDSV = pReadOnlyDSV; - - reloadBuffers(); -} - -void RendererShadow::reloadBuffers() -{ - { - m_shadowLibContext->RemoveMap(&m_shadowMapHandle); - - if (m_SMDesc.eMapType == GFSDK_ShadowLib_MapType_Texture && - m_SMDesc.eViewType == GFSDK_ShadowLib_ViewType_Single && - m_SBRenderParams.eTechniqueType == GFSDK_ShadowLib_TechniqueType_PCSS) - { - m_SMDesc.bDownsample = true; - } - - m_shadowLibContext->AddMap(&m_SMDesc, &m_shadowMapHandle); - } - - if (m_SMDesc.eMapType == GFSDK_ShadowLib_MapType_Texture && m_SMDesc.eViewType == GFSDK_ShadowLib_ViewType_Single) - { - m_downsampledShadowMap.uWidth = m_SMDesc.uResolutionWidth >> 1; - m_downsampledShadowMap.uHeight = m_SMDesc.uResolutionHeight >> 1; - m_downsampledShadowMap.uSampleCount = 1; - m_downsampledShadowMap.Format = DXGI_FORMAT_R32_FLOAT; - SAFE_RELEASE(m_downsampledShadowMap.pTexture); - SAFE_RELEASE(m_downsampledShadowMap.pSRV); - SAFE_RELEASE(m_downsampledShadowMap.pRTV); - m_shadowLibContext->DevModeCreateTexture2D(&m_downsampledShadowMap); - } - - m_shadowLibContext->RemoveBuffer(&m_shadowBufferHandle); - m_shadowLibContext->AddBuffer(&m_SBDesc, &m_shadowBufferHandle); -} - - - -//-------------------------------------------------------------------------------------- -// Data passed to the shadow map render function -//-------------------------------------------------------------------------------------- -struct ShadowMapRenderFunctionParams -{ - Renderer* renderer; -}; -static ShadowMapRenderFunctionParams s_RenderParams; - -//-------------------------------------------------------------------------------------- -// Shadow map render function -//-------------------------------------------------------------------------------------- -static void ShadowMapRenderFunction(void* pParams, gfsdk_float4x4* pViewProj) -{ - ShadowMapRenderFunctionParams* pRP = (ShadowMapRenderFunctionParams*)pParams; - - DirectX::XMMATRIX viewProjection; - memcpy(&viewProjection, &pViewProj->_11, sizeof(gfsdk_float4x4)); - - pRP->renderer->renderDepthOnly(&viewProjection); -} - -void RendererShadow::renderShadowMaps(Renderer* renderer) -{ - // select technique - GFSDK_ShadowLib_TechniqueType technique = m_SBRenderParams.eTechniqueType; - m_SBRenderParams.eTechniqueType = m_PCSSEnabled ? GFSDK_ShadowLib_TechniqueType_PCSS : GFSDK_ShadowLib_TechniqueType_PCF; - if (technique != m_SBRenderParams.eTechniqueType) - reloadBuffers(); - - - DirectX::XMMATRIX viewMatrix = m_camera->GetViewMatrix(); - DirectX::XMMATRIX projMatrix = m_camera->GetProjMatrix(); - - memcpy(&m_SMRenderParams.m4x4EyeViewMatrix, &viewMatrix.r[0], sizeof(gfsdk_float4x4)); - memcpy(&m_SMRenderParams.m4x4EyeProjectionMatrix, &projMatrix.r[0], sizeof(gfsdk_float4x4)); - - // TODO: (better world space bbox needed) - m_SMRenderParams.v3WorldSpaceBBox[0] = m_worldSpaceBBox0; - m_SMRenderParams.v3WorldSpaceBBox[1] = m_worldSpaceBBox1; - - m_SMRenderParams.LightDesc.eLightType = GFSDK_ShadowLib_LightType_Directional; - memcpy(&m_SMRenderParams.LightDesc.v3LightPos, &m_lightPos.x, sizeof(gfsdk_float3)); - memcpy(&m_SMRenderParams.LightDesc.v3LightLookAt, &m_lightLookAt.x, sizeof(gfsdk_float3)); - m_SMRenderParams.LightDesc.fLightSize = m_lightSize; - m_SMRenderParams.LightDesc.bLightFalloff = false; - - // Scene specific setup for the shadow map phase that follows - s_RenderParams.renderer = renderer; - m_SMRenderParams.fnpDrawFunction = GFSDK_ShadowLib_FunctionPointer(ShadowMapRenderFunction); - m_SMRenderParams.pDrawFunctionParams = &s_RenderParams; - - // render shadow map - m_shadowLibContext->RenderMap(m_shadowMapHandle, &m_SMRenderParams); -} - - -void RendererShadow::renderShadowBuffer(ID3D11ShaderResourceView* pDepthStencilSRV, ID3D11ShaderResourceView* pResolvedDepthStencilSRV) -{ - if (m_SBRenderParams.eTechniqueType == GFSDK_ShadowLib_TechniqueType_PCSS && - m_SMDesc.eMapType == GFSDK_ShadowLib_MapType_Texture && - m_SMDesc.eViewType == GFSDK_ShadowLib_ViewType_Single) - { - m_tempResources.pDownsampledShadowMap = &m_downsampledShadowMap; - m_shadowLibContext->SetTempResources(&m_tempResources); - } - - m_SBRenderParams.PCSSPenumbraParams = m_PCSSParams; - m_SBRenderParams.fSoftShadowTestScale = m_softShadowTestScale; - - m_shadowLibContext->ClearBuffer(m_shadowBufferHandle); - - m_SBRenderParams.DepthBufferDesc.DepthStencilSRV.pSRV = pDepthStencilSRV; - - m_shadowLibContext->RenderBuffer(m_shadowMapHandle, m_shadowBufferHandle, &m_SBRenderParams); - - m_shadowLibContext->FinalizeBuffer(m_shadowBufferHandle, &m_shadowBufferSRV); -} - - -void RendererShadow::modulateShadowBuffer(ID3D11RenderTargetView* pOutputRTV) -{ - GFSDK_ShadowLib_RenderTargetView ColorRTV; - ColorRTV.pRTV = pOutputRTV; - - gfsdk_float3 v3ShadowColor = { m_shadowColor.x, m_shadowColor.y, m_shadowColor.z }; - m_shadowLibContext->ModulateBuffer(m_shadowBufferHandle, &ColorRTV, v3ShadowColor, GFSDK_ShadowLib_ModulateBufferMask_RGB); -} - - -void RendererShadow::displayShadowMaps(ID3D11RenderTargetView* pOutputRTV, UINT Width, UINT Height) -{ - GFSDK_ShadowLib_RenderTargetView ColorRTV; - ColorRTV.pRTV = pOutputRTV; - - float fMapResW = (float)m_SMDesc.uResolutionWidth; - float fMapResH = (float)m_SMDesc.uResolutionHeight; - - float fWidthScale = Width / ((float)m_SMDesc.uArraySize * fMapResW); - fWidthScale = (fWidthScale > 1.0f) ? (1.0f) : (fWidthScale); - - float fOneFifth = (float)Height / (5.0f); - float fHeightScale = fOneFifth / fMapResH; - fHeightScale = (fHeightScale > 1.0f) ? (1.0f) : (fHeightScale); - - float fScale = (fHeightScale < fWidthScale) ? (fHeightScale) : (fWidthScale); - - fMapResW = floorf(fMapResW * fScale); - fMapResH = floorf(fMapResH * fScale); - - for (unsigned int j = 0; j < (unsigned int)m_SMDesc.uArraySize; j++) - { - m_shadowLibContext->DevModeDisplayMap(m_shadowBufferHandle, - &ColorRTV, - m_shadowMapHandle, - j, - j * (unsigned int)fMapResW + j, - Height - (unsigned int)fMapResH, - fScale); - } -} - - -void RendererShadow::displayMapFrustums(ID3D11RenderTargetView* pOutputRTV, ID3D11DepthStencilView* pDSV) -{ - gfsdk_float3 v3Color; - v3Color.x = 1.0f; - v3Color.y = 0.0f; - v3Color.z = 0.0f; - - GFSDK_ShadowLib_RenderTargetView ColorRTV; - ColorRTV.pRTV = pOutputRTV; - - GFSDK_ShadowLib_DepthStencilView DSV; - DSV.pDSV = pDSV; - - unsigned int NumViews; - NumViews = m_SMDesc.eViewType; - - for (unsigned int j = 0; j < NumViews; j++) - { - switch (j) - { - case 0: - v3Color.x = 1.0f; - v3Color.y = 0.0f; - v3Color.z = 0.0f; - break; - case 1: - v3Color.x = 0.0f; - v3Color.y = 1.0f; - v3Color.z = 0.0f; - break; - case 2: - v3Color.x = 0.0f; - v3Color.y = 0.0f; - v3Color.z = 1.0f; - break; - case 3: - v3Color.x = 1.0f; - v3Color.y = 1.0f; - v3Color.z = 0.0f; - break; - } - - m_shadowLibContext->DevModeDisplayMapFrustum(m_shadowBufferHandle, - &ColorRTV, - &DSV, - m_shadowMapHandle, - j, - v3Color); - } -} - - -void RendererShadow::displayShadowBuffer(ID3D11RenderTargetView* pOutputRTV) -{ - gfsdk_float2 v2Scale; - v2Scale.x = 1.0f; - v2Scale.y = 1.0f; - - GFSDK_ShadowLib_RenderTargetView ColorRTV; - ColorRTV.pRTV = pOutputRTV; - - m_shadowLibContext->DevModeDisplayBuffer(m_shadowBufferHandle, - &ColorRTV, - v2Scale, - NULL); -} - - -void RendererShadow::toggleDisplayCascades(bool bToggle) -{ - m_shadowLibContext->DevModeToggleDebugCascadeShader(m_shadowBufferHandle, - bToggle); -} - - -void RendererShadow::drawUI() -{ - ImGui::Checkbox("PCSS", &m_PCSSEnabled); - ImGui::ColorEdit3("Shadow Color", &(m_shadowColor.x)); - ImGui::DragFloat("Light Size", &m_lightSize, 0.05f, 0.0f, 100.0f); - ImGui::DragFloat3("Light Position", &(m_lightPos.x)); - ImGui_DragFloat3Dir("Light LookAt", &(m_lightLookAt.x)); - ImGui::DragFloat("SoftShadowTestScale", &(m_softShadowTestScale), 0.0001f, 0.0f, 10.0f); - if (m_PCSSEnabled) - { - ImGui::DragFloat("PCSS: fMaxClamp", &(m_PCSSParams.fMaxClamp), 0.001f, 0.0f, 100.0f); - ImGui::DragFloat("PCSS: fMaxThreshold", &(m_PCSSParams.fMaxThreshold), 0.001f, 0.0f, 100.0f); - ImGui::DragFloat("PCSS: fMinSizePercent", &(m_PCSSParams.fMinSizePercent), 0.001f, 0.0f, 100.0f); - ImGui::DragFloat("PCSS: fMinWeightExponent", &(m_PCSSParams.fMinWeightExponent), 0.001f, 0.0f, 100.0f); - ImGui::DragFloat("PCSS: fMinWeightThresholdPercent", &(m_PCSSParams.fMinWeightThresholdPercent), 0.001f, 0.0f, 100.0f); - ImGui::DragFloat("PCSS: fBlockerSearchDitherPercent", &(m_PCSSParams.fBlockerSearchDitherPercent), 0.001f, 0.0f, 100.0f); - ImGui::DragFloat("PCSS: fFilterDitherPercent", &(m_PCSSParams.fFilterDitherPercent), 0.001f, 0.0f, 100.0f); - } +// 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 "RendererShadow.h" + +#include "XInput.h" +#include "DXUTMisc.h" +#include "DXUTCamera.h" +#include "Renderer.h" +#include "UIHelpers.h" + +#define CASCADES 1 + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Renderer Shadows (wrapper for shadow_lib) +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +const float DEFAULT_LIGHT_SIZE = 3.0f; +const DirectX::XMFLOAT3 DEFAULT_LIGHT_POS(-25, 25, 25); +const DirectX::XMFLOAT3 DEFAULT_LIGHT_LOOK_AT(0, 0, 0); +const DirectX::XMFLOAT3 DEFAULT_SHADOW_COLOR(0.25f, 0.25f, 0.25f); + +RendererShadow::RendererShadow() +{ + m_shadowLibContext = NULL; + + m_PCSSEnabled = false; + m_lightSize = DEFAULT_LIGHT_SIZE; + m_lightPos = DEFAULT_LIGHT_POS; + m_lightLookAt = DEFAULT_LIGHT_LOOK_AT; + m_shadowColor = DEFAULT_SHADOW_COLOR; + + m_worldSpaceBBox0.x = m_worldSpaceBBox0.y = m_worldSpaceBBox0.z = -100; + m_worldSpaceBBox1.x = m_worldSpaceBBox1.y = m_worldSpaceBBox1.z = 100; + + // Penumbra params + m_PCSSParams.fMaxThreshold = 80.0f; + m_PCSSParams.fMaxClamp = 40.0f; + m_PCSSParams.fMinSizePercent = 3.0f; + m_PCSSParams.fMinWeightExponent = 5.0f; + m_PCSSParams.fMinWeightThresholdPercent = 20.0f; + + m_softShadowTestScale = 0.002f; + + memset(&m_shadowBufferSRV, 0, sizeof(m_shadowBufferSRV)); + + m_shadowMapHandle = NULL; + m_shadowBufferHandle = NULL; +} + + +RendererShadow::~RendererShadow() +{ + ReleaseResources(); +} + + +void RendererShadow::createResources(ID3D11Device *pd3dDevice, ID3D11DeviceContext* context, CFirstPersonCamera* camera) +{ + m_camera = camera; + +#if !CASCADES + uint32_t shadowMapScale = 5; + uint32_t shadowMapWidth = 1024; + uint32_t shadowMapHeight = 1024; + + // SM Desc + m_SMDesc.eViewType = GFSDK_ShadowLib_ViewType_Single; + m_SMDesc.eMapType = GFSDK_ShadowLib_MapType_Texture; +#else + + uint32_t shadowMapScale = 5; + uint32_t shadowMapWidth = 1024; + uint32_t shadowMapHeight = 1024; + + // SM Desc + m_SMDesc.eViewType = GFSDK_ShadowLib_ViewType_Cascades_2; + m_SMDesc.eMapType = GFSDK_ShadowLib_MapType_TextureArray; +#endif + + m_SMDesc.uResolutionWidth = shadowMapWidth * shadowMapScale; + m_SMDesc.uResolutionHeight = shadowMapHeight * shadowMapScale; + m_SMDesc.uArraySize = m_SMDesc.eViewType; + + for (int j = 0; j < GFSDK_ShadowLib_ViewType_Cascades_4; j++) + { + m_SMDesc.ViewLocation[j].uMapID = j; + m_SMDesc.ViewLocation[j].v2Origin.x = 0; + m_SMDesc.ViewLocation[j].v2Origin.y = 0; + m_SMDesc.ViewLocation[j].v2Dimension.x = shadowMapWidth * shadowMapScale; + m_SMDesc.ViewLocation[j].v2Dimension.y = shadowMapHeight * shadowMapScale; + } + + + // SM Render Params + m_SMRenderParams.iDepthBias = 1000; + m_SMRenderParams.fSlopeScaledDepthBias = 8; + + // SB Render Params + m_SBRenderParams.eTechniqueType = GFSDK_ShadowLib_TechniqueType_PCSS; + m_SBRenderParams.eQualityType = GFSDK_ShadowLib_QualityType_High; + + // DLL version + GFSDK_ShadowLib_Version DLLVersion; + GFSDK_ShadowLib_Status retCode = GFSDK_ShadowLib_GetDLLVersion(&DLLVersion); + + // Header version + GFSDK_ShadowLib_Version headerVersion; + headerVersion.uMajor = GFSDK_SHADOWLIB_MAJOR_VERSION; + headerVersion.uMinor = GFSDK_SHADOWLIB_MINOR_VERSION; + + // Do they match? + if (DLLVersion.uMajor == headerVersion.uMajor && DLLVersion.uMinor == headerVersion.uMinor) + { + GFSDK_ShadowLib_DeviceContext deviceAndContext; + deviceAndContext.pD3DDevice = pd3dDevice; + deviceAndContext.pDeviceContext = context; + + retCode = GFSDK_ShadowLib_Create(&headerVersion, &m_shadowLibContext, &deviceAndContext, NULL); + + if (retCode != GFSDK_ShadowLib_Status_Ok) assert(false); + } + else + { + assert(false); + } +} + + +void RendererShadow::ReleaseResources() +{ + SAFE_RELEASE(m_downsampledShadowMap.pTexture); + SAFE_RELEASE(m_downsampledShadowMap.pSRV); + SAFE_RELEASE(m_downsampledShadowMap.pRTV); + + if (m_shadowLibContext != NULL) + { + m_shadowLibContext->Destroy(); + m_shadowLibContext = NULL; + } +} + + +void RendererShadow::setScreenResolution(float FovyRad, UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV) +{ + changeShadowSettings(Width, Height, uSampleCount, pReadOnlyDSV); +} + + +void RendererShadow::changeShadowSettings(UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV) +{ + m_SBDesc.uResolutionWidth = Width; + m_SBDesc.uResolutionHeight = Height; + m_SBDesc.uSampleCount = uSampleCount; + m_SBDesc.ReadOnlyDSV.pDSV = pReadOnlyDSV; + + reloadBuffers(); +} + +void RendererShadow::reloadBuffers() +{ + { + m_shadowLibContext->RemoveMap(&m_shadowMapHandle); + + if (m_SMDesc.eMapType == GFSDK_ShadowLib_MapType_Texture && + m_SMDesc.eViewType == GFSDK_ShadowLib_ViewType_Single && + m_SBRenderParams.eTechniqueType == GFSDK_ShadowLib_TechniqueType_PCSS) + { + m_SMDesc.bDownsample = true; + } + + m_shadowLibContext->AddMap(&m_SMDesc, &m_shadowMapHandle); + } + + if (m_SMDesc.eMapType == GFSDK_ShadowLib_MapType_Texture && m_SMDesc.eViewType == GFSDK_ShadowLib_ViewType_Single) + { + m_downsampledShadowMap.uWidth = m_SMDesc.uResolutionWidth >> 1; + m_downsampledShadowMap.uHeight = m_SMDesc.uResolutionHeight >> 1; + m_downsampledShadowMap.uSampleCount = 1; + m_downsampledShadowMap.Format = DXGI_FORMAT_R32_FLOAT; + SAFE_RELEASE(m_downsampledShadowMap.pTexture); + SAFE_RELEASE(m_downsampledShadowMap.pSRV); + SAFE_RELEASE(m_downsampledShadowMap.pRTV); + m_shadowLibContext->DevModeCreateTexture2D(&m_downsampledShadowMap); + } + + m_shadowLibContext->RemoveBuffer(&m_shadowBufferHandle); + m_shadowLibContext->AddBuffer(&m_SBDesc, &m_shadowBufferHandle); +} + + + +//-------------------------------------------------------------------------------------- +// Data passed to the shadow map render function +//-------------------------------------------------------------------------------------- +struct ShadowMapRenderFunctionParams +{ + Renderer* renderer; +}; +static ShadowMapRenderFunctionParams s_RenderParams; + +//-------------------------------------------------------------------------------------- +// Shadow map render function +//-------------------------------------------------------------------------------------- +static void ShadowMapRenderFunction(void* pParams, gfsdk_float4x4* pViewProj) +{ + ShadowMapRenderFunctionParams* pRP = (ShadowMapRenderFunctionParams*)pParams; + + DirectX::XMMATRIX viewProjection; + memcpy(&viewProjection, &pViewProj->_11, sizeof(gfsdk_float4x4)); + + pRP->renderer->renderDepthOnly(&viewProjection); +} + +void RendererShadow::renderShadowMaps(Renderer* renderer) +{ + // select technique + GFSDK_ShadowLib_TechniqueType technique = m_SBRenderParams.eTechniqueType; + m_SBRenderParams.eTechniqueType = m_PCSSEnabled ? GFSDK_ShadowLib_TechniqueType_PCSS : GFSDK_ShadowLib_TechniqueType_PCF; + if (technique != m_SBRenderParams.eTechniqueType) + reloadBuffers(); + + + DirectX::XMMATRIX viewMatrix = m_camera->GetViewMatrix(); + DirectX::XMMATRIX projMatrix = m_camera->GetProjMatrix(); + + memcpy(&m_SMRenderParams.m4x4EyeViewMatrix, &viewMatrix.r[0], sizeof(gfsdk_float4x4)); + memcpy(&m_SMRenderParams.m4x4EyeProjectionMatrix, &projMatrix.r[0], sizeof(gfsdk_float4x4)); + + // TODO: (better world space bbox needed) + m_SMRenderParams.v3WorldSpaceBBox[0] = m_worldSpaceBBox0; + m_SMRenderParams.v3WorldSpaceBBox[1] = m_worldSpaceBBox1; + + m_SMRenderParams.LightDesc.eLightType = GFSDK_ShadowLib_LightType_Directional; + memcpy(&m_SMRenderParams.LightDesc.v3LightPos, &m_lightPos.x, sizeof(gfsdk_float3)); + memcpy(&m_SMRenderParams.LightDesc.v3LightLookAt, &m_lightLookAt.x, sizeof(gfsdk_float3)); + m_SMRenderParams.LightDesc.fLightSize = m_lightSize; + m_SMRenderParams.LightDesc.bLightFalloff = false; + + // Scene specific setup for the shadow map phase that follows + s_RenderParams.renderer = renderer; + m_SMRenderParams.fnpDrawFunction = GFSDK_ShadowLib_FunctionPointer(ShadowMapRenderFunction); + m_SMRenderParams.pDrawFunctionParams = &s_RenderParams; + + // render shadow map + m_shadowLibContext->RenderMap(m_shadowMapHandle, &m_SMRenderParams); +} + + +void RendererShadow::renderShadowBuffer(ID3D11ShaderResourceView* pDepthStencilSRV, ID3D11ShaderResourceView* pResolvedDepthStencilSRV) +{ + if (m_SBRenderParams.eTechniqueType == GFSDK_ShadowLib_TechniqueType_PCSS && + m_SMDesc.eMapType == GFSDK_ShadowLib_MapType_Texture && + m_SMDesc.eViewType == GFSDK_ShadowLib_ViewType_Single) + { + m_tempResources.pDownsampledShadowMap = &m_downsampledShadowMap; + m_shadowLibContext->SetTempResources(&m_tempResources); + } + + m_SBRenderParams.PCSSPenumbraParams = m_PCSSParams; + m_SBRenderParams.fSoftShadowTestScale = m_softShadowTestScale; + + m_shadowLibContext->ClearBuffer(m_shadowBufferHandle); + + m_SBRenderParams.DepthBufferDesc.DepthStencilSRV.pSRV = pDepthStencilSRV; + + m_shadowLibContext->RenderBuffer(m_shadowMapHandle, m_shadowBufferHandle, &m_SBRenderParams); + + m_shadowLibContext->FinalizeBuffer(m_shadowBufferHandle, &m_shadowBufferSRV); +} + + +void RendererShadow::modulateShadowBuffer(ID3D11RenderTargetView* pOutputRTV) +{ + GFSDK_ShadowLib_RenderTargetView ColorRTV; + ColorRTV.pRTV = pOutputRTV; + + gfsdk_float3 v3ShadowColor = { m_shadowColor.x, m_shadowColor.y, m_shadowColor.z }; + m_shadowLibContext->ModulateBuffer(m_shadowBufferHandle, &ColorRTV, v3ShadowColor, GFSDK_ShadowLib_ModulateBufferMask_RGB); +} + + +void RendererShadow::displayShadowMaps(ID3D11RenderTargetView* pOutputRTV, UINT Width, UINT Height) +{ + GFSDK_ShadowLib_RenderTargetView ColorRTV; + ColorRTV.pRTV = pOutputRTV; + + float fMapResW = (float)m_SMDesc.uResolutionWidth; + float fMapResH = (float)m_SMDesc.uResolutionHeight; + + float fWidthScale = Width / ((float)m_SMDesc.uArraySize * fMapResW); + fWidthScale = (fWidthScale > 1.0f) ? (1.0f) : (fWidthScale); + + float fOneFifth = (float)Height / (5.0f); + float fHeightScale = fOneFifth / fMapResH; + fHeightScale = (fHeightScale > 1.0f) ? (1.0f) : (fHeightScale); + + float fScale = (fHeightScale < fWidthScale) ? (fHeightScale) : (fWidthScale); + + fMapResW = floorf(fMapResW * fScale); + fMapResH = floorf(fMapResH * fScale); + + for (unsigned int j = 0; j < (unsigned int)m_SMDesc.uArraySize; j++) + { + m_shadowLibContext->DevModeDisplayMap(m_shadowBufferHandle, + &ColorRTV, + m_shadowMapHandle, + j, + j * (unsigned int)fMapResW + j, + Height - (unsigned int)fMapResH, + fScale); + } +} + + +void RendererShadow::displayMapFrustums(ID3D11RenderTargetView* pOutputRTV, ID3D11DepthStencilView* pDSV) +{ + gfsdk_float3 v3Color; + v3Color.x = 1.0f; + v3Color.y = 0.0f; + v3Color.z = 0.0f; + + GFSDK_ShadowLib_RenderTargetView ColorRTV; + ColorRTV.pRTV = pOutputRTV; + + GFSDK_ShadowLib_DepthStencilView DSV; + DSV.pDSV = pDSV; + + unsigned int NumViews; + NumViews = m_SMDesc.eViewType; + + for (unsigned int j = 0; j < NumViews; j++) + { + switch (j) + { + case 0: + v3Color.x = 1.0f; + v3Color.y = 0.0f; + v3Color.z = 0.0f; + break; + case 1: + v3Color.x = 0.0f; + v3Color.y = 1.0f; + v3Color.z = 0.0f; + break; + case 2: + v3Color.x = 0.0f; + v3Color.y = 0.0f; + v3Color.z = 1.0f; + break; + case 3: + v3Color.x = 1.0f; + v3Color.y = 1.0f; + v3Color.z = 0.0f; + break; + } + + m_shadowLibContext->DevModeDisplayMapFrustum(m_shadowBufferHandle, + &ColorRTV, + &DSV, + m_shadowMapHandle, + j, + v3Color); + } +} + + +void RendererShadow::displayShadowBuffer(ID3D11RenderTargetView* pOutputRTV) +{ + gfsdk_float2 v2Scale; + v2Scale.x = 1.0f; + v2Scale.y = 1.0f; + + GFSDK_ShadowLib_RenderTargetView ColorRTV; + ColorRTV.pRTV = pOutputRTV; + + m_shadowLibContext->DevModeDisplayBuffer(m_shadowBufferHandle, + &ColorRTV, + v2Scale, + NULL); +} + + +void RendererShadow::toggleDisplayCascades(bool bToggle) +{ + m_shadowLibContext->DevModeToggleDebugCascadeShader(m_shadowBufferHandle, + bToggle); +} + + +void RendererShadow::drawUI() +{ + ImGui::Checkbox("PCSS", &m_PCSSEnabled); + ImGui::ColorEdit3("Shadow Color", &(m_shadowColor.x)); + ImGui::DragFloat("Light Size", &m_lightSize, 0.05f, 0.0f, 100.0f); + ImGui::DragFloat3("Light Position", &(m_lightPos.x)); + ImGui_DragFloat3Dir("Light LookAt", &(m_lightLookAt.x)); + ImGui::DragFloat("SoftShadowTestScale", &(m_softShadowTestScale), 0.0001f, 0.0f, 10.0f); + if (m_PCSSEnabled) + { + ImGui::DragFloat("PCSS: fMaxClamp", &(m_PCSSParams.fMaxClamp), 0.001f, 0.0f, 100.0f); + ImGui::DragFloat("PCSS: fMaxThreshold", &(m_PCSSParams.fMaxThreshold), 0.001f, 0.0f, 100.0f); + ImGui::DragFloat("PCSS: fMinSizePercent", &(m_PCSSParams.fMinSizePercent), 0.001f, 0.0f, 100.0f); + ImGui::DragFloat("PCSS: fMinWeightExponent", &(m_PCSSParams.fMinWeightExponent), 0.001f, 0.0f, 100.0f); + ImGui::DragFloat("PCSS: fMinWeightThresholdPercent", &(m_PCSSParams.fMinWeightThresholdPercent), 0.001f, 0.0f, 100.0f); + ImGui::DragFloat("PCSS: fBlockerSearchDitherPercent", &(m_PCSSParams.fBlockerSearchDitherPercent), 0.001f, 0.0f, 100.0f); + ImGui::DragFloat("PCSS: fFilterDitherPercent", &(m_PCSSParams.fFilterDitherPercent), 0.001f, 0.0f, 100.0f); + } } \ No newline at end of file diff --git a/samples/SampleBase/renderer/RendererShadow.h b/samples/SampleBase/renderer/RendererShadow.h old mode 100644 new mode 100755 index 836dbb8..0559c0b --- a/samples/SampleBase/renderer/RendererShadow.h +++ b/samples/SampleBase/renderer/RendererShadow.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 RENDERER_SHADOW_H -#define RENDERER_SHADOW_H - -#include -#include "Utils.h" -#include "gfsdk_shadowlib.h" - -#include - - -class CFirstPersonCamera; -class Renderer; - -class RendererShadow -{ -public: - RendererShadow(); - ~RendererShadow(); - - void createResources(ID3D11Device *pd3dDevice, ID3D11DeviceContext* context, CFirstPersonCamera* camera); - - void setScreenResolution(float FovyRad, UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV); - void changeShadowSettings(UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV); - void renderShadowMaps(Renderer* renderer); - void renderShadowBuffer(ID3D11ShaderResourceView* pDepthStencilSRV, ID3D11ShaderResourceView* pResolvedDepthStencilSRV); - void modulateShadowBuffer(ID3D11RenderTargetView* pOutputRTV); - void displayShadowMaps(ID3D11RenderTargetView* pOutputRTV, UINT Width, UINT Height); - void displayMapFrustums(ID3D11RenderTargetView* pOutputRTV, ID3D11DepthStencilView* pDSV); - void displayShadowBuffer(ID3D11RenderTargetView* pOutputRTV); - void toggleDisplayCascades(bool bToggle); - - - void drawUI(); - -private: - void reloadBuffers(); - void ReleaseResources(); - - - GFSDK_ShadowLib_Context* m_shadowLibContext; - - GFSDK_ShadowLib_ShaderResourceView m_shadowBufferSRV; - - GFSDK_ShadowLib_Map* m_shadowMapHandle; - GFSDK_ShadowLib_MapDesc m_SMDesc; - GFSDK_ShadowLib_BufferDesc m_SBDesc; - GFSDK_ShadowLib_MapRenderParams m_SMRenderParams; - - GFSDK_ShadowLib_Buffer* m_shadowBufferHandle; - GFSDK_ShadowLib_BufferRenderParams m_SBRenderParams; - - GFSDK_ShadowLib_TempResources m_tempResources; - GFSDK_ShadowLib_Texture2D m_downsampledShadowMap; - - CFirstPersonCamera* m_camera; - - // params - bool m_PCSSEnabled; - float m_lightSize; - DirectX::XMFLOAT3 m_lightPos; - DirectX::XMFLOAT3 m_lightLookAt; - DirectX::XMFLOAT3 m_shadowColor; - GFSDK_ShadowLib_PCSSPenumbraParams m_PCSSParams; - float m_softShadowTestScale; - - gfsdk_float3 m_worldSpaceBBox0; - gfsdk_float3 m_worldSpaceBBox1; - -}; - - +// 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 RENDERER_SHADOW_H +#define RENDERER_SHADOW_H + +#include +#include "Utils.h" +#include "gfsdk_shadowlib.h" + +#include + + +class CFirstPersonCamera; +class Renderer; + +class RendererShadow +{ +public: + RendererShadow(); + ~RendererShadow(); + + void createResources(ID3D11Device *pd3dDevice, ID3D11DeviceContext* context, CFirstPersonCamera* camera); + + void setScreenResolution(float FovyRad, UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV); + void changeShadowSettings(UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV); + void renderShadowMaps(Renderer* renderer); + void renderShadowBuffer(ID3D11ShaderResourceView* pDepthStencilSRV, ID3D11ShaderResourceView* pResolvedDepthStencilSRV); + void modulateShadowBuffer(ID3D11RenderTargetView* pOutputRTV); + void displayShadowMaps(ID3D11RenderTargetView* pOutputRTV, UINT Width, UINT Height); + void displayMapFrustums(ID3D11RenderTargetView* pOutputRTV, ID3D11DepthStencilView* pDSV); + void displayShadowBuffer(ID3D11RenderTargetView* pOutputRTV); + void toggleDisplayCascades(bool bToggle); + + + void drawUI(); + +private: + void reloadBuffers(); + void ReleaseResources(); + + + GFSDK_ShadowLib_Context* m_shadowLibContext; + + GFSDK_ShadowLib_ShaderResourceView m_shadowBufferSRV; + + GFSDK_ShadowLib_Map* m_shadowMapHandle; + GFSDK_ShadowLib_MapDesc m_SMDesc; + GFSDK_ShadowLib_BufferDesc m_SBDesc; + GFSDK_ShadowLib_MapRenderParams m_SMRenderParams; + + GFSDK_ShadowLib_Buffer* m_shadowBufferHandle; + GFSDK_ShadowLib_BufferRenderParams m_SBRenderParams; + + GFSDK_ShadowLib_TempResources m_tempResources; + GFSDK_ShadowLib_Texture2D m_downsampledShadowMap; + + CFirstPersonCamera* m_camera; + + // params + bool m_PCSSEnabled; + float m_lightSize; + DirectX::XMFLOAT3 m_lightPos; + DirectX::XMFLOAT3 m_lightLookAt; + DirectX::XMFLOAT3 m_shadowColor; + GFSDK_ShadowLib_PCSSPenumbraParams m_PCSSParams; + float m_softShadowTestScale; + + gfsdk_float3 m_worldSpaceBBox0; + gfsdk_float3 m_worldSpaceBBox1; + +}; + + #endif \ No newline at end of file diff --git a/samples/SampleBase/renderer/ResourceManager.cpp b/samples/SampleBase/renderer/ResourceManager.cpp old mode 100644 new mode 100755 index 13cd49c..4166712 --- a/samples/SampleBase/renderer/ResourceManager.cpp +++ b/samples/SampleBase/renderer/ResourceManager.cpp @@ -1,230 +1,230 @@ -// 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 "ResourceManager.h" -#include "PxAssert.h" -#include "PsString.h" -#include "Utils.h" - -#include - - -using namespace physx; - -#define PATH_MAX_LEN 512 - - -ResourceManager::ResourceManager() -{ - // search for root folder by default - addSearchDir("."); -} - -const ShaderFileResource* ResourceManager::requestShaderFile(const char* name) -{ - const Resource* resource = requestResource(eSHADER_FILE, name); - return resource != nullptr ? static_cast(resource) : nullptr; -} - -const TextureResource* ResourceManager::requestTexture(const char* name) -{ - const Resource* resource = requestResource(eTEXTURE, name); - return resource != nullptr ? static_cast(resource) : nullptr; -} - -const Resource* ResourceManager::requestResource(ResourceType type, const char* name) -{ - // search in loaded - std::pair key(type, name); - auto val = m_loadedResources.find(key); - if (val != m_loadedResources.end()) - { - return val->second.get(); - } - - std::shared_ptr resource; - if (type == eSHADER_FILE) - { - char path[PATH_MAX_LEN]; - const char* exts[] = { "hlsl" }; - if (findFile(name, std::vector(exts, exts + sizeof(exts) / sizeof(exts[0])), path)) - { - resource = std::shared_ptr(new ShaderFileResource(path)); - } - else - { - PX_ALWAYS_ASSERT_MESSAGE(name); - } - } - else if (type == eTEXTURE) - { - char path[PATH_MAX_LEN]; - const char* exts[] = { "dds", "tga" }; - if (findFile(name, std::vector(exts, exts + sizeof(exts) / sizeof(exts[0])), path)) - { - std::shared_ptr textureResource(new TextureResource()); - WCHAR wPath[MAX_PATH]; - MultiByteToWideChar(CP_ACP, 0, path, -1, wPath, MAX_PATH); - wPath[MAX_PATH - 1] = 0; - - const char* ext = strext(path); - if (::strcmp(ext, "dds") == 0) - { - V(DirectX::LoadFromDDSFile(wPath, DirectX::DDS_FLAGS_NONE, &textureResource->metaData, - textureResource->image)); - } - else if (::strcmp(ext, "tga") == 0) - { - V(DirectX::LoadFromTGAFile(wPath, &textureResource->metaData, - textureResource->image)); - } - else - { - PX_ALWAYS_ASSERT_MESSAGE("Unsupported texture extension"); - } - resource = textureResource; - } - } - - if (resource.get()) - { - m_loadedResources.emplace(key, resource); - return resource.get(); - } - else - { - PX_ALWAYS_ASSERT_MESSAGE(name); - return nullptr; - } -} - -bool dirExists(const char* dir) -{ - DWORD ftyp = GetFileAttributesA(dir); - if (ftyp == INVALID_FILE_ATTRIBUTES) - return false; // something is wrong with path! - - if (ftyp & FILE_ATTRIBUTE_DIRECTORY) - return true; // this is a directory! - - return false; // this is not a directory! -} - -bool ResourceManager::addSearchDir(const char* dir, bool recursive) -{ - if (dirExists(dir)) - { - m_searchDirs.push_back(SearchDir(dir, recursive)); - return true; - } - return false; -} - - -ResourceManager::~ResourceManager() -{ -} - - -bool ResourceManager::findFileInDir(std::string fileNameFull, const char* path, bool recursive, char* foundPath) -{ - WIN32_FIND_DATAA ffd; - char tmp[PATH_MAX_LEN]; - shdfnd::snprintf(tmp, sizeof(tmp), "%s\\*", path); - HANDLE hFind = FindFirstFileA(tmp, &ffd); - - if(INVALID_HANDLE_VALUE == hFind) - { - return NULL; - } - - do - { - if (0 == shdfnd::strcmp(".", ffd.cFileName) || 0 == shdfnd::strcmp("..", ffd.cFileName)) - continue; - - if(ffd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) - { - shdfnd::snprintf(tmp, sizeof(tmp), "%s\\%s", path, ffd.cFileName); - if(findFileInDir(fileNameFull, tmp, recursive, foundPath)) - return true; - } - else if (shdfnd::stricmp(ffd.cFileName, fileNameFull.c_str()) == 0) - { - shdfnd::snprintf(foundPath, PATH_MAX_LEN, "%s\\%s", path, ffd.cFileName); - return true; - } - } while(FindNextFileA(hFind, &ffd) != 0); - // release handle - FindClose(hFind); - return false; -} - -bool ResourceManager::findFile(std::string fileName, const std::vector& exts, char* foundPath) -{ - std::string fileNameOnly = fileName; - size_t ind = fileNameOnly.find_last_of('/'); - if (ind > 0) - fileNameOnly = fileNameOnly.substr(ind + 1); - - for(size_t i = 0; i < m_searchDirs.size(); i++) - { - const SearchDir& searchDir = m_searchDirs[i]; - - for(size_t j = 0; j < exts.size(); j++) - { - const char* ext = exts[j]; - const uint32_t fileMaxLen = 128; - char fileNameFull[fileMaxLen] = { 0 }; - - physx::shdfnd::snprintf(fileNameFull, fileMaxLen, "%s.%s", fileNameOnly.c_str(), ext); - if(findFileInDir(fileNameFull, searchDir.path.c_str(), searchDir.recursive, foundPath)) - return true; - } - - if (findFileInDir(fileNameOnly.c_str(), searchDir.path.c_str(), searchDir.recursive, foundPath)) - return true; - } - return false; -} - -bool ResourceManager::findFile(std::string fileName, std::string& foundPath) -{ - std::vector exts; - char path[PATH_MAX_LEN]; - if (findFile(fileName, exts, path)) - { - foundPath = path; - return true; - } - else - { - return false; - } -} - +// 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 "ResourceManager.h" +#include "PxAssert.h" +#include "PsString.h" +#include "Utils.h" + +#include + + +using namespace physx; + +#define PATH_MAX_LEN 512 + + +ResourceManager::ResourceManager() +{ + // search for root folder by default + addSearchDir("."); +} + +const ShaderFileResource* ResourceManager::requestShaderFile(const char* name) +{ + const Resource* resource = requestResource(eSHADER_FILE, name); + return resource != nullptr ? static_cast(resource) : nullptr; +} + +const TextureResource* ResourceManager::requestTexture(const char* name) +{ + const Resource* resource = requestResource(eTEXTURE, name); + return resource != nullptr ? static_cast(resource) : nullptr; +} + +const Resource* ResourceManager::requestResource(ResourceType type, const char* name) +{ + // search in loaded + std::pair key(type, name); + auto val = m_loadedResources.find(key); + if (val != m_loadedResources.end()) + { + return val->second.get(); + } + + std::shared_ptr resource; + if (type == eSHADER_FILE) + { + char path[PATH_MAX_LEN]; + const char* exts[] = { "hlsl" }; + if (findFile(name, std::vector(exts, exts + sizeof(exts) / sizeof(exts[0])), path)) + { + resource = std::shared_ptr(new ShaderFileResource(path)); + } + else + { + PX_ALWAYS_ASSERT_MESSAGE(name); + } + } + else if (type == eTEXTURE) + { + char path[PATH_MAX_LEN]; + const char* exts[] = { "dds", "tga" }; + if (findFile(name, std::vector(exts, exts + sizeof(exts) / sizeof(exts[0])), path)) + { + std::shared_ptr textureResource(new TextureResource()); + WCHAR wPath[MAX_PATH]; + MultiByteToWideChar(CP_ACP, 0, path, -1, wPath, MAX_PATH); + wPath[MAX_PATH - 1] = 0; + + const char* ext = strext(path); + if (::strcmp(ext, "dds") == 0) + { + V(DirectX::LoadFromDDSFile(wPath, DirectX::DDS_FLAGS_NONE, &textureResource->metaData, + textureResource->image)); + } + else if (::strcmp(ext, "tga") == 0) + { + V(DirectX::LoadFromTGAFile(wPath, &textureResource->metaData, + textureResource->image)); + } + else + { + PX_ALWAYS_ASSERT_MESSAGE("Unsupported texture extension"); + } + resource = textureResource; + } + } + + if (resource.get()) + { + m_loadedResources.emplace(key, resource); + return resource.get(); + } + else + { + PX_ALWAYS_ASSERT_MESSAGE(name); + return nullptr; + } +} + +bool dirExists(const char* dir) +{ + DWORD ftyp = GetFileAttributesA(dir); + if (ftyp == INVALID_FILE_ATTRIBUTES) + return false; // something is wrong with path! + + if (ftyp & FILE_ATTRIBUTE_DIRECTORY) + return true; // this is a directory! + + return false; // this is not a directory! +} + +bool ResourceManager::addSearchDir(const char* dir, bool recursive) +{ + if (dirExists(dir)) + { + m_searchDirs.push_back(SearchDir(dir, recursive)); + return true; + } + return false; +} + + +ResourceManager::~ResourceManager() +{ +} + + +bool ResourceManager::findFileInDir(std::string fileNameFull, const char* path, bool recursive, char* foundPath) +{ + WIN32_FIND_DATAA ffd; + char tmp[PATH_MAX_LEN]; + shdfnd::snprintf(tmp, sizeof(tmp), "%s\\*", path); + HANDLE hFind = FindFirstFileA(tmp, &ffd); + + if(INVALID_HANDLE_VALUE == hFind) + { + return NULL; + } + + do + { + if (0 == shdfnd::strcmp(".", ffd.cFileName) || 0 == shdfnd::strcmp("..", ffd.cFileName)) + continue; + + if(ffd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) + { + shdfnd::snprintf(tmp, sizeof(tmp), "%s\\%s", path, ffd.cFileName); + if(findFileInDir(fileNameFull, tmp, recursive, foundPath)) + return true; + } + else if (shdfnd::stricmp(ffd.cFileName, fileNameFull.c_str()) == 0) + { + shdfnd::snprintf(foundPath, PATH_MAX_LEN, "%s\\%s", path, ffd.cFileName); + return true; + } + } while(FindNextFileA(hFind, &ffd) != 0); + // release handle + FindClose(hFind); + return false; +} + +bool ResourceManager::findFile(std::string fileName, const std::vector& exts, char* foundPath) +{ + std::string fileNameOnly = fileName; + size_t ind = fileNameOnly.find_last_of('/'); + if (ind > 0) + fileNameOnly = fileNameOnly.substr(ind + 1); + + for(size_t i = 0; i < m_searchDirs.size(); i++) + { + const SearchDir& searchDir = m_searchDirs[i]; + + for(size_t j = 0; j < exts.size(); j++) + { + const char* ext = exts[j]; + const uint32_t fileMaxLen = 128; + char fileNameFull[fileMaxLen] = { 0 }; + + physx::shdfnd::snprintf(fileNameFull, fileMaxLen, "%s.%s", fileNameOnly.c_str(), ext); + if(findFileInDir(fileNameFull, searchDir.path.c_str(), searchDir.recursive, foundPath)) + return true; + } + + if (findFileInDir(fileNameOnly.c_str(), searchDir.path.c_str(), searchDir.recursive, foundPath)) + return true; + } + return false; +} + +bool ResourceManager::findFile(std::string fileName, std::string& foundPath) +{ + std::vector exts; + char path[PATH_MAX_LEN]; + if (findFile(fileName, exts, path)) + { + foundPath = path; + return true; + } + else + { + return false; + } +} + diff --git a/samples/SampleBase/renderer/ResourceManager.h b/samples/SampleBase/renderer/ResourceManager.h old mode 100644 new mode 100755 index aac0708..cd97401 --- a/samples/SampleBase/renderer/ResourceManager.h +++ b/samples/SampleBase/renderer/ResourceManager.h @@ -1,111 +1,111 @@ -// 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 RESOURCE_MANAGER_H -#define RESOURCE_MANAGER_H - -#include -#include -#include -#include -#include "DirectXTex.h" - - -struct Resource -{ -private: - Resource& operator = (const Resource&); -}; - - -struct ShaderFileResource : public Resource -{ - ShaderFileResource(const std::string& p) : path(p) {} - std::string path; -}; - - -struct TextureResource : public Resource -{ - DirectX::TexMetadata metaData; - DirectX::ScratchImage image; -}; - - -/** -ResourceManager used to look for files in provided dirs (see addSearchDir). Also it loads resources and caches them. -*/ -class ResourceManager -{ -public: - //////// ctor //////// - - ResourceManager(); - ~ResourceManager(); - - //////// public API //////// - - bool addSearchDir(const char* dir, bool recursive = true); - - const ShaderFileResource* requestShaderFile(const char* name); - - const TextureResource* requestTexture(const char* name); - - bool findFile(std::string fileName, std::string& foundPath); - - bool findFile(std::string fileName, const std::vector& exts, char* foundPath); - - -private: - //////// internal methods //////// - - enum ResourceType - { - eSHADER_FILE, - eTEXTURE - }; - - const Resource* requestResource(ResourceType type, const char* name); - - bool findFileInDir(std::string fileNameFull, const char* path, bool recursive, char* foundPath); - - struct SearchDir - { - SearchDir(std::string path_, bool recursive_) : path(path_), recursive(recursive_) {} - - std::string path; - bool recursive; - }; - - - //////// internal data //////// - - std::vector m_searchDirs; - std::map, std::shared_ptr> m_loadedResources; -}; +// 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 RESOURCE_MANAGER_H +#define RESOURCE_MANAGER_H + +#include +#include +#include +#include +#include "DirectXTex.h" + + +struct Resource +{ +private: + Resource& operator = (const Resource&); +}; + + +struct ShaderFileResource : public Resource +{ + ShaderFileResource(const std::string& p) : path(p) {} + std::string path; +}; + + +struct TextureResource : public Resource +{ + DirectX::TexMetadata metaData; + DirectX::ScratchImage image; +}; + + +/** +ResourceManager used to look for files in provided dirs (see addSearchDir). Also it loads resources and caches them. +*/ +class ResourceManager +{ +public: + //////// ctor //////// + + ResourceManager(); + ~ResourceManager(); + + //////// public API //////// + + bool addSearchDir(const char* dir, bool recursive = true); + + const ShaderFileResource* requestShaderFile(const char* name); + + const TextureResource* requestTexture(const char* name); + + bool findFile(std::string fileName, std::string& foundPath); + + bool findFile(std::string fileName, const std::vector& exts, char* foundPath); + + +private: + //////// internal methods //////// + + enum ResourceType + { + eSHADER_FILE, + eTEXTURE + }; + + const Resource* requestResource(ResourceType type, const char* name); + + bool findFileInDir(std::string fileNameFull, const char* path, bool recursive, char* foundPath); + + struct SearchDir + { + SearchDir(std::string path_, bool recursive_) : path(path_), recursive(recursive_) {} + + std::string path; + bool recursive; + }; + + + //////// internal data //////// + + std::vector m_searchDirs; + std::map, std::shared_ptr> m_loadedResources; +}; #endif \ No newline at end of file diff --git a/samples/SampleBase/renderer/ShaderUtils.h b/samples/SampleBase/renderer/ShaderUtils.h old mode 100644 new mode 100755 index 942194f..374dc1d --- a/samples/SampleBase/renderer/ShaderUtils.h +++ b/samples/SampleBase/renderer/ShaderUtils.h @@ -1,117 +1,117 @@ -// 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 SHADER_UTILS_H -#define SHADER_UTILS_H - -#include "Utils.h" -#include - - -static HRESULT CompileShaderFromFile(const char* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, - ID3DBlob** ppBlobOut) -{ - HRESULT hr = S_OK; - ID3DBlob* pErrorBlob = NULL; - - WCHAR wFileName[MAX_PATH]; - MultiByteToWideChar(CP_ACP, 0, szFileName, -1, wFileName, MAX_PATH); - wFileName[MAX_PATH - 1] = 0; - hr = D3DCompileFromFile(wFileName, NULL, D3D_COMPILE_STANDARD_FILE_INCLUDE, szEntryPoint, szShaderModel, D3D10_SHADER_ENABLE_STRICTNESS, 0, - ppBlobOut, &pErrorBlob); - if(FAILED(hr)) - { - OutputDebugStringA((char*)pErrorBlob->GetBufferPointer()); - SAFE_RELEASE(pErrorBlob); - return hr; - } - SAFE_RELEASE(pErrorBlob); - - return S_OK; -} - -static HRESULT createShader(ID3D11Device* pDev, const void* pData, size_t len, ID3D11VertexShader** ppShd, bool) -{ - return pDev->CreateVertexShader(pData, len, nullptr, ppShd); -} - -static HRESULT createShader(ID3D11Device* pDev, const void* pData, size_t len, ID3D11GeometryShader** ppShd, - bool forceFast) -{ - PX_UNUSED(forceFast); - return pDev->CreateGeometryShader(pData, len, nullptr, ppShd); -} - -static HRESULT createShader(ID3D11Device* pDev, const void* pData, size_t len, ID3D11PixelShader** ppShd, bool) -{ - return pDev->CreatePixelShader(pData, len, nullptr, ppShd); -} - -static const char* shaderModel(ID3D11VertexShader**) -{ - return "vs_5_0"; -} - -static const char* shaderModel(ID3D11GeometryShader**) -{ - return "gs_5_0"; -} - -static const char* shaderModel(ID3D11PixelShader**) -{ - return "ps_5_0"; -} - -// Give back the shader buffer blob for use in CreateVertexLayout. Caller must release the blob. -template -static HRESULT createShaderFromFile(ID3D11Device* pDev, const char* szFileName, LPCSTR szEntryPoint, S** ppShd, - ID3DBlob*& pShaderBuffer, bool forceFast = false) -{ - HRESULT hr = CompileShaderFromFile(szFileName, szEntryPoint, shaderModel(ppShd), &pShaderBuffer); - if(SUCCEEDED(hr) && pShaderBuffer) - { - const void* shaderBufferData = pShaderBuffer->GetBufferPointer(); - const UINT shaderBufferSize = pShaderBuffer->GetBufferSize(); - createShader(pDev, shaderBufferData, shaderBufferSize, ppShd, forceFast); - } - return hr; -} - -// Overloaded, same as above but don't give back the shader buffer blob. -template -static HRESULT createShaderFromFile(ID3D11Device* pDev, const char* szFileName, LPCSTR szEntryPoint, S** ppShd, - bool forceFast = false) -{ - ID3DBlob* pShaderBuffer = NULL; - HRESULT hr = createShaderFromFile(pDev, szFileName, szEntryPoint, ppShd, pShaderBuffer, forceFast); - SAFE_RELEASE(pShaderBuffer); - return hr; -} - - +// 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 SHADER_UTILS_H +#define SHADER_UTILS_H + +#include "Utils.h" +#include + + +static HRESULT CompileShaderFromFile(const char* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, + ID3DBlob** ppBlobOut) +{ + HRESULT hr = S_OK; + ID3DBlob* pErrorBlob = NULL; + + WCHAR wFileName[MAX_PATH]; + MultiByteToWideChar(CP_ACP, 0, szFileName, -1, wFileName, MAX_PATH); + wFileName[MAX_PATH - 1] = 0; + hr = D3DCompileFromFile(wFileName, NULL, D3D_COMPILE_STANDARD_FILE_INCLUDE, szEntryPoint, szShaderModel, D3D10_SHADER_ENABLE_STRICTNESS, 0, + ppBlobOut, &pErrorBlob); + if(FAILED(hr)) + { + OutputDebugStringA((char*)pErrorBlob->GetBufferPointer()); + SAFE_RELEASE(pErrorBlob); + return hr; + } + SAFE_RELEASE(pErrorBlob); + + return S_OK; +} + +static HRESULT createShader(ID3D11Device* pDev, const void* pData, size_t len, ID3D11VertexShader** ppShd, bool) +{ + return pDev->CreateVertexShader(pData, len, nullptr, ppShd); +} + +static HRESULT createShader(ID3D11Device* pDev, const void* pData, size_t len, ID3D11GeometryShader** ppShd, + bool forceFast) +{ + PX_UNUSED(forceFast); + return pDev->CreateGeometryShader(pData, len, nullptr, ppShd); +} + +static HRESULT createShader(ID3D11Device* pDev, const void* pData, size_t len, ID3D11PixelShader** ppShd, bool) +{ + return pDev->CreatePixelShader(pData, len, nullptr, ppShd); +} + +static const char* shaderModel(ID3D11VertexShader**) +{ + return "vs_5_0"; +} + +static const char* shaderModel(ID3D11GeometryShader**) +{ + return "gs_5_0"; +} + +static const char* shaderModel(ID3D11PixelShader**) +{ + return "ps_5_0"; +} + +// Give back the shader buffer blob for use in CreateVertexLayout. Caller must release the blob. +template +static HRESULT createShaderFromFile(ID3D11Device* pDev, const char* szFileName, LPCSTR szEntryPoint, S** ppShd, + ID3DBlob*& pShaderBuffer, bool forceFast = false) +{ + HRESULT hr = CompileShaderFromFile(szFileName, szEntryPoint, shaderModel(ppShd), &pShaderBuffer); + if(SUCCEEDED(hr) && pShaderBuffer) + { + const void* shaderBufferData = pShaderBuffer->GetBufferPointer(); + const UINT shaderBufferSize = pShaderBuffer->GetBufferSize(); + createShader(pDev, shaderBufferData, shaderBufferSize, ppShd, forceFast); + } + return hr; +} + +// Overloaded, same as above but don't give back the shader buffer blob. +template +static HRESULT createShaderFromFile(ID3D11Device* pDev, const char* szFileName, LPCSTR szEntryPoint, S** ppShd, + bool forceFast = false) +{ + ID3DBlob* pShaderBuffer = NULL; + HRESULT hr = createShaderFromFile(pDev, szFileName, szEntryPoint, ppShd, pShaderBuffer, forceFast); + SAFE_RELEASE(pShaderBuffer); + return hr; +} + + #endif //SHADER_UTILS_H \ No newline at end of file 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 diff --git a/samples/SampleBase/renderer/SkinnedRenderMesh.h b/samples/SampleBase/renderer/SkinnedRenderMesh.h old mode 100644 new mode 100755 index e70ea27..2e3da21 --- 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 - -#include -#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& meshes); - ~SkinnedRenderMesh(); - - - //////// const //////// - - static const uint32_t MeshesCountMax = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; - - - //////// public API //////// - - void updateVisibleMeshes(const std::vector& visibleMeshes); - void updateVisibleMeshTransforms(std::vector& transforms); - - - //////// IRenderMesh implementation //////// - - virtual const std::vector& 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 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 m_meshesInfo; - std::vector 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 + +#include +#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& meshes); + ~SkinnedRenderMesh(); + + + //////// const //////// + + static const uint32_t MeshesCountMax = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; + + + //////// public API //////// + + void updateVisibleMeshes(const std::vector& visibleMeshes); + void updateVisibleMeshTransforms(std::vector& transforms); + + + //////// IRenderMesh implementation //////// + + virtual const std::vector& 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 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 m_meshesInfo; + std::vector m_indices; +}; + + + #endif //SKINNED_RENDER_MESH_H \ No newline at end of file diff --git a/samples/SampleBase/scene/SampleAssetListParser.cpp b/samples/SampleBase/scene/SampleAssetListParser.cpp old mode 100644 new mode 100755 index b853d8c..e2513a8 --- a/samples/SampleBase/scene/SampleAssetListParser.cpp +++ b/samples/SampleBase/scene/SampleAssetListParser.cpp @@ -1,292 +1,292 @@ -// 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 "SampleAssetListParser.h" -#include -#include "Sample.h" -#include "PxVec4.h" -#include "PxInputDataFromPxFileBuf.h" -#include - - -using namespace physx; - - -const float DEGREE_TO_RAD = acos(-1.0) / 180.0; - -class AssetListParser : public physx::shdfnd::FastXml::Callback -{ -public: - AssetListParser(AssetList& assetList): m_assetList(assetList){} -protected: - - // encountered a comment in the XML - virtual bool processComment(const char* /*comment*/) - { - return true; - } - - virtual bool processClose(const char* elementName, unsigned int /*depth*/, bool& /*isError*/) - { - if (::strcmp(elementName, "Box") == 0) - { - m_assetList.boxes.push_back(m_boxTemp); - m_boxTemp = AssetList::BoxAsset(); - } - else if (::strcmp(elementName, "Composite") == 0) - { - m_assetList.composites.push_back(m_compositeTemp); - m_compositeTemp = AssetList::CompositeAsset(); - } - return true; - } - - // return true to continue processing the XML document, false to skip. - virtual bool processElement(const char* elementName, // name of the element - const char* elementData, // element data, null if none - const physx::shdfnd::FastXml::AttributePairs& attr, - int /*lineno*/) // line number in the source XML file - { - if (::strcmp(elementName, "Model") == 0) - { - m_assetList.models.resize(m_assetList.models.size() + 1); - auto& model = m_assetList.models.back(); - for (int i = 0; i < attr.getNbAttr(); ++i) - { - if (::strcmp(attr.getKey(i), "id") == 0) - { - model.id = std::string(attr.getValue(i)); - } - else if (::strcmp(attr.getKey(i), "file") == 0) - { - model.file = std::string(attr.getValue(i)); - } - else if (::strcmp(attr.getKey(i), "name") == 0) - { - model.name = std::string(attr.getValue(i)); - } - else if (::strcmp(attr.getKey(i), "isSkinned") == 0) - { - std::string str = attr.getValue(i); - if (::strcmp(&str[0], "true") == 0) - { - model.isSkinned = true; - } - } - } - - model.transform = parseTransform(attr); - - if (model.name.empty()) - { - model.name = model.file; - } - if (model.id.empty()) - { - model.id = model.name; - } - } - else if (::strcmp(elementName, "Box") == 0) - { - for (int i = 0; i < attr.getNbAttr(); ++i) - { - if (::strcmp(attr.getKey(i), "id") == 0) - { - m_boxTemp.id = std::string(attr.getValue(i)); - } - else if (::strcmp(attr.getKey(i), "name") == 0) - { - m_boxTemp.name = std::string(attr.getValue(i)); - } - else if (::strcmp(attr.getKey(i), "jointAllBonds") == 0) - { - std::string str = attr.getValue(i); - if (::strcmp(&str[0], "true") == 0) - { - m_boxTemp.jointAllBonds = true; - } - } - else if (::strcmp(attr.getKey(i), "extents") == 0) - { - std::string str = attr.getValue(i); - sscanf(&str[0], "%f %f %f", &m_boxTemp.extents.x, &m_boxTemp.extents.y, &m_boxTemp.extents.z); - } - else if (::strcmp(attr.getKey(i), "bondFlagsMask") == 0) - { - std::string str = attr.getValue(i); - std::bitset<8> bondFlags(str); - m_boxTemp.bondFlags = static_cast(bondFlags.to_ulong()); - } - } - - if (m_boxTemp.id.empty()) - { - m_boxTemp.id = m_boxTemp.name; - } - } - else if (::strcmp(elementName, "Level") == 0) - { - m_boxTemp.levels.push_back(AssetList::BoxAsset::Level()); - auto& level = m_boxTemp.levels.back(); - for (int i = 0; i < attr.getNbAttr(); ++i) - { - if (::strcmp(attr.getKey(i), "slices") == 0) - { - std::string str = attr.getValue(i); - sscanf(&str[0], "%d %d %d", &level.x, &level.y, &level.z); - } - if (::strcmp(attr.getKey(i), "isSupport") == 0) - { - std::string str = attr.getValue(i); - if (::strcmp(&str[0], "true") == 0) - { - level.isSupport = true; - } - } - } - } - else if (::strcmp(elementName, "Composite") == 0) - { - for (int i = 0; i < attr.getNbAttr(); ++i) - { - if (::strcmp(attr.getKey(i), "id") == 0) - { - m_compositeTemp.id = std::string(attr.getValue(i)); - } - else if (::strcmp(attr.getKey(i), "name") == 0) - { - m_compositeTemp.name = std::string(attr.getValue(i)); - } - } - m_compositeTemp.transform = parseTransform(attr); - - if (m_compositeTemp.id.empty()) - { - m_compositeTemp.id = m_compositeTemp.name; - } - } - else if (::strcmp(elementName, "AssetRef") == 0) - { - m_compositeTemp.assetRefs.push_back(AssetList::CompositeAsset::AssetRef()); - AssetList::CompositeAsset::AssetRef& assetRef = m_compositeTemp.assetRefs.back(); - for (int i = 0; i < attr.getNbAttr(); ++i) - { - if (::strcmp(attr.getKey(i), "id") == 0) - { - assetRef.id = attr.getValue(i); - } - } - assetRef.transform = parseTransform(attr); - } - else if (::strcmp(elementName, "Joint") == 0) - { - m_compositeTemp.joints.push_back(AssetList::CompositeAsset::Joint()); - AssetList::CompositeAsset::Joint& joint = m_compositeTemp.joints.back(); - for (int i = 0; i < attr.getNbAttr(); ++i) - { - if (::strcmp(attr.getKey(i), "asset0") == 0) - { - joint.assetIndices[0] = std::stoi(attr.getValue(i)); - } - else if (::strcmp(attr.getKey(i), "asset1") == 0) - { - joint.assetIndices[1] = std::stoi(attr.getValue(i)); - } - if (::strcmp(attr.getKey(i), "chunk0") == 0) - { - joint.chunkIndices[0] = std::stoi(attr.getValue(i)); - } - else if (::strcmp(attr.getKey(i), "chunk1") == 0) - { - joint.chunkIndices[1] = std::stoi(attr.getValue(i)); - } - else if (::strcmp(attr.getKey(i), "position0") == 0) - { - joint.attachPositions[0] = parsePosition(attr.getValue(i)); - } - else if (::strcmp(attr.getKey(i), "position1") == 0) - { - joint.attachPositions[1] = parsePosition(attr.getValue(i)); - } - } - } - return true; - } - -private: - PxTransform parseTransform(const physx::shdfnd::FastXml::AttributePairs& attr) - { - PxTransform transform(PxIdentity); - for (int i = 0; i < attr.getNbAttr(); ++i) - { - if (::strcmp(attr.getKey(i), "position") == 0) - { - transform.p = parsePosition(attr.getValue(i)); - } - else if (::strcmp(attr.getKey(i), "rotation") == 0) - { - transform.q = parseRotation(attr.getValue(i)); - } - } - return transform; - } - - PxVec3 parsePosition(const char* value) - { - PxVec3 ps; - sscanf(value, "%f %f %f", &ps.x, &ps.y, &ps.z); - return ps; - } - - PxQuat parseRotation(const char* value) - { - PxVec4 ps; - sscanf(value, "%f %f %f %f", &ps.x, &ps.y, &ps.z, &ps.w); - ps.w = ps.w * DEGREE_TO_RAD; - return PxQuat(ps.w, PxVec3(ps.x, ps.y, ps.z).getNormalized());; - } - - AssetList::BoxAsset m_boxTemp; - AssetList::CompositeAsset m_compositeTemp; - AssetList& m_assetList; -}; - - -void parseAssetList(AssetList& assetList, std::string filepath) -{ - physx::PsFileBuffer fileBuffer(filepath.c_str(), physx::general_PxIOStream2::PxFileBuf::OPEN_READ_ONLY); - if (!fileBuffer.isOpen()) - { - return; - } - PxInputDataFromPxFileBuf inputData(fileBuffer); - AssetListParser parser(assetList); - physx::shdfnd::FastXml* xml = physx::shdfnd::createFastXml(&parser); - xml->processXml(inputData, false); - xml->release(); +// 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 "SampleAssetListParser.h" +#include +#include "Sample.h" +#include "PxVec4.h" +#include "PxInputDataFromPxFileBuf.h" +#include + + +using namespace physx; + + +const float DEGREE_TO_RAD = acos(-1.0) / 180.0; + +class AssetListParser : public physx::shdfnd::FastXml::Callback +{ +public: + AssetListParser(AssetList& assetList): m_assetList(assetList){} +protected: + + // encountered a comment in the XML + virtual bool processComment(const char* /*comment*/) + { + return true; + } + + virtual bool processClose(const char* elementName, unsigned int /*depth*/, bool& /*isError*/) + { + if (::strcmp(elementName, "Box") == 0) + { + m_assetList.boxes.push_back(m_boxTemp); + m_boxTemp = AssetList::BoxAsset(); + } + else if (::strcmp(elementName, "Composite") == 0) + { + m_assetList.composites.push_back(m_compositeTemp); + m_compositeTemp = AssetList::CompositeAsset(); + } + return true; + } + + // return true to continue processing the XML document, false to skip. + virtual bool processElement(const char* elementName, // name of the element + const char* elementData, // element data, null if none + const physx::shdfnd::FastXml::AttributePairs& attr, + int /*lineno*/) // line number in the source XML file + { + if (::strcmp(elementName, "Model") == 0) + { + m_assetList.models.resize(m_assetList.models.size() + 1); + auto& model = m_assetList.models.back(); + for (int i = 0; i < attr.getNbAttr(); ++i) + { + if (::strcmp(attr.getKey(i), "id") == 0) + { + model.id = std::string(attr.getValue(i)); + } + else if (::strcmp(attr.getKey(i), "file") == 0) + { + model.file = std::string(attr.getValue(i)); + } + else if (::strcmp(attr.getKey(i), "name") == 0) + { + model.name = std::string(attr.getValue(i)); + } + else if (::strcmp(attr.getKey(i), "isSkinned") == 0) + { + std::string str = attr.getValue(i); + if (::strcmp(&str[0], "true") == 0) + { + model.isSkinned = true; + } + } + } + + model.transform = parseTransform(attr); + + if (model.name.empty()) + { + model.name = model.file; + } + if (model.id.empty()) + { + model.id = model.name; + } + } + else if (::strcmp(elementName, "Box") == 0) + { + for (int i = 0; i < attr.getNbAttr(); ++i) + { + if (::strcmp(attr.getKey(i), "id") == 0) + { + m_boxTemp.id = std::string(attr.getValue(i)); + } + else if (::strcmp(attr.getKey(i), "name") == 0) + { + m_boxTemp.name = std::string(attr.getValue(i)); + } + else if (::strcmp(attr.getKey(i), "jointAllBonds") == 0) + { + std::string str = attr.getValue(i); + if (::strcmp(&str[0], "true") == 0) + { + m_boxTemp.jointAllBonds = true; + } + } + else if (::strcmp(attr.getKey(i), "extents") == 0) + { + std::string str = attr.getValue(i); + sscanf(&str[0], "%f %f %f", &m_boxTemp.extents.x, &m_boxTemp.extents.y, &m_boxTemp.extents.z); + } + else if (::strcmp(attr.getKey(i), "bondFlagsMask") == 0) + { + std::string str = attr.getValue(i); + std::bitset<8> bondFlags(str); + m_boxTemp.bondFlags = static_cast(bondFlags.to_ulong()); + } + } + + if (m_boxTemp.id.empty()) + { + m_boxTemp.id = m_boxTemp.name; + } + } + else if (::strcmp(elementName, "Level") == 0) + { + m_boxTemp.levels.push_back(AssetList::BoxAsset::Level()); + auto& level = m_boxTemp.levels.back(); + for (int i = 0; i < attr.getNbAttr(); ++i) + { + if (::strcmp(attr.getKey(i), "slices") == 0) + { + std::string str = attr.getValue(i); + sscanf(&str[0], "%d %d %d", &level.x, &level.y, &level.z); + } + if (::strcmp(attr.getKey(i), "isSupport") == 0) + { + std::string str = attr.getValue(i); + if (::strcmp(&str[0], "true") == 0) + { + level.isSupport = true; + } + } + } + } + else if (::strcmp(elementName, "Composite") == 0) + { + for (int i = 0; i < attr.getNbAttr(); ++i) + { + if (::strcmp(attr.getKey(i), "id") == 0) + { + m_compositeTemp.id = std::string(attr.getValue(i)); + } + else if (::strcmp(attr.getKey(i), "name") == 0) + { + m_compositeTemp.name = std::string(attr.getValue(i)); + } + } + m_compositeTemp.transform = parseTransform(attr); + + if (m_compositeTemp.id.empty()) + { + m_compositeTemp.id = m_compositeTemp.name; + } + } + else if (::strcmp(elementName, "AssetRef") == 0) + { + m_compositeTemp.assetRefs.push_back(AssetList::CompositeAsset::AssetRef()); + AssetList::CompositeAsset::AssetRef& assetRef = m_compositeTemp.assetRefs.back(); + for (int i = 0; i < attr.getNbAttr(); ++i) + { + if (::strcmp(attr.getKey(i), "id") == 0) + { + assetRef.id = attr.getValue(i); + } + } + assetRef.transform = parseTransform(attr); + } + else if (::strcmp(elementName, "Joint") == 0) + { + m_compositeTemp.joints.push_back(AssetList::CompositeAsset::Joint()); + AssetList::CompositeAsset::Joint& joint = m_compositeTemp.joints.back(); + for (int i = 0; i < attr.getNbAttr(); ++i) + { + if (::strcmp(attr.getKey(i), "asset0") == 0) + { + joint.assetIndices[0] = std::stoi(attr.getValue(i)); + } + else if (::strcmp(attr.getKey(i), "asset1") == 0) + { + joint.assetIndices[1] = std::stoi(attr.getValue(i)); + } + if (::strcmp(attr.getKey(i), "chunk0") == 0) + { + joint.chunkIndices[0] = std::stoi(attr.getValue(i)); + } + else if (::strcmp(attr.getKey(i), "chunk1") == 0) + { + joint.chunkIndices[1] = std::stoi(attr.getValue(i)); + } + else if (::strcmp(attr.getKey(i), "position0") == 0) + { + joint.attachPositions[0] = parsePosition(attr.getValue(i)); + } + else if (::strcmp(attr.getKey(i), "position1") == 0) + { + joint.attachPositions[1] = parsePosition(attr.getValue(i)); + } + } + } + return true; + } + +private: + PxTransform parseTransform(const physx::shdfnd::FastXml::AttributePairs& attr) + { + PxTransform transform(PxIdentity); + for (int i = 0; i < attr.getNbAttr(); ++i) + { + if (::strcmp(attr.getKey(i), "position") == 0) + { + transform.p = parsePosition(attr.getValue(i)); + } + else if (::strcmp(attr.getKey(i), "rotation") == 0) + { + transform.q = parseRotation(attr.getValue(i)); + } + } + return transform; + } + + PxVec3 parsePosition(const char* value) + { + PxVec3 ps; + sscanf(value, "%f %f %f", &ps.x, &ps.y, &ps.z); + return ps; + } + + PxQuat parseRotation(const char* value) + { + PxVec4 ps; + sscanf(value, "%f %f %f %f", &ps.x, &ps.y, &ps.z, &ps.w); + ps.w = ps.w * DEGREE_TO_RAD; + return PxQuat(ps.w, PxVec3(ps.x, ps.y, ps.z).getNormalized());; + } + + AssetList::BoxAsset m_boxTemp; + AssetList::CompositeAsset m_compositeTemp; + AssetList& m_assetList; +}; + + +void parseAssetList(AssetList& assetList, std::string filepath) +{ + physx::PsFileBuffer fileBuffer(filepath.c_str(), physx::general_PxIOStream2::PxFileBuf::OPEN_READ_ONLY); + if (!fileBuffer.isOpen()) + { + return; + } + PxInputDataFromPxFileBuf inputData(fileBuffer); + AssetListParser parser(assetList); + physx::shdfnd::FastXml* xml = physx::shdfnd::createFastXml(&parser); + xml->processXml(inputData, false); + xml->release(); } \ No newline at end of file diff --git a/samples/SampleBase/scene/SampleAssetListParser.h b/samples/SampleBase/scene/SampleAssetListParser.h old mode 100644 new mode 100755 index 2cc2eb2..21c9f4b --- a/samples/SampleBase/scene/SampleAssetListParser.h +++ b/samples/SampleBase/scene/SampleAssetListParser.h @@ -1,38 +1,38 @@ -// 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 SAMPLEASSETLISTPARSER_H -#define SAMPLEASSETLISTPARSER_H - -#include - -struct AssetList; - -void parseAssetList(AssetList& assetList, std::string filepath); - +// 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 SAMPLEASSETLISTPARSER_H +#define SAMPLEASSETLISTPARSER_H + +#include + +struct AssetList; + +void parseAssetList(AssetList& assetList, std::string filepath); + #endif // SAMPLEASSETLISTPARSER_H \ No newline at end of file diff --git a/samples/SampleBase/scene/SceneController.cpp b/samples/SampleBase/scene/SceneController.cpp old mode 100644 new mode 100755 index 47c8a6b..0b9b332 --- a/samples/SampleBase/scene/SceneController.cpp +++ b/samples/SampleBase/scene/SceneController.cpp @@ -1,1429 +1,1416 @@ -// 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 "SceneController.h" -#include "RenderUtils.h" -#include "Utils.h" - -#include "BlastAssetBoxes.h" -#include "BlastAssetModelSimple.h" -#include "BlastAssetModelSkinned.h" -#include "NvBlastExtPxAsset.h" -#include "NvBlastExtPxFamily.h" -#include "NvBlastExtPxManager.h" - -#include "SampleAssetListParser.h" -#include "BlastReplay.h" -#include "Renderer.h" - -#include "BlastController.h" -#include "CommonUIController.h" -#include "PhysXController.h" - -#include "PxRigidDynamic.h" -#include -#include "PxInputDataFromPxFileBuf.h" - -#include -#include -#include -#include - - - -//////// Simple hash function //////// -static NvBlastID generateIDFromString(const char* str) -{ - uint32_t h[4] = { 5381, 5381, 5381, 5381 }; - int i = 0; - for (const char* ptr = str; *ptr; i = ((i + 1) & 3), ++ptr) - { - h[i] = ((h[i] << 5) + h[i]) ^ static_cast(*ptr); - } - return *reinterpret_cast(h); -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Scenes Setup -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -const DirectX::XMFLOAT4 PICK_POINTER_ACTIVE_COLOR(1.0f, 0.f, 0.f, 0.6f); -const float RIGIDBODY_DENSITY = 2000.0f; - - -class SingleSceneAsset; - -class SceneAsset -{ -public: - SceneAsset() : spawnCount(0) {} - virtual ~SceneAsset() {} - - void initialize(Scene* scene) - { - m_scene = scene; - } - - virtual const char* getID() const = 0; - virtual const char* getName() const = 0; - - virtual void load() = 0; - virtual void unload() = 0; - virtual bool isLoaded() const = 0; - virtual void spawn(PxVec3 shift) = 0; - - virtual ImVec4 getUIColor() const - { - return ImGui::GetStyle().Colors[ImGuiCol_Text]; - } - - uint32_t spawnCount; -protected: - Scene* m_scene; -}; - - -class SceneActor -{ -public: - SceneActor() : removeOnReload(false) {} - - virtual ~SceneActor() {} - virtual const char* getName() const = 0; - virtual const char* getSubname(int subindex) const { return nullptr; } - virtual ImVec4 getUIColor() const = 0; - virtual void drawUI(int subindex) {} - virtual void drawStatsUI(int subindex) {} - virtual uint32_t getSubactorCount() const { return 0; } - virtual PxVec3 getSpawnShift() const { return PxVec3(PxZero); } - virtual void reload() {} - virtual void removeSubactor(int subindex) {} - - bool removeOnReload; -}; - - -class Scene -{ -public: - struct ActorIndex - { - int index; - int subindex; - - ActorIndex() { reset(); } - ActorIndex(int i, int s = -1) : index(i), subindex(s) {} - - bool operator==(const ActorIndex& other) const - { - return index == other.index && subindex == other.subindex; - } - - void reset() - { - index = -1; - subindex = -1; - } - }; - - Scene(Renderer& renderer, PhysXController& physXController, BlastController& blastController, CommonUIController& commonUIController) : - m_renderer(renderer), m_physXController(physXController), m_blastController(blastController), m_commonUIController(commonUIController) - { - } - - ~Scene() - { - removeAllSceneActors(); - - for (uint32_t i = 0; i < m_assets.size(); i++) - { - SAFE_DELETE(m_assets[i]); - } - m_assets.clear(); - m_assetsByID.clear(); - m_tkAssetMap.clear(); - } - - void addAsset(SceneAsset* asset) - { - m_assets.push_back(asset); - asset->initialize(this); - m_assetsByID[asset->getID()] = asset; - } - - void drawUI() - { - /////////////////////////////////////////////////////////////////////////////////////////// - // Assets Selection - /////////////////////////////////////////////////////////////////////////////////////////// - { - static int mode = 0; - ImGui::RadioButton("Replace", &mode, 0); ImGui::SameLine(); - ImGui::RadioButton("Append", &mode, 1); - - ImGui::ListBoxHeader("Assets", (int)m_assets.size()); - for (uint32_t i = 0; i < m_assets.size(); ++i) - { - ImVec4 color = m_assets[i]->getUIColor(); - color.w = color.w * (m_assets[i]->isLoaded() ? 1.0f : 0.5f); - ImGui::PushStyleColor(ImGuiCol_Text, color); - if (ImGui::Selectable(m_assets[i]->getName(), m_lastSpawnedAsset == i)) - { - m_lastSpawnedAsset = i; - if (mode == 0) - { - removeAllSceneActors(); - } - m_commonUIController.addDelayedCall([=]() { spawnAsset(m_lastSpawnedAsset); }, "Loading Asset"); - } - ImGui::PopStyleColor(); - } - ImGui::ListBoxFooter(); - } - - ImGui::Spacing(); - ImGui::Separator(); - - /////////////////////////////////////////////////////////////////////////////////////////// - // Actors Selection - /////////////////////////////////////////////////////////////////////////////////////////// - { - // actor's list - { - int itemCount = 0; - for (size_t i = 0; i < m_sceneActors.size(); ++i) - { - itemCount += 1 + m_sceneActors[i]->getSubactorCount(); - } - - ImGui::ListBoxHeader("Scene Actors", itemCount); - for (int i = 0; i < (int)m_sceneActors.size(); ++i) - { - ImVec4 color = m_sceneActors[i]->getUIColor(); - ImGui::PushStyleColor(ImGuiCol_Text, color); - - const bool isSelected = (m_selectedActor.index == i); - - ImGui::PushID(i); - if (ImGui::Selectable(m_sceneActors[i]->getName(), isSelected && m_selectedActor.subindex == -1)) - { - setSelectedActor(i); - } - - for (int s = 0; s < (int)m_sceneActors[i]->getSubactorCount(); ++s) - { - ImGui::PushID(s); - if (ImGui::Selectable(m_sceneActors[i]->getSubname(s), isSelected && m_selectedActor.subindex == s)) - { - setSelectedActor(i, s); - } - ImGui::PopID(); - } - - ImGui::PopID(); - ImGui::PopStyleColor(); - } - ImGui::ListBoxFooter(); - } - - SceneActor* selectedActor = getSelectedActor(); - if (selectedActor) - { - if (ImGui::Button("Remove")) - { - removeSceneActor(m_selectedActor); - } - - ImGui::SameLine(); - - if (ImGui::Button("Reload")) - { - selectedActor->reload(); - } - - ImGui::SameLine(); - } - - if (ImGui::Button("Remove All")) - { - removeAllSceneActors(); - } - ImGui::SameLine(); - if (ImGui::Button("Reload All (R)")) - { - reloadAllActors(); - } - } - - ImGui::Spacing(); - ImGui::Spacing(); - - /////////////////////////////////////////////////////////////////////////////////////////// - // Selected Actor - /////////////////////////////////////////////////////////////////////////////////////////// - { - SceneActor* selectedActor = getSelectedActor(); - if (selectedActor) - { - ImGui::Text("Selected Actor: "); - ImGui::SameLine(); - ImGui::PushStyleColor(ImGuiCol_Text, ImColor(40, 200, 80, 255)); - ImGui::Text(m_selectedActor.subindex >= 0 ? selectedActor->getSubname(m_selectedActor.subindex) : selectedActor->getName()); - ImGui::PopStyleColor(); - - ImGui::Spacing(); - - selectedActor->drawUI(m_selectedActor.subindex); - } - else - { - ImGui::Text("No Selected Actor"); - } - } - } - - void drawStatsUI() - { - SceneActor* selectedActor = getSelectedActor(); - if (selectedActor) - { - selectedActor->drawStatsUI(m_selectedActor.subindex); - } - } - - void spawnAsset(int32_t num) - { - m_lastSpawnedAsset = physx::PxClamp(num, -1, (uint32_t)m_assets.size() - 1); - - if (m_lastSpawnedAsset < 0) - { - return; - } - - PxVec3 shift(PxZero); - for (SceneActor* a : m_sceneActors) - { - shift += a->getSpawnShift(); - } - - SceneAsset* asset = m_assets[m_lastSpawnedAsset]; - asset->spawn(shift); - } - - void addSceneActor(SceneActor* actor) - { - m_sceneActors.push_back(actor); - if (!getSelectedActor()) - { - setSelectedActor((uint32_t)m_sceneActors.size() - 1); - } - } - - void removeSceneActor(ActorIndex actorIndex) - { - SceneActor* actor = getActorByIndex(actorIndex.index); - if (actorIndex.subindex < 0) - { - delete actor; - m_sceneActors.erase(std::remove(m_sceneActors.begin(), m_sceneActors.end(), actor)); - } - else - { - actor->removeSubactor(actorIndex.subindex); - - if (actor->getSubactorCount() == 0) - { - removeSceneActor(ActorIndex(actorIndex.index, -1)); - return; - } - } - - SceneActor* selectedActor = getActorByIndex(m_selectedActor.index); - if (selectedActor == nullptr) - { - if (!m_sceneActors.empty()) - { - setSelectedActor((uint32_t)m_sceneActors.size() - 1); - } - } - else - { - int subactorCount = selectedActor->getSubactorCount(); - if (m_selectedActor.subindex >= subactorCount || (m_selectedActor.subindex < 0 && subactorCount > 0)) - { - setSelectedActor(m_selectedActor.index, subactorCount - 1); - } - } - } - - void removeAllSceneActors() - { - for (SceneActor* a : m_sceneActors) - { - delete a; - } - m_sceneActors.clear(); - setSelectedActor(-1); - } - - void setSelectedActor(int index, int subindex = -1) - { - m_selectedActor.index = physx::PxClamp(index, -1, (uint32_t)m_sceneActors.size() - 1); - m_selectedActor.subindex = subindex; - } - - SceneActor* getSelectedActor() const - { - return getActorByIndex(m_selectedActor.index); - } - - SceneActor* getActorByIndex(int index) const - { - return (index >= 0 && index < (int)m_sceneActors.size()) ? m_sceneActors[index] : nullptr; - } - - int releaseAll() - { - removeAllSceneActors(); - - for (size_t i = 0; i < m_assets.size(); ++i) - { - m_assets[i]->unload(); - } - - const int currentAsset = m_lastSpawnedAsset; - m_lastSpawnedAsset = -1; - return currentAsset; - } - - void reloadAllActors() - { - SceneActor* selectedActor = getSelectedActor(); - ActorIndex selectIndex(0); - - for (uint32_t i = 0; i < m_sceneActors.size(); i++) - { - if (m_sceneActors[i]->removeOnReload) - { - removeSceneActor(ActorIndex(i)); - i--; - } - } - - for (uint32_t i = 0; i < m_sceneActors.size(); i++) - { - if (m_sceneActors[i] == selectedActor) - { - selectIndex.index = i; - } - m_sceneActors[i]->reload(); - } - - setSelectedActor(selectIndex.index, selectIndex.subindex); - } - - void registerTkAsset(const TkAsset& tkAsset, SingleSceneAsset* asset) - { - m_tkAssetMap[&tkAsset] = asset; - } - - void unregisterTkAsset(const TkAsset& tkAsset) - { - m_tkAssetMap.erase(&tkAsset); - } - - SingleSceneAsset* findSingleSceneAsset(const TkAsset& tkAsset) - { - auto entry = m_tkAssetMap.find(&tkAsset); - return entry != m_tkAssetMap.end() ? entry->second : nullptr; - } - - SceneAsset* findSceneAsset(const std::string& id) - { - auto entry = m_assetsByID.find(id); - return entry != m_assetsByID.end() ? entry->second : nullptr; - } - - - //////// used controllers //////// - - Renderer& getRenderer() const - { - return m_renderer; - } - - PhysXController& getPhysXController() const - { - return m_physXController; - } - - BlastController& getBlastController() const - { - return m_blastController; - } - - CommonUIController& getCommonUIController() const - { - return m_commonUIController; - } - -private: - - Renderer& m_renderer; - PhysXController& m_physXController; - BlastController& m_blastController; - CommonUIController& m_commonUIController; - - std::vector m_assets; - std::vector m_sceneActors; - std::map m_tkAssetMap; - std::map m_assetsByID; - - int m_lastSpawnedAsset; - - ActorIndex m_selectedActor; -}; - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Assets -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -class SingleSceneActor; - -class SingleSceneAsset : public SceneAsset -{ -public: - SingleSceneAsset() : m_asset(nullptr) {} - virtual ~SingleSceneAsset() { unload(); } - - virtual void spawn(PxVec3 shift) override; - - virtual void load() override - { - if (!m_asset) - { - m_asset = createAsset(); - m_scene->registerTkAsset(m_asset->getPxAsset()->getTkAsset(), this); - } - } - - virtual void unload() override - { - if (m_asset) - { - m_scene->unregisterTkAsset(m_asset->getPxAsset()->getTkAsset()); - delete m_asset; - m_asset = nullptr; - } - } - - virtual bool isLoaded() const override - { - return m_asset != nullptr; - } - - BlastAsset* getAsset() const - { - return m_asset; - } - - virtual PxTransform getInitialTransform() = 0; - -protected: - virtual BlastAsset* createAsset() = 0; - -private: - BlastAsset* m_asset; -}; - - -class ModelSceneAsset : public SingleSceneAsset -{ -public: - ModelSceneAsset() {} - - virtual const char* getID() const override{ return desc.id.c_str(); } - virtual const char* getName() const override { return desc.name.c_str(); } - - AssetList::ModelAsset desc; - - virtual PxTransform getInitialTransform() { return desc.transform; } -}; - - -class SimpleModelSceneAsset : public ModelSceneAsset -{ -public: - virtual BlastAsset* createAsset() - { - return new BlastAssetModelSimple(m_scene->getBlastController().getTkFramework(), m_scene->getPhysXController().getPhysics(), - m_scene->getPhysXController().getCooking(), *m_scene->getBlastController().getExtSerialization(), m_scene->getRenderer(), desc.file.c_str()); - } - - virtual ImVec4 getUIColor() const override - { - return ImColor(255, 255, 200, 255); - } -}; - - -class SkinnedModelSceneAsset : public ModelSceneAsset -{ -public: - virtual BlastAsset* createAsset() - { - return new BlastAssetModelSkinned(m_scene->getBlastController().getTkFramework(), m_scene->getPhysXController().getPhysics(), - m_scene->getPhysXController().getCooking(), *m_scene->getBlastController().getExtSerialization(), m_scene->getRenderer(), desc.file.c_str()); - } - - virtual ImVec4 getUIColor() const override - { - return ImColor(255, 200, 255, 255); - } -}; - - -class BoxesSceneAsset : public SingleSceneAsset -{ -public: - BoxesSceneAsset(const AssetList::BoxAsset& d) : desc(d) - { - for (uint32_t lv = 0; lv < desc.levels.size(); ++lv) - { - const AssetList::BoxAsset::Level& level = desc.levels[lv]; - NvBlastChunkDesc::Flags fl = (level.isSupport) ? NvBlastChunkDesc::Flags::SupportFlag : NvBlastChunkDesc::Flags::NoFlags; - assetDesc.generatorSettings.depths.push_back({ GeneratorAsset::Vec3(level.x, level.y, level.z), fl }); - } - assetDesc.generatorSettings.extents = GeneratorAsset::Vec3(desc.extents.x, desc.extents.y, desc.extents.z); - assetDesc.staticHeight = desc.staticHeight; - assetDesc.jointAllBonds = desc.jointAllBonds; - assetDesc.generatorSettings.bondFlags = (CubeAssetGenerator::BondFlags)desc.bondFlags; - } - - virtual ImVec4 getUIColor() const override - { - return ImColor(255, 200, 200, 255); - } - - virtual const char* getID() const override { return desc.id.c_str(); } - virtual const char* getName() const override { return desc.name.c_str(); } - - - AssetList::BoxAsset desc; - BlastAssetBoxes::Desc assetDesc; - - virtual BlastAsset* createAsset() - { - return new BlastAssetBoxes(m_scene->getBlastController().getTkFramework(), m_scene->getPhysXController().getPhysics(), - m_scene->getPhysXController().getCooking(), m_scene->getRenderer(), assetDesc); - } - - virtual PxTransform getInitialTransform() { return PxTransform(PxVec3(0, assetDesc.generatorSettings.extents.y / 2, 0)); } -}; - - -class CompositeSceneAsset : public SceneAsset -{ -public: - CompositeSceneAsset(const AssetList::CompositeAsset& desc) - : m_desc(desc) - { - } - - virtual ~CompositeSceneAsset() { unload(); } - - virtual ImVec4 getUIColor() const override - { - return ImColor(200, 255, 255, 255); - } - - virtual const char* getID() const override { return m_desc.id.c_str(); } - virtual const char* getName() const override { return m_desc.name.c_str(); } - - virtual void spawn(PxVec3 shift) override; - - virtual void load() override - { - if (!isLoaded()) - { - // load dependent assets - for (const auto& assetRef : m_desc.assetRefs) - { - SceneAsset* asset = m_scene->findSceneAsset(assetRef.id); - if (asset) - { - asset->load(); - m_sceneAssets.push_back(static_cast(asset)); - } - else - { - m_scene->getCommonUIController().addPopupMessage("Error", "Wrong asset dependency on composite"); - m_sceneAssets.clear(); - return; - } - } - - // check joints - for (const auto& joint : m_desc.joints) - { - bool ok = (joint.assetIndices[0] >= 0 || joint.assetIndices[1] >= 0); - for (char k = 0; k < 2 && ok; ++k) - { - if (joint.assetIndices[k] < 0) - continue; - ok &= (joint.assetIndices[k] < (int32_t)m_sceneAssets.size()); - if (!ok) - break; - ok &= joint.chunkIndices[k] < m_sceneAssets[joint.assetIndices[k]]->getAsset()->getPxAsset()->getTkAsset().getChunkCount(); - } - if (!ok) - { - m_scene->getCommonUIController().addPopupMessage("Error", "Wrong joint on composite"); - m_sceneAssets.clear(); - return; - } - } - } - } - - virtual void unload() override - { - m_sceneAssets.clear(); - } - - virtual bool isLoaded() const override - { - return !m_sceneAssets.empty(); - } - - virtual PxTransform getInitialTransform() - { - return m_desc.transform; - } - - const AssetList::CompositeAsset& getDesc() const - { - return m_desc; - } - - const std::vector& getSceneAssets() const - { - return m_sceneAssets; - } - -private: - AssetList::CompositeAsset m_desc; - std::vector m_sceneAssets; -}; - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Scene Actors -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -class SingleSceneActor : public SceneActor -{ -public: - SingleSceneActor(Scene& scene, SingleSceneAsset* asset, PxVec3 shift) - : m_scene(scene) - , m_asset(asset) - , m_shift(shift) - { - m_index = m_asset->spawnCount++; - spawn(); - } - - SingleSceneActor::~SingleSceneActor() - { - remove(); - } - - virtual const char* getName() const override - { - return m_name.c_str(); - } - - virtual const char* getSubname(int) const override - { - return nullptr; - } - - virtual ImVec4 getUIColor() const override - { - return m_asset->getUIColor(); - } - - virtual void drawUI(int) override - { - m_actor->drawUI(); - } - - virtual void drawStatsUI(int) override - { - m_actor->drawStatsUI(); - } - - virtual PxVec3 getSpawnShift() const override - { - return PxVec3(-20, 0, 0); - } - - virtual void reload() override - { - auto settings = m_actor->getSettings(); - remove(); - spawn(); - m_actor->setSettings(settings); - } - -private: - void remove() - { - m_scene.getBlastController().removeFamily(m_actor); - m_actor = nullptr; - } - - void spawn() - { - std::ostringstream str; - str << m_asset->getName(); - if (m_index) - str << " (" << m_index << ")"; - m_name = str.str(); - - PxTransform pose = m_asset->getInitialTransform(); - pose.p += m_shift; - - BlastAsset::ActorDesc actorDesc = { - actorDesc.id = generateIDFromString(m_name.c_str()), - pose, - m_scene.getBlastController().getTkGroup() - }; - - m_actor = m_scene.getBlastController().spawnFamily(m_asset->getAsset(), actorDesc); - } - - Scene& m_scene; - BlastFamilyPtr m_actor; - SingleSceneAsset* m_asset; - PxVec3 m_shift; - uint32_t m_index; - std::string m_name; -}; - -class CompositeSceneActor : public SceneActor -{ -public: - CompositeSceneActor(Scene& scene, CompositeSceneAsset* asset, PxVec3 shift) - : m_scene(scene) - , m_asset(asset) - , m_shift(shift) - { - m_index = m_asset->spawnCount++; - spawn(); - } - - CompositeSceneActor::~CompositeSceneActor() - { - remove(); - } - - virtual uint32_t getSubactorCount() const - { - return (uint32_t)m_actors.size(); - } - - virtual const char* getName() const override - { - return m_name.c_str(); - } - - virtual const char* getSubname(int subindex) const override - { - return m_actors[subindex].name.c_str(); - } - - virtual ImVec4 getUIColor() const override - { - return m_asset->getUIColor(); - } - - virtual void drawUI(int subindex) override - { - if (subindex >= 0) - { - m_actors[subindex].actor->drawUI(); - } - else - { - ImGui::Text("Select subactor to edit settings."); - } - } - - virtual void drawStatsUI(int subindex) override - { - if (subindex >= 0) - { - m_actors[subindex].actor->drawStatsUI(); - } - } - - virtual PxVec3 getSpawnShift() const override - { - return PxVec3(-20, 0, 0); - } - - virtual void reload() override - { - std::map settings; - for (uint32_t i = 0; i < m_actors.size(); ++i) - { - settings[m_actors[i].initialIndex] = m_actors[i].actor->getSettings(); - } - remove(); - spawn(); - for (uint32_t i = 0; i < m_actors.size(); ++i) - { - if (settings.find(i) != settings.end()) - { - m_actors[i].actor->setSettings(settings[i]); - } - } - } - - virtual void removeSubactor(int subindex) - { - if (subindex >= 0 && subindex < (int)m_actors.size()) - { - m_scene.getBlastController().removeFamily(m_actors[subindex].actor); - m_actors[subindex] = m_actors.back(); - m_actors.resize(m_actors.size() - 1); - } - } - -private: - void remove() - { - for (uint32_t i = 0; i < m_actors.size(); ++i) - { - m_scene.getBlastController().removeFamily(m_actors[i].actor); - } - m_actors.clear(); - } - - void spawn() - { - std::ostringstream str; - str << m_asset->getName(); - if (m_index) - str << " (" << m_index << ")"; - m_name = str.str(); - - const AssetList::CompositeAsset& assetDesc = m_asset->getDesc(); - const std::vector& sceneAssets = m_asset->getSceneAssets(); - - const uint32_t actorCount = (uint32_t)sceneAssets.size(); - m_actors.resize(actorCount); - - for (uint32_t i = 0; i < actorCount; ++i) - { - std::ostringstream str; - str << " -> " << i << "." << sceneAssets[i]->getName(); - m_actors[i].name = str.str(); - } - - ExtPxManager& pxManager = m_scene.getBlastController().getExtPxManager(); - for (uint32_t i = 0; i < actorCount; ++i) - { - PxTransform pose = m_asset->getInitialTransform(); - pose.p += m_shift; - pose = assetDesc.assetRefs[i].transform.transform(pose); - - BlastAsset::ActorDesc actorDesc = { - generateIDFromString(m_actors[i].name.c_str()), - pose, - m_scene.getBlastController().getTkGroup() - }; - m_actors[i].actor = m_scene.getBlastController().spawnFamily(sceneAssets[i]->getAsset(), actorDesc); - m_actors[i].initialIndex = i; - } - - for (const auto& joint : assetDesc.joints) - { - TkJointDesc jointDesc; - for (char k = 0; k < 2; ++k) - { - jointDesc.attachPositions[k] = joint.attachPositions[k]; - jointDesc.chunkIndices[k] = joint.chunkIndices[k]; - jointDesc.families[k] = (joint.assetIndices[k] < 0) ? nullptr : &m_actors[joint.assetIndices[k]].actor->getFamily()->getTkFamily(); - } - TkJoint* joint = pxManager.getFramework().createJoint(jointDesc); - if (joint) - { - pxManager.createJoint(*joint); - } - else - { - m_scene.getCommonUIController().addPopupMessage("Error", "Some joints can't be created"); - } - } - } - - struct Subactor - { - BlastFamilyPtr actor; - uint32_t initialIndex; - std::string name; - }; - - Scene& m_scene; - std::vector m_actors; - CompositeSceneAsset* m_asset; - PxVec3 m_shift; - uint32_t m_index; - std::string m_name; -}; - -class PhysXSceneActor : public SceneActor -{ -public: - PhysXSceneActor(PhysXController& physXController, PhysXController::Actor* actor, const char* name) - : m_physXController(physXController) - , m_actor(actor) - , m_name(name) - { - } - - PhysXSceneActor::~PhysXSceneActor() - { - m_physXController.removePhysXPrimitive(m_actor); - } - - virtual const char* getName() const override - { - return m_name; - } - - virtual ImVec4 getUIColor() const override - { - return ImColor(255, 100, 100, 255); - } - - -private: - PhysXController& m_physXController; - PhysXController::Actor* m_actor; - const char* m_name; - -}; - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Assets Implementation -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -void SingleSceneAsset::spawn(PxVec3 shift) -{ - load(); - SingleSceneActor* actor = new SingleSceneActor(*m_scene, this, shift); - m_scene->addSceneActor(actor); -} - -void CompositeSceneAsset::spawn(PxVec3 shift) -{ - load(); - if (isLoaded()) - { - CompositeSceneActor* actor = new CompositeSceneActor(*m_scene, this, shift); - m_scene->addSceneActor(actor); - } -} - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// PackmanConfigParser -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -class PackmanConfigParser : public physx::shdfnd::FastXml::Callback -{ -public: - std::vector> dependencies; - -protected: - - // encountered a comment in the XML - virtual bool processComment(const char* /*comment*/) - { - return true; - } - - virtual bool processClose(const char* elementName, unsigned int /*depth*/, bool& /*isError*/) - { - return true; - } - - // return true to continue processing the XML document, false to skip. - virtual bool processElement(const char* elementName, // name of the element - const char* elementData, // element data, null if none - const physx::shdfnd::FastXml::AttributePairs& attr, - int /*lineno*/) // line number in the source XML file - { - if (::strcmp(elementName, "dependency") == 0) - { - dependencies.resize(dependencies.size() + 1); - for (int i = 0; i < attr.getNbAttr(); ++i) - { - if (::strcmp(attr.getKey(i), "name") == 0) - { - dependencies.back().first = std::string(attr.getValue(i)); - } - else if (::strcmp(attr.getKey(i), "version") == 0) - { - dependencies.back().second = std::string(attr.getValue(i)); - } - } - } - return true; - } -}; - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Controller -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -SceneController::SceneController() : m_cubeScale(1.0f), m_cubeThrowDownTime(-1.f) -{ - m_scene = NULL; -} - -SceneController::~SceneController() -{ -} - -void SceneController::onSampleStart() -{ - // setup camera - CFirstPersonCamera* camera = &getRenderer().getCamera(); - DirectX::XMVECTORF32 lookAtPt = { 0, 10, 0, 0 }; - DirectX::XMVECTORF32 eyePt = { 0, 20, 60, 0 }; - camera->SetViewParams(eyePt, lookAtPt); - camera->SetRotateButtons(false, false, true, false); - camera->SetEnablePositionMovement(true); - - // setup scene - m_scene = new Scene(getRenderer(), getPhysXController(), getBlastController(), getCommonUIController()); - - const SampleConfig& config = getManager()->getConfig(); - - // add packman repo to search dirs - bool packmanResourcesAdded = false; - if (const char* packmanPath = std::getenv("PM_PACKAGES_ROOT")) - { - const char* RESOURCES_CONFIG_FILE = "resources.xml"; - - std::string path; - if (getRenderer().getResourceManager().findFile(RESOURCES_CONFIG_FILE, path)) - { - physx::PsFileBuffer fileBuffer(path.c_str(), physx::general_PxIOStream2::PxFileBuf::OPEN_READ_ONLY); - if (fileBuffer.isOpen()) - { - PxInputDataFromPxFileBuf inputData(fileBuffer); - PackmanConfigParser parser; - physx::shdfnd::FastXml* xml = physx::shdfnd::createFastXml(&parser); - xml->processXml(inputData, false); - xml->release(); - for (auto& dep : parser.dependencies) - { - std::stringstream ss; - ss << packmanPath << "\\" << dep.first << "\\" << dep.second; - if (getRenderer().getResourceManager().addSearchDir(ss.str().c_str())) - { - packmanResourcesAdded = true; - } - } - } - } - } - if (!packmanResourcesAdded) - { - getManager()->getCommonUIController().addPopupMessage("Error", "BlastSampleResources package wasn't found. Consider running download_sample_resources.bat in root folder.", 5.0f); - } - - // parse asset file - AssetList assetList; - if (!config.assetsFile.empty()) - { - std::string path; - if (getRenderer().getResourceManager().findFile(config.assetsFile, path)) - { - parseAssetList(assetList, path); - } - } - - // add both asset file and asset list from config - addAssets(config.additionalAssetList, true); // only used for command line assets - addAssets(assetList, packmanResourcesAdded); - - // prepare scene - spawnAsset(0); -} - -void SceneController::addAssets(const AssetList& assetList, bool loadModels) -{ - if (loadModels) - { - for (const auto& model : assetList.models) - { - ModelSceneAsset* asset; - if (!model.isSkinned) - { - asset = new SimpleModelSceneAsset(); - } - else - { - asset = new SkinnedModelSceneAsset(); - } - asset->desc = model; - m_scene->addAsset(asset); - } - - for (const auto& composite : assetList.composites) - { - m_scene->addAsset(new CompositeSceneAsset(composite)); - } - } - - for (const auto& box : assetList.boxes) - { - BoxesSceneAsset* asset = new BoxesSceneAsset(box); - m_scene->addAsset(asset); - } -} - -void SceneController::onInitialize() -{ - -} - -void SceneController::onSampleStop() -{ - if (NULL != m_scene) - { - delete m_scene; - m_scene = nullptr; - } -} - -void SceneController::onTerminate() -{ -} - -void SceneController::Animate(double dt) -{ -} - -LRESULT SceneController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) -{ - if (uMsg == WM_KEYDOWN) - { - int iKeyPressed = static_cast(wParam); - switch (iKeyPressed) - { - case 'R': - m_scene->reloadAllActors(); - return 0; - case 'F': - if (m_cubeThrowDownTime == -1.f) - { - m_cubeThrowDownTime = ImGui::GetTime(); - } - return 0; - default: - break; - } - } - else if (uMsg == WM_KEYUP) - { - int iKeyPressed = static_cast(wParam); - switch (iKeyPressed) - { - case 'F': - throwCube(); - m_cubeThrowDownTime = -1.f; - return 0; - default: - break; - } - } - - return 1; -} - -void SceneController::drawUI() -{ - /////////////////////////////////////////////////////////////////////////////////////////// - // Scene UI - /////////////////////////////////////////////////////////////////////////////////////////// - - m_scene->drawUI(); - - - ImGui::Spacing(); - ImGui::Spacing(); - ImGui::Separator(); - ImGui::Spacing(); - ImGui::Spacing(); - - /////////////////////////////////////////////////////////////////////////////////////////// - // Replay - /////////////////////////////////////////////////////////////////////////////////////////// - { - ImGui::Text("Replay Control:"); - - BlastReplay* replay = getBlastController().getReplay(); - if (replay->isRecording()) - { - auto getAnimStr = []() - { - const uint32_t count = 5; - const uint64_t periodMS = 150; - static char str[count + 1] = ""; - for (uint32_t i = 0; i < count; i++) - { - uint64_t ts = std::chrono::duration_cast(std::chrono::steady_clock::now().time_since_epoch()).count(); - str[i] = (i == (ts % (periodMS * count)) / periodMS) ? '*' : ' '; - } - return str; - }; - ImGui::Text("State: Recording [%s] | Events: %d", getAnimStr(), replay->getEventCount()); - - if (ImGui::Button("Stop Recording")) - { - replay->stopRecording(); - } - } - else if (replay->isPlaying()) - { - ImGui::Text("State: Playing | Events: %d / %d", replay->getCurrentEventIndex(), replay->getEventCount()); - - if (ImGui::Button("Stop Playing")) - { - replay->stopPlayback(); - } - } - else - { - ImGui::Text("State: Idle | Events: %d", replay->getEventCount()); - - static bool syncFamilies = true; - static bool syncPhysics = true; - - ImGui::Checkbox("Sync Initial Actors", &syncFamilies); - if (ImGui::Checkbox("Sync Initial Transforms", &syncPhysics)) - { - syncFamilies = syncPhysics; - } - - if (ImGui::Button("Start Recording")) - { - replay->startRecording(getBlastController().getExtPxManager(), syncFamilies, syncPhysics); - } - - if (replay->hasRecord()) - { - static bool reload = false; - if (ImGui::Button("Start Playback")) - { - if (reload) - m_scene->reloadAllActors(); - replay->startPlayback(getBlastController().getExtPxManager(), getBlastController().getTkGroup()); - } - ImGui::SameLine(); - ImGui::Checkbox("Reload Scene On Playback", &reload); - } - } - } - - ImGui::Spacing(); - ImGui::Spacing(); - ImGui::Separator(); - - /////////////////////////////////////////////////////////////////////////////////////////// - // Cube - /////////////////////////////////////////////////////////////////////////////////////////// - { - ImGui::Text("Thrown Cube Params (F)"); - ImGui::DragFloat("Cube Size", &m_cubeScale, 1.0f, 0.0f, 100.0f); - ImGui::Text("Cube Speed (hold F): %1.f", getCubeSpeed()); - } - -} - -void SceneController::drawStatsUI() -{ - m_scene->drawStatsUI(); -} - -float SceneController::getCubeSpeed() -{ - const float CUBE_VELOCITY_SPEED_MIN = 70; - const float CUBE_VELOCITY_CHARGE_PER_SECOND = 300; - return m_cubeThrowDownTime > 0 ? CUBE_VELOCITY_SPEED_MIN + (ImGui::GetTime() - m_cubeThrowDownTime) * CUBE_VELOCITY_CHARGE_PER_SECOND : 0.f; -} - -void SceneController::throwCube() -{ - const float CUBE_DENSITY = 20000.0f; - - CFirstPersonCamera* camera = &getRenderer().getCamera(); - PxVec3 eyePos = XMVECTORToPxVec4(camera->GetEyePt()).getXYZ(); - PxVec3 lookAtPos = XMVECTORToPxVec4(camera->GetLookAtPt()).getXYZ(); - PhysXController::Actor* cube = getPhysXController().spawnPhysXPrimitiveBox(PxTransform(eyePos), PxVec3(m_cubeScale, m_cubeScale, m_cubeScale), CUBE_DENSITY); - PxRigidDynamic* rigidDynamic = cube->getActor()->is(); - cube->setColor(DirectX::XMFLOAT4(1, 0, 0, 1)); - - PxVec3 dir = (lookAtPos - eyePos).getNormalized(); - rigidDynamic->setLinearVelocity(dir * getCubeSpeed()); - - PhysXSceneActor* actor = new PhysXSceneActor(getPhysXController(), cube, "Cube"); - actor->removeOnReload = true; - m_scene->addSceneActor(actor); -} - -void SceneController::spawnAsset(int32_t num) -{ - m_scene->spawnAsset(num); -} - -int SceneController::releaseAll() -{ - return m_scene->releaseAll(); -} +// 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 "SceneController.h" +#include "RenderUtils.h" +#include "Utils.h" + +#include "BlastAssetBoxes.h" +#include "BlastAssetModelSimple.h" +#include "BlastAssetModelSkinned.h" +#include "NvBlastExtPxAsset.h" +#include "NvBlastExtPxFamily.h" +#include "NvBlastExtPxManager.h" + +#include "SampleAssetListParser.h" +#include "BlastReplay.h" +#include "Renderer.h" + +#include "BlastController.h" +#include "CommonUIController.h" +#include "PhysXController.h" + +#include "PxRigidDynamic.h" +#include +#include "PxInputDataFromPxFileBuf.h" + +#include +#include +#include +#include + + + +//////// Simple hash function //////// +static NvBlastID generateIDFromString(const char* str) +{ + uint32_t h[4] = { 5381, 5381, 5381, 5381 }; + int i = 0; + for (const char* ptr = str; *ptr; i = ((i + 1) & 3), ++ptr) + { + h[i] = ((h[i] << 5) + h[i]) ^ static_cast(*ptr); + } + return *reinterpret_cast(h); +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Scenes Setup +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +const DirectX::XMFLOAT4 PICK_POINTER_ACTIVE_COLOR(1.0f, 0.f, 0.f, 0.6f); +const float RIGIDBODY_DENSITY = 2000.0f; + + +class SingleSceneAsset; + +class SceneAsset +{ +public: + SceneAsset() : spawnCount(0) {} + virtual ~SceneAsset() {} + + void initialize(Scene* scene) + { + m_scene = scene; + } + + virtual const char* getID() const = 0; + virtual const char* getName() const = 0; + + virtual void load() = 0; + virtual void unload() = 0; + virtual bool isLoaded() const = 0; + virtual void spawn(PxVec3 shift) = 0; + + virtual ImVec4 getUIColor() const + { + return ImGui::GetStyle().Colors[ImGuiCol_Text]; + } + + uint32_t spawnCount; +protected: + Scene* m_scene; +}; + + +class SceneActor +{ +public: + SceneActor() : removeOnReload(false) {} + + virtual ~SceneActor() {} + virtual const char* getName() const = 0; + virtual const char* getSubname(int subindex) const { return nullptr; } + virtual ImVec4 getUIColor() const = 0; + virtual void drawUI(int subindex) {} + virtual void drawStatsUI(int subindex) {} + virtual uint32_t getSubactorCount() const { return 0; } + virtual PxVec3 getSpawnShift() const { return PxVec3(PxZero); } + virtual void reload() {} + virtual void removeSubactor(int subindex) {} + + bool removeOnReload; +}; + + +class Scene +{ +public: + struct ActorIndex + { + int index; + int subindex; + + ActorIndex() { reset(); } + ActorIndex(int i, int s = -1) : index(i), subindex(s) {} + + bool operator==(const ActorIndex& other) const + { + return index == other.index && subindex == other.subindex; + } + + void reset() + { + index = -1; + subindex = -1; + } + }; + + Scene(Renderer& renderer, PhysXController& physXController, BlastController& blastController, CommonUIController& commonUIController) : + m_renderer(renderer), m_physXController(physXController), m_blastController(blastController), m_commonUIController(commonUIController) + { + } + + ~Scene() + { + removeAllSceneActors(); + + for (uint32_t i = 0; i < m_assets.size(); i++) + { + SAFE_DELETE(m_assets[i]); + } + m_assets.clear(); + m_assetsByID.clear(); + m_tkAssetMap.clear(); + } + + void addAsset(SceneAsset* asset) + { + m_assets.push_back(asset); + asset->initialize(this); + m_assetsByID[asset->getID()] = asset; + } + + void drawUI() + { + /////////////////////////////////////////////////////////////////////////////////////////// + // Assets Selection + /////////////////////////////////////////////////////////////////////////////////////////// + { + static int mode = 0; + ImGui::RadioButton("Replace", &mode, 0); ImGui::SameLine(); + ImGui::RadioButton("Append", &mode, 1); + + ImGui::ListBoxHeader("Assets", (int)m_assets.size()); + for (uint32_t i = 0; i < m_assets.size(); ++i) + { + ImVec4 color = m_assets[i]->getUIColor(); + color.w = color.w * (m_assets[i]->isLoaded() ? 1.0f : 0.5f); + ImGui::PushStyleColor(ImGuiCol_Text, color); + if (ImGui::Selectable(m_assets[i]->getName(), m_lastSpawnedAsset == i)) + { + m_lastSpawnedAsset = i; + if (mode == 0) + { + removeAllSceneActors(); + } + m_commonUIController.addDelayedCall([=]() { spawnAsset(m_lastSpawnedAsset); }, "Loading Asset"); + } + ImGui::PopStyleColor(); + } + ImGui::ListBoxFooter(); + } + + ImGui::Spacing(); + ImGui::Separator(); + + /////////////////////////////////////////////////////////////////////////////////////////// + // Actors Selection + /////////////////////////////////////////////////////////////////////////////////////////// + { + // actor's list + { + int itemCount = 0; + for (size_t i = 0; i < m_sceneActors.size(); ++i) + { + itemCount += 1 + m_sceneActors[i]->getSubactorCount(); + } + + ImGui::ListBoxHeader("Scene Actors", itemCount); + for (int i = 0; i < (int)m_sceneActors.size(); ++i) + { + ImVec4 color = m_sceneActors[i]->getUIColor(); + ImGui::PushStyleColor(ImGuiCol_Text, color); + + const bool isSelected = (m_selectedActor.index == i); + + ImGui::PushID(i); + if (ImGui::Selectable(m_sceneActors[i]->getName(), isSelected && m_selectedActor.subindex == -1)) + { + setSelectedActor(i); + } + + for (int s = 0; s < (int)m_sceneActors[i]->getSubactorCount(); ++s) + { + ImGui::PushID(s); + if (ImGui::Selectable(m_sceneActors[i]->getSubname(s), isSelected && m_selectedActor.subindex == s)) + { + setSelectedActor(i, s); + } + ImGui::PopID(); + } + + ImGui::PopID(); + ImGui::PopStyleColor(); + } + ImGui::ListBoxFooter(); + } + + SceneActor* selectedActor = getSelectedActor(); + if (selectedActor) + { + if (ImGui::Button("Remove")) + { + removeSceneActor(m_selectedActor); + } + + ImGui::SameLine(); + + if (ImGui::Button("Reload")) + { + selectedActor->reload(); + } + + ImGui::SameLine(); + } + + if (ImGui::Button("Remove All")) + { + removeAllSceneActors(); + } + ImGui::SameLine(); + if (ImGui::Button("Reload All (R)")) + { + reloadAllActors(); + } + } + + ImGui::Spacing(); + ImGui::Spacing(); + + /////////////////////////////////////////////////////////////////////////////////////////// + // Selected Actor + /////////////////////////////////////////////////////////////////////////////////////////// + { + SceneActor* selectedActor = getSelectedActor(); + if (selectedActor) + { + ImGui::Text("Selected Actor: "); + ImGui::SameLine(); + ImGui::PushStyleColor(ImGuiCol_Text, ImColor(40, 200, 80, 255)); + ImGui::Text(m_selectedActor.subindex >= 0 ? selectedActor->getSubname(m_selectedActor.subindex) : selectedActor->getName()); + ImGui::PopStyleColor(); + + ImGui::Spacing(); + + selectedActor->drawUI(m_selectedActor.subindex); + } + else + { + ImGui::Text("No Selected Actor"); + } + } + } + + void drawStatsUI() + { + SceneActor* selectedActor = getSelectedActor(); + if (selectedActor) + { + selectedActor->drawStatsUI(m_selectedActor.subindex); + } + } + + void spawnAsset(int32_t num) + { + m_lastSpawnedAsset = physx::PxClamp(num, -1, (uint32_t)m_assets.size() - 1); + + if (m_lastSpawnedAsset < 0) + { + return; + } + + PxVec3 shift(PxZero); + for (SceneActor* a : m_sceneActors) + { + shift += a->getSpawnShift(); + } + + SceneAsset* asset = m_assets[m_lastSpawnedAsset]; + asset->spawn(shift); + } + + void addSceneActor(SceneActor* actor) + { + m_sceneActors.push_back(actor); + if (!getSelectedActor()) + { + setSelectedActor((uint32_t)m_sceneActors.size() - 1); + } + } + + void removeSceneActor(ActorIndex actorIndex) + { + SceneActor* actor = getActorByIndex(actorIndex.index); + if (actorIndex.subindex < 0) + { + delete actor; + m_sceneActors.erase(std::remove(m_sceneActors.begin(), m_sceneActors.end(), actor)); + } + else + { + actor->removeSubactor(actorIndex.subindex); + + if (actor->getSubactorCount() == 0) + { + removeSceneActor(ActorIndex(actorIndex.index, -1)); + return; + } + } + + SceneActor* selectedActor = getActorByIndex(m_selectedActor.index); + if (selectedActor == nullptr) + { + if (!m_sceneActors.empty()) + { + setSelectedActor((uint32_t)m_sceneActors.size() - 1); + } + } + else + { + int subactorCount = selectedActor->getSubactorCount(); + if (m_selectedActor.subindex >= subactorCount || (m_selectedActor.subindex < 0 && subactorCount > 0)) + { + setSelectedActor(m_selectedActor.index, subactorCount - 1); + } + } + } + + void removeAllSceneActors() + { + for (SceneActor* a : m_sceneActors) + { + delete a; + } + m_sceneActors.clear(); + setSelectedActor(-1); + } + + void setSelectedActor(int index, int subindex = -1) + { + m_selectedActor.index = physx::PxClamp(index, -1, (uint32_t)m_sceneActors.size() - 1); + m_selectedActor.subindex = subindex; + } + + SceneActor* getSelectedActor() const + { + return getActorByIndex(m_selectedActor.index); + } + + SceneActor* getActorByIndex(int index) const + { + return (index >= 0 && index < (int)m_sceneActors.size()) ? m_sceneActors[index] : nullptr; + } + + int releaseAll() + { + removeAllSceneActors(); + + for (size_t i = 0; i < m_assets.size(); ++i) + { + m_assets[i]->unload(); + } + + const int currentAsset = m_lastSpawnedAsset; + m_lastSpawnedAsset = -1; + return currentAsset; + } + + void reloadAllActors() + { + SceneActor* selectedActor = getSelectedActor(); + ActorIndex selectIndex(0); + + for (uint32_t i = 0; i < m_sceneActors.size(); i++) + { + if (m_sceneActors[i]->removeOnReload) + { + removeSceneActor(ActorIndex(i)); + i--; + } + } + + for (uint32_t i = 0; i < m_sceneActors.size(); i++) + { + if (m_sceneActors[i] == selectedActor) + { + selectIndex.index = i; + } + m_sceneActors[i]->reload(); + } + + setSelectedActor(selectIndex.index, selectIndex.subindex); + } + + void registerTkAsset(const TkAsset& tkAsset, SingleSceneAsset* asset) + { + m_tkAssetMap[&tkAsset] = asset; + } + + void unregisterTkAsset(const TkAsset& tkAsset) + { + m_tkAssetMap.erase(&tkAsset); + } + + SingleSceneAsset* findSingleSceneAsset(const TkAsset& tkAsset) + { + auto entry = m_tkAssetMap.find(&tkAsset); + return entry != m_tkAssetMap.end() ? entry->second : nullptr; + } + + SceneAsset* findSceneAsset(const std::string& id) + { + auto entry = m_assetsByID.find(id); + return entry != m_assetsByID.end() ? entry->second : nullptr; + } + + + //////// used controllers //////// + + Renderer& getRenderer() const + { + return m_renderer; + } + + PhysXController& getPhysXController() const + { + return m_physXController; + } + + BlastController& getBlastController() const + { + return m_blastController; + } + + CommonUIController& getCommonUIController() const + { + return m_commonUIController; + } + +private: + + Renderer& m_renderer; + PhysXController& m_physXController; + BlastController& m_blastController; + CommonUIController& m_commonUIController; + + std::vector m_assets; + std::vector m_sceneActors; + std::map m_tkAssetMap; + std::map m_assetsByID; + + int m_lastSpawnedAsset; + + ActorIndex m_selectedActor; +}; + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Assets +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +class SingleSceneActor; + +class SingleSceneAsset : public SceneAsset +{ +public: + SingleSceneAsset() : m_asset(nullptr) {} + virtual ~SingleSceneAsset() { unload(); } + + virtual void spawn(PxVec3 shift) override; + + virtual void load() override + { + if (!m_asset) + { + m_asset = createAsset(); + m_scene->registerTkAsset(m_asset->getPxAsset()->getTkAsset(), this); + } + } + + virtual void unload() override + { + if (m_asset) + { + m_scene->unregisterTkAsset(m_asset->getPxAsset()->getTkAsset()); + delete m_asset; + m_asset = nullptr; + } + } + + virtual bool isLoaded() const override + { + return m_asset != nullptr; + } + + BlastAsset* getAsset() const + { + return m_asset; + } + + virtual PxTransform getInitialTransform() = 0; + +protected: + virtual BlastAsset* createAsset() = 0; + +private: + BlastAsset* m_asset; +}; + + +class ModelSceneAsset : public SingleSceneAsset +{ +public: + ModelSceneAsset() {} + + virtual const char* getID() const override{ return desc.id.c_str(); } + virtual const char* getName() const override { return desc.name.c_str(); } + + AssetList::ModelAsset desc; + + virtual PxTransform getInitialTransform() { return desc.transform; } +}; + + +class SimpleModelSceneAsset : public ModelSceneAsset +{ +public: + virtual BlastAsset* createAsset() + { + return new BlastAssetModelSimple(m_scene->getBlastController().getTkFramework(), m_scene->getPhysXController().getPhysics(), + m_scene->getPhysXController().getCooking(), *m_scene->getBlastController().getExtSerialization(), m_scene->getRenderer(), desc.file.c_str()); + } + + virtual ImVec4 getUIColor() const override + { + return ImColor(255, 255, 200, 255); + } +}; + + +class SkinnedModelSceneAsset : public ModelSceneAsset +{ +public: + virtual BlastAsset* createAsset() + { + return new BlastAssetModelSkinned(m_scene->getBlastController().getTkFramework(), m_scene->getPhysXController().getPhysics(), + m_scene->getPhysXController().getCooking(), *m_scene->getBlastController().getExtSerialization(), m_scene->getRenderer(), desc.file.c_str()); + } + + virtual ImVec4 getUIColor() const override + { + return ImColor(255, 200, 255, 255); + } +}; + + +class BoxesSceneAsset : public SingleSceneAsset +{ +public: + BoxesSceneAsset(const AssetList::BoxAsset& d) : desc(d) + { + for (uint32_t lv = 0; lv < desc.levels.size(); ++lv) + { + const AssetList::BoxAsset::Level& level = desc.levels[lv]; + NvBlastChunkDesc::Flags fl = (level.isSupport) ? NvBlastChunkDesc::Flags::SupportFlag : NvBlastChunkDesc::Flags::NoFlags; + assetDesc.generatorSettings.depths.push_back({ GeneratorAsset::Vec3(level.x, level.y, level.z), fl }); + } + assetDesc.generatorSettings.extents = GeneratorAsset::Vec3(desc.extents.x, desc.extents.y, desc.extents.z); + assetDesc.staticHeight = desc.staticHeight; + assetDesc.jointAllBonds = desc.jointAllBonds; + assetDesc.generatorSettings.bondFlags = (CubeAssetGenerator::BondFlags)desc.bondFlags; + } + + virtual ImVec4 getUIColor() const override + { + return ImColor(255, 200, 200, 255); + } + + virtual const char* getID() const override { return desc.id.c_str(); } + virtual const char* getName() const override { return desc.name.c_str(); } + + + AssetList::BoxAsset desc; + BlastAssetBoxes::Desc assetDesc; + + virtual BlastAsset* createAsset() + { + return new BlastAssetBoxes(m_scene->getBlastController().getTkFramework(), m_scene->getPhysXController().getPhysics(), + m_scene->getPhysXController().getCooking(), m_scene->getRenderer(), assetDesc); + } + + virtual PxTransform getInitialTransform() { return PxTransform(PxVec3(0, assetDesc.generatorSettings.extents.y / 2, 0)); } +}; + + +class CompositeSceneAsset : public SceneAsset +{ +public: + CompositeSceneAsset(const AssetList::CompositeAsset& desc) + : m_desc(desc) + { + } + + virtual ~CompositeSceneAsset() { unload(); } + + virtual ImVec4 getUIColor() const override + { + return ImColor(200, 255, 255, 255); + } + + virtual const char* getID() const override { return m_desc.id.c_str(); } + virtual const char* getName() const override { return m_desc.name.c_str(); } + + virtual void spawn(PxVec3 shift) override; + + virtual void load() override + { + if (!isLoaded()) + { + // load dependent assets + for (const auto& assetRef : m_desc.assetRefs) + { + SceneAsset* asset = m_scene->findSceneAsset(assetRef.id); + if (asset) + { + asset->load(); + m_sceneAssets.push_back(static_cast(asset)); + } + else + { + m_scene->getCommonUIController().addPopupMessage("Error", "Wrong asset dependency on composite"); + m_sceneAssets.clear(); + return; + } + } + + // check joints + for (const auto& joint : m_desc.joints) + { + bool ok = (joint.assetIndices[0] >= 0 || joint.assetIndices[1] >= 0); + for (char k = 0; k < 2 && ok; ++k) + { + if (joint.assetIndices[k] < 0) + continue; + ok &= (joint.assetIndices[k] < (int32_t)m_sceneAssets.size()); + if (!ok) + break; + ok &= joint.chunkIndices[k] < m_sceneAssets[joint.assetIndices[k]]->getAsset()->getPxAsset()->getTkAsset().getChunkCount(); + } + if (!ok) + { + m_scene->getCommonUIController().addPopupMessage("Error", "Wrong joint on composite"); + m_sceneAssets.clear(); + return; + } + } + } + } + + virtual void unload() override + { + m_sceneAssets.clear(); + } + + virtual bool isLoaded() const override + { + return !m_sceneAssets.empty(); + } + + virtual PxTransform getInitialTransform() + { + return m_desc.transform; + } + + const AssetList::CompositeAsset& getDesc() const + { + return m_desc; + } + + const std::vector& getSceneAssets() const + { + return m_sceneAssets; + } + +private: + AssetList::CompositeAsset m_desc; + std::vector m_sceneAssets; +}; + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Scene Actors +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +class SingleSceneActor : public SceneActor +{ +public: + SingleSceneActor(Scene& scene, SingleSceneAsset* asset, PxVec3 shift) + : m_scene(scene) + , m_asset(asset) + , m_shift(shift) + { + m_index = m_asset->spawnCount++; + spawn(); + } + + SingleSceneActor::~SingleSceneActor() + { + remove(); + } + + virtual const char* getName() const override + { + return m_name.c_str(); + } + + virtual const char* getSubname(int) const override + { + return nullptr; + } + + virtual ImVec4 getUIColor() const override + { + return m_asset->getUIColor(); + } + + virtual void drawUI(int) override + { + m_actor->drawUI(); + } + + virtual void drawStatsUI(int) override + { + m_actor->drawStatsUI(); + } + + virtual PxVec3 getSpawnShift() const override + { + return PxVec3(-20, 0, 0); + } + + virtual void reload() override + { + auto settings = m_actor->getSettings(); + remove(); + spawn(); + m_actor->setSettings(settings); + } + +private: + void remove() + { + m_scene.getBlastController().removeFamily(m_actor); + m_actor = nullptr; + } + + void spawn() + { + std::ostringstream str; + str << m_asset->getName(); + if (m_index) + str << " (" << m_index << ")"; + m_name = str.str(); + + PxTransform pose = m_asset->getInitialTransform(); + pose.p += m_shift; + + BlastAsset::ActorDesc actorDesc = { + actorDesc.id = generateIDFromString(m_name.c_str()), + pose, + m_scene.getBlastController().getTkGroup() + }; + + m_actor = m_scene.getBlastController().spawnFamily(m_asset->getAsset(), actorDesc); + } + + Scene& m_scene; + BlastFamilyPtr m_actor; + SingleSceneAsset* m_asset; + PxVec3 m_shift; + uint32_t m_index; + std::string m_name; +}; + +class CompositeSceneActor : public SceneActor +{ +public: + CompositeSceneActor(Scene& scene, CompositeSceneAsset* asset, PxVec3 shift) + : m_scene(scene) + , m_asset(asset) + , m_shift(shift) + { + m_index = m_asset->spawnCount++; + spawn(); + } + + CompositeSceneActor::~CompositeSceneActor() + { + remove(); + } + + virtual uint32_t getSubactorCount() const + { + return (uint32_t)m_actors.size(); + } + + virtual const char* getName() const override + { + return m_name.c_str(); + } + + virtual const char* getSubname(int subindex) const override + { + return m_actors[subindex].name.c_str(); + } + + virtual ImVec4 getUIColor() const override + { + return m_asset->getUIColor(); + } + + virtual void drawUI(int subindex) override + { + if (subindex >= 0) + { + m_actors[subindex].actor->drawUI(); + } + else + { + ImGui::Text("Select subactor to edit settings."); + } + } + + virtual void drawStatsUI(int subindex) override + { + if (subindex >= 0) + { + m_actors[subindex].actor->drawStatsUI(); + } + } + + virtual PxVec3 getSpawnShift() const override + { + return PxVec3(-20, 0, 0); + } + + virtual void reload() override + { + std::map settings; + for (uint32_t i = 0; i < m_actors.size(); ++i) + { + settings[m_actors[i].initialIndex] = m_actors[i].actor->getSettings(); + } + remove(); + spawn(); + for (uint32_t i = 0; i < m_actors.size(); ++i) + { + if (settings.find(i) != settings.end()) + { + m_actors[i].actor->setSettings(settings[i]); + } + } + } + + virtual void removeSubactor(int subindex) + { + if (subindex >= 0 && subindex < (int)m_actors.size()) + { + m_scene.getBlastController().removeFamily(m_actors[subindex].actor); + m_actors[subindex] = m_actors.back(); + m_actors.resize(m_actors.size() - 1); + } + } + +private: + void remove() + { + for (uint32_t i = 0; i < m_actors.size(); ++i) + { + m_scene.getBlastController().removeFamily(m_actors[i].actor); + } + m_actors.clear(); + } + + void spawn() + { + std::ostringstream str; + str << m_asset->getName(); + if (m_index) + str << " (" << m_index << ")"; + m_name = str.str(); + + const AssetList::CompositeAsset& assetDesc = m_asset->getDesc(); + const std::vector& sceneAssets = m_asset->getSceneAssets(); + + const uint32_t actorCount = (uint32_t)sceneAssets.size(); + m_actors.resize(actorCount); + + for (uint32_t i = 0; i < actorCount; ++i) + { + std::ostringstream str; + str << " -> " << i << "." << sceneAssets[i]->getName(); + m_actors[i].name = str.str(); + } + + ExtPxManager& pxManager = m_scene.getBlastController().getExtPxManager(); + for (uint32_t i = 0; i < actorCount; ++i) + { + PxTransform pose = m_asset->getInitialTransform(); + pose.p += m_shift; + pose = assetDesc.assetRefs[i].transform.transform(pose); + + BlastAsset::ActorDesc actorDesc = { + generateIDFromString(m_actors[i].name.c_str()), + pose, + m_scene.getBlastController().getTkGroup() + }; + m_actors[i].actor = m_scene.getBlastController().spawnFamily(sceneAssets[i]->getAsset(), actorDesc); + m_actors[i].initialIndex = i; + } + + for (const auto& joint : assetDesc.joints) + { + TkJointDesc jointDesc; + for (char k = 0; k < 2; ++k) + { + jointDesc.attachPositions[k] = joint.attachPositions[k]; + jointDesc.chunkIndices[k] = joint.chunkIndices[k]; + jointDesc.families[k] = (joint.assetIndices[k] < 0) ? nullptr : &m_actors[joint.assetIndices[k]].actor->getFamily()->getTkFamily(); + } + TkJoint* joint = pxManager.getFramework().createJoint(jointDesc); + if (joint) + { + pxManager.createJoint(*joint); + } + else + { + m_scene.getCommonUIController().addPopupMessage("Error", "Some joints can't be created"); + } + } + } + + struct Subactor + { + BlastFamilyPtr actor; + uint32_t initialIndex; + std::string name; + }; + + Scene& m_scene; + std::vector m_actors; + CompositeSceneAsset* m_asset; + PxVec3 m_shift; + uint32_t m_index; + std::string m_name; +}; + +class PhysXSceneActor : public SceneActor +{ +public: + PhysXSceneActor(PhysXController& physXController, PhysXController::Actor* actor, const char* name) + : m_physXController(physXController) + , m_actor(actor) + , m_name(name) + { + } + + PhysXSceneActor::~PhysXSceneActor() + { + m_physXController.removePhysXPrimitive(m_actor); + } + + virtual const char* getName() const override + { + return m_name; + } + + virtual ImVec4 getUIColor() const override + { + return ImColor(255, 100, 100, 255); + } + + +private: + PhysXController& m_physXController; + PhysXController::Actor* m_actor; + const char* m_name; + +}; + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Assets Implementation +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +void SingleSceneAsset::spawn(PxVec3 shift) +{ + load(); + SingleSceneActor* actor = new SingleSceneActor(*m_scene, this, shift); + m_scene->addSceneActor(actor); +} + +void CompositeSceneAsset::spawn(PxVec3 shift) +{ + load(); + if (isLoaded()) + { + CompositeSceneActor* actor = new CompositeSceneActor(*m_scene, this, shift); + m_scene->addSceneActor(actor); + } +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// PackmanConfigParser +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +class PackmanConfigParser : public physx::shdfnd::FastXml::Callback +{ +public: + std::vector> dependencies; + +protected: + + // encountered a comment in the XML + virtual bool processComment(const char* /*comment*/) + { + return true; + } + + virtual bool processClose(const char* elementName, unsigned int /*depth*/, bool& /*isError*/) + { + return true; + } + + // return true to continue processing the XML document, false to skip. + virtual bool processElement(const char* elementName, // name of the element + const char* elementData, // element data, null if none + const physx::shdfnd::FastXml::AttributePairs& attr, + int /*lineno*/) // line number in the source XML file + { + if (::strcmp(elementName, "dependency") == 0) + { + dependencies.resize(dependencies.size() + 1); + for (int i = 0; i < attr.getNbAttr(); ++i) + { + if (::strcmp(attr.getKey(i), "name") == 0) + { + dependencies.back().first = std::string(attr.getValue(i)); + } + else if (::strcmp(attr.getKey(i), "version") == 0) + { + dependencies.back().second = std::string(attr.getValue(i)); + } + } + } + return true; + } +}; + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Controller +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +SceneController::SceneController() : m_cubeScale(1.0f), m_cubeThrowDownTime(-1.f) +{ + m_scene = NULL; +} + +SceneController::~SceneController() +{ +} + +void SceneController::onSampleStart() +{ + // setup camera + CFirstPersonCamera* camera = &getRenderer().getCamera(); + DirectX::XMVECTORF32 lookAtPt = { 0, 10, 0, 0 }; + DirectX::XMVECTORF32 eyePt = { 0, 20, 60, 0 }; + camera->SetViewParams(eyePt, lookAtPt); + camera->SetRotateButtons(false, false, true, false); + camera->SetEnablePositionMovement(true); + + // setup scene + m_scene = new Scene(getRenderer(), getPhysXController(), getBlastController(), getCommonUIController()); + + const SampleConfig& config = getManager()->getConfig(); + + // add packman repo to search dirs + bool packmanResourcesAdded = false; + if (const char* packmanPath = std::getenv("PM_PACKAGES_ROOT")) + { + const char* RESOURCES_CONFIG_FILE = "resources.xml"; + + std::string path; + if (getRenderer().getResourceManager().findFile(RESOURCES_CONFIG_FILE, path)) + { + if (getRenderer().getResourceManager().addSearchDir("..\\..\\samples\\resources\\BlastSampleResources\\") || + getRenderer().getResourceManager().addSearchDir("..\\..\\..\\samples\\resources\\BlastSampleResources\\")) + { + packmanResourcesAdded = true; + } + } + } + if (!packmanResourcesAdded) + { + getManager()->getCommonUIController().addPopupMessage("Error", "BlastSampleResources package wasn't found. Consider running download_sample_resources.bat in root folder.", 5.0f); + } + + // parse asset file + AssetList assetList; + if (!config.assetsFile.empty()) + { + std::string path; + if (getRenderer().getResourceManager().findFile(config.assetsFile, path)) + { + parseAssetList(assetList, path); + } + } + + // add both asset file and asset list from config + addAssets(config.additionalAssetList, true); // only used for command line assets + addAssets(assetList, packmanResourcesAdded); + + // prepare scene + spawnAsset(0); +} + +void SceneController::addAssets(const AssetList& assetList, bool loadModels) +{ + if (loadModels) + { + for (const auto& model : assetList.models) + { + ModelSceneAsset* asset; + if (!model.isSkinned) + { + asset = new SimpleModelSceneAsset(); + } + else + { + asset = new SkinnedModelSceneAsset(); + } + asset->desc = model; + m_scene->addAsset(asset); + } + + for (const auto& composite : assetList.composites) + { + m_scene->addAsset(new CompositeSceneAsset(composite)); + } + } + + for (const auto& box : assetList.boxes) + { + BoxesSceneAsset* asset = new BoxesSceneAsset(box); + m_scene->addAsset(asset); + } +} + +void SceneController::onInitialize() +{ + +} + +void SceneController::onSampleStop() +{ + if (NULL != m_scene) + { + delete m_scene; + m_scene = nullptr; + } +} + +void SceneController::onTerminate() +{ +} + +void SceneController::Animate(double dt) +{ +} + +LRESULT SceneController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +{ + if (uMsg == WM_KEYDOWN) + { + int iKeyPressed = static_cast(wParam); + switch (iKeyPressed) + { + case 'R': + m_scene->reloadAllActors(); + return 0; + case 'F': + if (m_cubeThrowDownTime == -1.f) + { + m_cubeThrowDownTime = ImGui::GetTime(); + } + return 0; + default: + break; + } + } + else if (uMsg == WM_KEYUP) + { + int iKeyPressed = static_cast(wParam); + switch (iKeyPressed) + { + case 'F': + throwCube(); + m_cubeThrowDownTime = -1.f; + return 0; + default: + break; + } + } + + return 1; +} + +void SceneController::drawUI() +{ + /////////////////////////////////////////////////////////////////////////////////////////// + // Scene UI + /////////////////////////////////////////////////////////////////////////////////////////// + + m_scene->drawUI(); + + + ImGui::Spacing(); + ImGui::Spacing(); + ImGui::Separator(); + ImGui::Spacing(); + ImGui::Spacing(); + + /////////////////////////////////////////////////////////////////////////////////////////// + // Replay + /////////////////////////////////////////////////////////////////////////////////////////// + { + ImGui::Text("Replay Control:"); + + BlastReplay* replay = getBlastController().getReplay(); + if (replay->isRecording()) + { + auto getAnimStr = []() + { + const uint32_t count = 5; + const uint64_t periodMS = 150; + static char str[count + 1] = ""; + for (uint32_t i = 0; i < count; i++) + { + uint64_t ts = std::chrono::duration_cast(std::chrono::steady_clock::now().time_since_epoch()).count(); + str[i] = (i == (ts % (periodMS * count)) / periodMS) ? '*' : ' '; + } + return str; + }; + ImGui::Text("State: Recording [%s] | Events: %d", getAnimStr(), replay->getEventCount()); + + if (ImGui::Button("Stop Recording")) + { + replay->stopRecording(); + } + } + else if (replay->isPlaying()) + { + ImGui::Text("State: Playing | Events: %d / %d", replay->getCurrentEventIndex(), replay->getEventCount()); + + if (ImGui::Button("Stop Playing")) + { + replay->stopPlayback(); + } + } + else + { + ImGui::Text("State: Idle | Events: %d", replay->getEventCount()); + + static bool syncFamilies = true; + static bool syncPhysics = true; + + ImGui::Checkbox("Sync Initial Actors", &syncFamilies); + if (ImGui::Checkbox("Sync Initial Transforms", &syncPhysics)) + { + syncFamilies = syncPhysics; + } + + if (ImGui::Button("Start Recording")) + { + replay->startRecording(getBlastController().getExtPxManager(), syncFamilies, syncPhysics); + } + + if (replay->hasRecord()) + { + static bool reload = false; + if (ImGui::Button("Start Playback")) + { + if (reload) + m_scene->reloadAllActors(); + replay->startPlayback(getBlastController().getExtPxManager(), getBlastController().getTkGroup()); + } + ImGui::SameLine(); + ImGui::Checkbox("Reload Scene On Playback", &reload); + } + } + } + + ImGui::Spacing(); + ImGui::Spacing(); + ImGui::Separator(); + + /////////////////////////////////////////////////////////////////////////////////////////// + // Cube + /////////////////////////////////////////////////////////////////////////////////////////// + { + ImGui::Text("Thrown Cube Params (F)"); + ImGui::DragFloat("Cube Size", &m_cubeScale, 1.0f, 0.0f, 100.0f); + ImGui::Text("Cube Speed (hold F): %1.f", getCubeSpeed()); + } + +} + +void SceneController::drawStatsUI() +{ + m_scene->drawStatsUI(); +} + +float SceneController::getCubeSpeed() +{ + const float CUBE_VELOCITY_SPEED_MIN = 70; + const float CUBE_VELOCITY_CHARGE_PER_SECOND = 300; + return m_cubeThrowDownTime > 0 ? CUBE_VELOCITY_SPEED_MIN + (ImGui::GetTime() - m_cubeThrowDownTime) * CUBE_VELOCITY_CHARGE_PER_SECOND : 0.f; +} + +void SceneController::throwCube() +{ + const float CUBE_DENSITY = 20000.0f; + + CFirstPersonCamera* camera = &getRenderer().getCamera(); + PxVec3 eyePos = XMVECTORToPxVec4(camera->GetEyePt()).getXYZ(); + PxVec3 lookAtPos = XMVECTORToPxVec4(camera->GetLookAtPt()).getXYZ(); + PhysXController::Actor* cube = getPhysXController().spawnPhysXPrimitiveBox(PxTransform(eyePos), PxVec3(m_cubeScale, m_cubeScale, m_cubeScale), CUBE_DENSITY); + PxRigidDynamic* rigidDynamic = cube->getActor()->is(); + cube->setColor(DirectX::XMFLOAT4(1, 0, 0, 1)); + + PxVec3 dir = (lookAtPos - eyePos).getNormalized(); + rigidDynamic->setLinearVelocity(dir * getCubeSpeed()); + + PhysXSceneActor* actor = new PhysXSceneActor(getPhysXController(), cube, "Cube"); + actor->removeOnReload = true; + m_scene->addSceneActor(actor); +} + +void SceneController::spawnAsset(int32_t num) +{ + m_scene->spawnAsset(num); +} + +int SceneController::releaseAll() +{ + return m_scene->releaseAll(); +} diff --git a/samples/SampleBase/scene/SceneController.h b/samples/SampleBase/scene/SceneController.h old mode 100644 new mode 100755 index b7331fa..07ba4d0 --- a/samples/SampleBase/scene/SceneController.h +++ b/samples/SampleBase/scene/SceneController.h @@ -1,103 +1,103 @@ -// 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 SCENE_CONTROLLER_H -#define SCENE_CONTROLLER_H - -#include "SampleManager.h" -#include - - -class CFirstPersonCamera; -class BlastAssetBoxes; -class SceneActor; -class BlastAsset; -class SingleSceneAsset; -class Scene; - -class SceneController : public ISampleController -{ -public: - - SceneController(); - virtual ~SceneController(); - - virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); - virtual void Animate(double dt); - void drawUI(); - void drawStatsUI(); - - virtual void onInitialize(); - virtual void onSampleStart(); - virtual void onSampleStop(); - virtual void onTerminate(); - - // commands - int releaseAll(); - void spawnAsset(int32_t); - - -private: - void addAssets(const AssetList& assetList, bool loadModels = true); - void throwCube(); - float getCubeSpeed(); - - SceneController& operator= (SceneController&); - - //////// used controllers //////// - - Renderer& getRenderer() const - { - return getManager()->getRenderer(); - } - - PhysXController& getPhysXController() const - { - return getManager()->getPhysXController(); - } - - BlastController& getBlastController() const - { - return getManager()->getBlastController(); - } - - CommonUIController& getCommonUIController() const - { - return getManager()->getCommonUIController(); - } - - - //////// internal data //////// - - Scene* m_scene; - - float m_cubeScale; - float m_cubeThrowDownTime; -}; - +// 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 SCENE_CONTROLLER_H +#define SCENE_CONTROLLER_H + +#include "SampleManager.h" +#include + + +class CFirstPersonCamera; +class BlastAssetBoxes; +class SceneActor; +class BlastAsset; +class SingleSceneAsset; +class Scene; + +class SceneController : public ISampleController +{ +public: + + SceneController(); + virtual ~SceneController(); + + virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); + virtual void Animate(double dt); + void drawUI(); + void drawStatsUI(); + + virtual void onInitialize(); + virtual void onSampleStart(); + virtual void onSampleStop(); + virtual void onTerminate(); + + // commands + int releaseAll(); + void spawnAsset(int32_t); + + +private: + void addAssets(const AssetList& assetList, bool loadModels = true); + void throwCube(); + float getCubeSpeed(); + + SceneController& operator= (SceneController&); + + //////// used controllers //////// + + Renderer& getRenderer() const + { + return getManager()->getRenderer(); + } + + PhysXController& getPhysXController() const + { + return getManager()->getPhysXController(); + } + + BlastController& getBlastController() const + { + return getManager()->getBlastController(); + } + + CommonUIController& getCommonUIController() const + { + return getManager()->getCommonUIController(); + } + + + //////// internal data //////// + + Scene* m_scene; + + float m_cubeScale; + float m_cubeThrowDownTime; +}; + #endif \ No newline at end of file diff --git a/samples/SampleBase/ui/CommonUIController.cpp b/samples/SampleBase/ui/CommonUIController.cpp old mode 100644 new mode 100755 index 57a8866..5075449 --- a/samples/SampleBase/ui/CommonUIController.cpp +++ b/samples/SampleBase/ui/CommonUIController.cpp @@ -1,639 +1,639 @@ -// 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 "CommonUIController.h" - -#include "Renderer.h" -#include "BlastController.h" -#include "DamageToolController.h" -#include "SceneController.h" -#include "SampleController.h" -#include "PhysXController.h" -#include "SampleProfiler.h" - -#include "PxVisualizationParameter.h" -#include "PxScene.h" - -#include -#include "imgui_impl_dx11.h" -#include "UIHelpers.h" - -#include -#include - - -inline float memorySizeOutput(const char*& prefix, float value) -{ - for (prefix = "\0\0k\0M\0G\0T\0P\0E"; value >= 1024 && *prefix != 'E'; value /= 1024, prefix += 2); - return value; -} - -CommonUIController::CommonUIController() -{ -} - -HRESULT CommonUIController::DeviceCreated(ID3D11Device* pDevice) -{ - DeviceManager* manager = GetDeviceManager(); - ID3D11DeviceContext* pd3dDeviceContext; - pDevice->GetImmediateContext(&pd3dDeviceContext); - ImGui_ImplDX11_Init(manager->GetHWND(), pDevice, pd3dDeviceContext); - - ImGuiStyle& style = ImGui::GetStyle(); - style.WindowRounding = 8.0f; - style.ScrollbarRounding = 8.0f; - style.FrameRounding = 8.0f; - //style.IndentSpacing = 20; - int mainColor[3] = { 110, 110, 110 }; // previous green one { 50, 110, 30 } - style.Colors[ImGuiCol_TitleBg] = ImColor(mainColor[0], mainColor[1], mainColor[2], 62); - style.Colors[ImGuiCol_TitleBgCollapsed] = ImColor(mainColor[0], mainColor[1], mainColor[2], 52); - style.Colors[ImGuiCol_TitleBgActive] = ImColor(mainColor[0], mainColor[1], mainColor[2], 87); - style.Colors[ImGuiCol_Header] = ImColor(mainColor[0], mainColor[1], mainColor[2], 52); - style.Colors[ImGuiCol_HeaderHovered] = ImColor(mainColor[0], mainColor[1], mainColor[2], 92); - style.Colors[ImGuiCol_HeaderActive] = ImColor(mainColor[0], mainColor[1], mainColor[2], 72); - style.Colors[ImGuiCol_ScrollbarBg] = ImColor(mainColor[0], mainColor[1], mainColor[2], 12); - style.Colors[ImGuiCol_ScrollbarGrab] = ImColor(mainColor[0], mainColor[1], mainColor[2], 52); - style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImColor(mainColor[0], mainColor[1], mainColor[2], 92); - style.Colors[ImGuiCol_ScrollbarGrabActive] = ImColor(mainColor[0], mainColor[1], mainColor[2], 72); - style.Colors[ImGuiCol_Button] = ImColor(40, 100, 80, 30); - style.Colors[ImGuiCol_ButtonHovered] = ImColor(40, 100, 80, 100); - style.Colors[ImGuiCol_ButtonActive] = ImColor(40, 100, 80, 70); - style.Colors[ImGuiCol_PopupBg] = ImColor(10, 23, 18, 230); - style.Colors[ImGuiCol_TextSelectedBg] = ImColor(10, 23, 18, 180); - style.Colors[ImGuiCol_FrameBg] = ImColor(70, 70, 70, 30); - style.Colors[ImGuiCol_FrameBgHovered] = ImColor(70, 70, 70, 70); - style.Colors[ImGuiCol_FrameBgActive] = ImColor(70, 70, 70, 50); - style.Colors[ImGuiCol_ComboBg] = ImColor(20, 20, 20, 252); - - return S_OK; -} - -void CommonUIController::DeviceDestroyed() -{ - ImGui_ImplDX11_Shutdown(); -} - -extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); - -LRESULT CommonUIController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) -{ - PX_UNUSED(hWnd); - PX_UNUSED(wParam); - PX_UNUSED(lParam); - - ImGui_ImplDX11_WndProcHandler(hWnd, uMsg, wParam, lParam); - - if (uMsg == WM_KEYDOWN && !ImGui::GetIO().WantCaptureKeyboard) - { - int iKeyPressed = static_cast(wParam); - switch (iKeyPressed) - { - case 'P': - { - getPhysXController().setPaused(!getPhysXController().isPaused()); - break; - } - case 'O': - { - getRenderer().setWireframeMode(!getRenderer().getWireframeMode()); - break; - } - case 'I': - { - getBlastController().debugRenderMode = (BlastFamily::DebugRenderMode)(((int)getBlastController().debugRenderMode + 1) % BlastFamily::DebugRenderMode::DEBUG_RENDER_MODES_COUNT); - break; - } - case VK_F5: - { - getRenderer().reloadShaders(); - break; - } - default: - break; - } - } - - if (ImGui::GetIO().WantCaptureMouse) - return 0; - - return 1; -} - -void CommonUIController::Animate(double fElapsedTimeSeconds) -{ - m_dt = (float)fElapsedTimeSeconds; -} - -void CommonUIController::Render(ID3D11Device*, ID3D11DeviceContext*, ID3D11RenderTargetView*, ID3D11DepthStencilView*) -{ - ImGui_ImplDX11_NewFrame(); - drawUI(); - ImGui::Render(); -} - -void CommonUIController::addDelayedCall(const char* title, const char* message, std::function func, float delay) -{ - DelayedCall call = { func, title, message, delay, delay }; - m_delayedCalls.emplace(call); -} - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// IMGUI UI -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - - -void CommonUIController::drawUI() -{ - const float padding = 8.0f; - ImGui::SetNextWindowPos(ImVec2(padding, padding), ImGuiSetCond_Once/*ImGuiSetCond_FirstUseEver*/); - ImGui::SetNextWindowSize(ImVec2(420, getRenderer().getScreenHeight() - 2 * padding), ImGuiSetCond_Once/*ImGuiSetCond_FirstUseEver*/); - ImGui::SetNextWindowCollapsed(false, ImGuiSetCond_Once); - ImGui::Begin("New Shiny UI", 0, ImGuiWindowFlags_NoTitleBar); - { - ImGui::PushItemWidth(ImGui::GetWindowSize().x * 0.5f); - - /////////////////////////////////////////////////////////////////////////////////////////// - // Scene - /////////////////////////////////////////////////////////////////////////////////////////// - if (ImGui::CollapsingHeader("Scene")) - { - getSceneController().drawUI(); - } - - - /////////////////////////////////////////////////////////////////////////////////////////// - // Blast - /////////////////////////////////////////////////////////////////////////////////////////// - if (ImGui::CollapsingHeader("Blast")) - { - getBlastController().drawUI(); - } - - - /////////////////////////////////////////////////////////////////////////////////////////// - // Damage Tool - /////////////////////////////////////////////////////////////////////////////////////////// - if (ImGui::CollapsingHeader("Damage Tool")) - { - getDamageToolController().drawUI(); - } - - - /////////////////////////////////////////////////////////////////////////////////////////// - // Stats - /////////////////////////////////////////////////////////////////////////////////////////// - if (ImGui::CollapsingHeader("Stats")) - { - BlastController& blastController = getBlastController(); - - const char* prefix; - float sizeVal; - - // FPS - double averageTime = GetDeviceManager()->GetAverageFrameTime(); - float fps = (averageTime > 0) ? 1.0 / averageTime : 0.0; - float frameMs = 1000.0f / fps; - ImGui::Text("Frame Time %.3f ms (%.1f FPS)", frameMs, fps); - - static PlotLinesInstance<> fpsPlot; - fpsPlot.plot("FPS", frameMs, "ms/frame", 0.0f, 100.0f); - - // Render stats - ImGui::PushStyleColor(ImGuiCol_Text, ImColor(0xFF, 0x3B, 0xD8, 0xFF)); - ImGui::Text("Draw Calls (Opaque/Transparent): %d/%d", getRenderer().getVisibleOpaqueRenderablesCount(), getRenderer().getVisibleTransparentRenderablesCount()); - ImGui::PopStyleColor(); - - // Blast stats - const BlastTimers& timers = blastController.getLastBlastTimers(); - - ImGui::Text("Simulation Time: %.2f ms ", getPhysXController().getLastSimulationTime() * 1000); - ImGui::Text("Actor Count: %d", blastController.getActorCount()); - ImGui::Text("Visible Chunk Count: %d", blastController.getTotalVisibleChunkCount()); - - getManager()->getSceneController().drawStatsUI(); - - sizeVal = memorySizeOutput(prefix, (float)blastController.getFamilySize()); - ImGui::Text("Family Size: %.3g %sB", sizeVal, prefix); - sizeVal = memorySizeOutput(prefix, (float)blastController.getBlastAssetsSize()); - ImGui::Text("Blast asset Data size: %.3g %sB", sizeVal, prefix); - - //ImGui::Text(" Last Blast Extern Time: %8.3f ms", timers.mLastExternalTime * 1000); -// ImGui::Text(" Last Damage Time: %8.3f ms", timers.blastDamage * 1000); -#if NV_PROFILE - ImGui::Text("Last Material Time: %8.3f ms", timers.blastDamageMaterial * 1000); - ImGui::Text("Last Fracture Time: %8.3f ms", timers.blastDamageFracture * 1000); -#endif -// ImGui::Text("Last Physics Split Time: %.3f ms", timers.physicsSplit * 1000); -#if NV_PROFILE - ImGui::Text("Last Island Time: %8.3f ms", timers.blastSplitIsland * 1000); - ImGui::Text("Last Partition Time: %8.3f ms", timers.blastSplitPartition * 1000); - ImGui::Text("Last Visibility Time: %8.3f ms", timers.blastSplitVisibility * 1000); -#endif - -#if NV_PROFILE - // Sample Profiler - static bool s_showProfilerWindow = false; - if (ImGui::Button("Code Profiler")) - { - s_showProfilerWindow = !s_showProfilerWindow; - } - if (s_showProfilerWindow) - { - drawCodeProfiler(&s_showProfilerWindow); - } -#endif - } - - /////////////////////////////////////////////////////////////////////////////////////////// - // Application - /////////////////////////////////////////////////////////////////////////////////////////// - if (ImGui::CollapsingHeader("Application")) - { - // Paused - bool isPaused = getPhysXController().isPaused(); - if (ImGui::Checkbox("Pause (P)", &isPaused)) - { - getPhysXController().setPaused(isPaused); - } - - // Reload Shaders - if (ImGui::Button("Reload Shaders (F5)")) - { - getRenderer().reloadShaders(); - } - - // ImGui Test Window (just in case) - static bool s_showTestWindow = false; - if (ImGui::Button("ImGui Test Window")) - { - s_showTestWindow = !s_showTestWindow; - } - if (s_showTestWindow) - { - ImGui::ShowTestWindow(); - } - } - - - /////////////////////////////////////////////////////////////////////////////////////////// - // Debug Render - /////////////////////////////////////////////////////////////////////////////////////////// - if (ImGui::CollapsingHeader("Debug Render")) - { - // WireFrame - bool wireFrameEnabled = getRenderer().getWireframeMode(); - if (ImGui::Checkbox("WireFrame (O)", &wireFrameEnabled)) - { - getRenderer().setWireframeMode(wireFrameEnabled); - } - - // - - - - - - - - - ImGui::Spacing(); - - // Blast Debug Render Mode - const char* debugRenderItems[] = - { - "Disabled", // DEBUG_RENDER_DISABLED - "Health Graph", // DEBUG_RENDER_HEALTH_GRAPH - "Centroids", // DEBUG_RENDER_CENTROIDS - "Health Graph + Centroids", // DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS - "Joints", // DEBUG_RENDER_JOINTS - "Stress Graph", // DEBUG_RENDER_STRESS_GRAPH - "Stress Graph + Nodes Impulses", // DEBUG_RENDER_STRESS_GRAPH_NODES_IMPULSES - "Stress Graph + Bonds Impulses" // DEBUG_RENDER_STRESS_GRAPH_BONDS_IMPULSES - }; - ImGui::Combo("Blast Debug Render Mode (I)", (int*)&getBlastController().debugRenderMode, debugRenderItems, IM_ARRAYSIZE(debugRenderItems), -1); - - // Blast Debug Render Scale - ImGui::DragFloat("Blast Debug Render Scale", &getBlastController().debugRenderScale, 0.01f, 0.0f, 10.0f, "%.3f", 4.0f); - - // - - - - - - - - - ImGui::Spacing(); - - // PhysX Debug Render - if (ImGui::TreeNode("PhysX Debug Render")) - { - auto addParam = [&](physx::PxVisualizationParameter::Enum param, const char* uiName) - { - bool enabled = getPhysXController().getPhysXScene().getVisualizationParameter(param) != 0; - if (ImGui::Checkbox(uiName, &enabled)) - { - getPhysXController().getPhysXScene().setVisualizationParameter(param, enabled ? 1.0f : 0.0f); - } - }; - - addParam(PxVisualizationParameter::eSCALE, "Scale"); - addParam(PxVisualizationParameter::eBODY_AXES, "Body Axes"); - addParam(PxVisualizationParameter::eWORLD_AXES, "World Axes"); - addParam(PxVisualizationParameter::eBODY_MASS_AXES, "Body Mass Axes"); - addParam(PxVisualizationParameter::eBODY_LIN_VELOCITY, "Body Lin Velocity"); - addParam(PxVisualizationParameter::eBODY_ANG_VELOCITY, "Body Ang Velocity"); - //addParam(PxVisualizationParameter::eBODY_JOINT_GROUPS, "Body Joint"); - addParam(PxVisualizationParameter::eCONTACT_POINT, "Contact Point"); - addParam(PxVisualizationParameter::eCONTACT_NORMAL, "Contact Normal"); - addParam(PxVisualizationParameter::eCONTACT_ERROR, "Contact Error"); - addParam(PxVisualizationParameter::eCONTACT_FORCE, "Contact Force"); - addParam(PxVisualizationParameter::eACTOR_AXES, "Actor Axes"); - addParam(PxVisualizationParameter::eCOLLISION_AABBS, "Collision AABBs"); - addParam(PxVisualizationParameter::eCOLLISION_SHAPES, "Collision Shapes"); - addParam(PxVisualizationParameter::eCOLLISION_AXES, "Collision Axes"); - addParam(PxVisualizationParameter::eCOLLISION_COMPOUNDS, "Collision Compounds"); - addParam(PxVisualizationParameter::eCOLLISION_FNORMALS, "Collision FNormals"); - addParam(PxVisualizationParameter::eCOLLISION_EDGES, "Collision Edges"); - addParam(PxVisualizationParameter::eCOLLISION_STATIC, "Collision Static"); - addParam(PxVisualizationParameter::eCOLLISION_DYNAMIC, "Collision Dynamic"); - //addParam(PxVisualizationParameter::eDEPRECATED_COLLISION_PAIRS, "Collision Pairs"); - addParam(PxVisualizationParameter::eJOINT_LOCAL_FRAMES, "Joint Local Frames"); - addParam(PxVisualizationParameter::eJOINT_LIMITS, "Joint Limits"); - //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_POSITION, "PS Position"); - //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_VELOCITY, "PS Velocity"); - //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_COLLISION_NORMAL, "PS Collision Normal"); - //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_BOUNDS, "PS Bounds"); - //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_GRID, "PS Grid"); - //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_BROADPHASE_BOUNDS, "PS Broadphase Bounds"); - //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_MAX_MOTION_DISTANCE, "PS Max Motion Distance"); - addParam(PxVisualizationParameter::eCULL_BOX, "Cull Box"); - //addParam(PxVisualizationParameter::eCLOTH_VERTICAL, "Cloth Vertical"); - //addParam(PxVisualizationParameter::eCLOTH_HORIZONTAL, "Cloth Horizontal"); - //addParam(PxVisualizationParameter::eCLOTH_BENDING, "Cloth Bending"); - //addParam(PxVisualizationParameter::eCLOTH_SHEARING, "Cloth Shearing"); - //addParam(PxVisualizationParameter::eCLOTH_VIRTUAL_PARTICLES, "Cloth Virtual Particles"); - addParam(PxVisualizationParameter::eMBP_REGIONS, "MBP Regions"); - - ImGui::TreePop(); - } - } - - /////////////////////////////////////////////////////////////////////////////////////////// - // PhysX - /////////////////////////////////////////////////////////////////////////////////////////// - if (ImGui::CollapsingHeader("PhysX")) - { - // PhysX - getPhysXController().drawUI(); - - // GPU - getSampleController().drawPhysXGpuUI(); - } - - - /////////////////////////////////////////////////////////////////////////////////////////// - // Renderer - /////////////////////////////////////////////////////////////////////////////////////////// - if (ImGui::CollapsingHeader("Renderer")) - { - getRenderer().drawUI(); - } - - - /////////////////////////////////////////////////////////////////////////////////////////// - // Hints - /////////////////////////////////////////////////////////////////////////////////////////// - if (ImGui::CollapsingHeader("Hints / Help")) - { - ImGui::BulletText("Rotate camera - RMB"); - ImGui::BulletText("Move camera - WASDQE(SHIFT)"); - ImGui::BulletText("Play/Pause - P"); - ImGui::BulletText("Reload shaders - F5"); - ImGui::BulletText("Wireframe - O"); - ImGui::BulletText("Blast Debug Render - I"); - ImGui::BulletText("Apply damage - LMB"); - ImGui::BulletText("Damage radius - +/-/wheel"); - ImGui::BulletText("Damage profile - 1-9"); - ImGui::BulletText("Explosive - X"); - ImGui::BulletText("Throw cube - F"); - ImGui::BulletText("Restart - R"); - } - - ImGui::PopItemWidth(); - } - ImGui::End(); - - /////////////////////////////////////////////////////////////////////////////////////////// - // Mode Text - /////////////////////////////////////////////////////////////////////////////////////////// - { - ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4()); - ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0,0)); - - const char* text = getDamageToolController().isDamageMode() ? "DAMAGE MODE (PRESS SPACE)" : "DRAG MODE (PRESS SPACE)"; - ImVec2 size = ImGui::CalcTextSize(text); - ImGui::SetNextWindowPos(ImVec2((getRenderer().getScreenWidth() - size.x) / 2, 0)); - ImGui::Begin("Mode Text", 0, ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar); - ImGui::Text(text); - ImGui::End(); - - ImGui::PopStyleVar(); - ImGui::PopStyleColor(); - } - - /////////////////////////////////////////////////////////////////////////////////////////// - // FPS - /////////////////////////////////////////////////////////////////////////////////////////// - { - ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4()); - ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); - - double averageTime = GetDeviceManager()->GetAverageFrameTime(); - float fps = (averageTime > 0) ? 1.0 / averageTime : 0.0; - static char buf[32]; - std::sprintf(buf, "%.1f FPS", fps); - ImVec2 size = ImGui::CalcTextSize(buf); - - size.x += 20.0; - ImGui::SetNextWindowSize(size); - ImGui::SetNextWindowPos(ImVec2(getRenderer().getScreenWidth() - size.x, 0)); - ImGui::Begin("FPS", 0, ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar); - ImGui::Text(buf); - ImGui::End(); - - ImGui::PopStyleVar(); - ImGui::PopStyleColor(); - } - - /////////////////////////////////////////////////////////////////////////////////////////// - // Loading overlay - /////////////////////////////////////////////////////////////////////////////////////////// - if (!m_delayedCalls.empty()) - { - DelayedCall& call = m_delayedCalls.front(); - if (call.delay > 0) - { - const int height = 50; - const char* message = call.message; - const float alpha = PxClamp(lerp(0.0f, 1.0f, (call.delayTotal - call.delay) * 10.0f), 0.0f, 1.0f); - - ImGui::PushStyleColor(ImGuiCol_WindowBg, ImColor(0, 0, 0, 200)); - ImGui::PushStyleVar(ImGuiStyleVar_Alpha, alpha); - ImGui::SetNextWindowPosCenter(); - ImVec2 size = ImGui::CalcTextSize(message); - int width = std::max(200, size.x) + 50; - ImGui::SetNextWindowSize(ImVec2(width, height)); - ImGui::Begin(call.title, 0, ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar); - ImGui::SetCursorPos(ImVec2((width - size.x) * 0.5f, (height - size.y) * 0.5f)); - ImGui::Text(message); - ImGui::End(); - ImGui::PopStyleVar(); - ImGui::PopStyleColor(); - - call.delay -= PxClamp(m_dt, 0.0f, 0.1f); - } - else - { - call.func(); - m_delayedCalls.pop(); - } - } -} - - -void CommonUIController::drawCodeProfiler(bool* open) -{ - ImGuiWindowFlags window_flags = 0; - const float padding = 8.0f; - const float width = 550; - const float height = 580; - ImGui::SetNextWindowPos(ImVec2(getRenderer().getScreenWidth() - width - padding, padding), ImGuiSetCond_Once/*ImGuiSetCond_FirstUseEver*/); - ImGui::SetNextWindowSize(ImVec2(width, height), ImGuiSetCond_Once); - if (!ImGui::Begin("Code Profiler", open, window_flags)) - { - // Early out if the window is collapsed, as an optimization. - ImGui::End(); - return; - } - - /////////////////////////////////////////////////////////////////////////////////////////// - // Control/Main Bar - /////////////////////////////////////////////////////////////////////////////////////////// - { - if (ImGui::Button("Reset")) - { - PROFILER_INIT(); - } - ImGui::SameLine(); - if (ImGui::Button("Dump To File (profile.txt)")) - { - SampleProfilerDumpToFile("profile.txt"); - } - ImGui::SameLine(); - ImGui::Text("Profiler overhead: %2.3f ms", SampleProfilerGetOverhead().count() * 0.001f); - } - - /////////////////////////////////////////////////////////////////////////////////////////// - // Legend - /////////////////////////////////////////////////////////////////////////////////////////// - { - ImGui::Spacing(); ImGui::Separator(); ImGui::Spacing(); - ImGui::Text("Legend: name | calls | time | max time"); - ImGui::Spacing(); ImGui::Separator(); ImGui::Spacing(); - } - - /////////////////////////////////////////////////////////////////////////////////////////// - // Stats Tree - /////////////////////////////////////////////////////////////////////////////////////////// - ImGui::SetNextTreeNodeOpen(true, ImGuiSetCond_Once); - float plotMS = 0.0f; - float plotMaxMS = 0.0f; - const char* plotName = nullptr; - if (ImGui::TreeNode("Root")) - { - auto treeIt = SampleProfilerCreateTreeIterator(); - if (treeIt) - { - uint32_t depth = 1; - uint32_t openeDepth = 1; - while (!treeIt->isDone()) - { - const auto data = treeIt->data(); - - while (data->depth < depth) - { - ImGui::TreePop(); - depth--; - } - - const uint32_t maxLen = 30; - auto hash = data->hash; - static uint64_t selectedNodeHash = 0; - if (selectedNodeHash == hash) - { - plotMS = data->time.count() * 0.001f; - plotMaxMS = data->maxTime.count() * 0.001f; - plotName = data->name; - } - if (ImGui::TreeNodeEx(data->name, data->hasChilds ? 0 : ImGuiTreeNodeFlags_Leaf, "%-*.*s | %d | %2.3f ms | %2.3f ms", - maxLen, maxLen, data->name, data->calls, data->time.count() * 0.001f, data->maxTime.count() * 0.001f)) - { - depth++; - treeIt->next(); - } - else - { - treeIt->next(); - while (!treeIt->isDone() && treeIt->data()->depth > depth) - treeIt->next(); - } - - if (ImGui::IsItemClicked()) - { - selectedNodeHash = hash; - } - } - - while (depth > 0) - { - ImGui::TreePop(); - depth--; - } - - treeIt->release(); - } - else - { - ImGui::Text("Profiler Is Broken. Begin/End Mismatch."); - } - } - - /////////////////////////////////////////////////////////////////////////////////////////// - // Selected Item Plot - /////////////////////////////////////////////////////////////////////////////////////////// - { - ImGui::Spacing(); ImGui::Separator(); ImGui::Spacing(); - if (plotName) - { - static PlotLinesInstance<> selectedNodePlot; - selectedNodePlot.plot("", plotMS, plotName, 0.0f, plotMaxMS); - } - else - { - ImGui::Text("Select item to plot."); - } - } - - ImGui::End(); +// 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 "CommonUIController.h" + +#include "Renderer.h" +#include "BlastController.h" +#include "DamageToolController.h" +#include "SceneController.h" +#include "SampleController.h" +#include "PhysXController.h" +#include "SampleProfiler.h" + +#include "PxVisualizationParameter.h" +#include "PxScene.h" + +#include +#include "imgui_impl_dx11.h" +#include "UIHelpers.h" + +#include +#include + + +inline float memorySizeOutput(const char*& prefix, float value) +{ + for (prefix = "\0\0k\0M\0G\0T\0P\0E"; value >= 1024 && *prefix != 'E'; value /= 1024, prefix += 2); + return value; +} + +CommonUIController::CommonUIController() +{ +} + +HRESULT CommonUIController::DeviceCreated(ID3D11Device* pDevice) +{ + DeviceManager* manager = GetDeviceManager(); + ID3D11DeviceContext* pd3dDeviceContext; + pDevice->GetImmediateContext(&pd3dDeviceContext); + ImGui_ImplDX11_Init(manager->GetHWND(), pDevice, pd3dDeviceContext); + + ImGuiStyle& style = ImGui::GetStyle(); + style.WindowRounding = 8.0f; + style.ScrollbarRounding = 8.0f; + style.FrameRounding = 8.0f; + //style.IndentSpacing = 20; + int mainColor[3] = { 110, 110, 110 }; // previous green one { 50, 110, 30 } + style.Colors[ImGuiCol_TitleBg] = ImColor(mainColor[0], mainColor[1], mainColor[2], 62); + style.Colors[ImGuiCol_TitleBgCollapsed] = ImColor(mainColor[0], mainColor[1], mainColor[2], 52); + style.Colors[ImGuiCol_TitleBgActive] = ImColor(mainColor[0], mainColor[1], mainColor[2], 87); + style.Colors[ImGuiCol_Header] = ImColor(mainColor[0], mainColor[1], mainColor[2], 52); + style.Colors[ImGuiCol_HeaderHovered] = ImColor(mainColor[0], mainColor[1], mainColor[2], 92); + style.Colors[ImGuiCol_HeaderActive] = ImColor(mainColor[0], mainColor[1], mainColor[2], 72); + style.Colors[ImGuiCol_ScrollbarBg] = ImColor(mainColor[0], mainColor[1], mainColor[2], 12); + style.Colors[ImGuiCol_ScrollbarGrab] = ImColor(mainColor[0], mainColor[1], mainColor[2], 52); + style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImColor(mainColor[0], mainColor[1], mainColor[2], 92); + style.Colors[ImGuiCol_ScrollbarGrabActive] = ImColor(mainColor[0], mainColor[1], mainColor[2], 72); + style.Colors[ImGuiCol_Button] = ImColor(40, 100, 80, 30); + style.Colors[ImGuiCol_ButtonHovered] = ImColor(40, 100, 80, 100); + style.Colors[ImGuiCol_ButtonActive] = ImColor(40, 100, 80, 70); + style.Colors[ImGuiCol_PopupBg] = ImColor(10, 23, 18, 230); + style.Colors[ImGuiCol_TextSelectedBg] = ImColor(10, 23, 18, 180); + style.Colors[ImGuiCol_FrameBg] = ImColor(70, 70, 70, 30); + style.Colors[ImGuiCol_FrameBgHovered] = ImColor(70, 70, 70, 70); + style.Colors[ImGuiCol_FrameBgActive] = ImColor(70, 70, 70, 50); + style.Colors[ImGuiCol_ComboBg] = ImColor(20, 20, 20, 252); + + return S_OK; +} + +void CommonUIController::DeviceDestroyed() +{ + ImGui_ImplDX11_Shutdown(); +} + +extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +LRESULT CommonUIController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +{ + PX_UNUSED(hWnd); + PX_UNUSED(wParam); + PX_UNUSED(lParam); + + ImGui_ImplDX11_WndProcHandler(hWnd, uMsg, wParam, lParam); + + if (uMsg == WM_KEYDOWN && !ImGui::GetIO().WantCaptureKeyboard) + { + int iKeyPressed = static_cast(wParam); + switch (iKeyPressed) + { + case 'P': + { + getPhysXController().setPaused(!getPhysXController().isPaused()); + break; + } + case 'O': + { + getRenderer().setWireframeMode(!getRenderer().getWireframeMode()); + break; + } + case 'I': + { + getBlastController().debugRenderMode = (BlastFamily::DebugRenderMode)(((int)getBlastController().debugRenderMode + 1) % BlastFamily::DebugRenderMode::DEBUG_RENDER_MODES_COUNT); + break; + } + case VK_F5: + { + getRenderer().reloadShaders(); + break; + } + default: + break; + } + } + + if (ImGui::GetIO().WantCaptureMouse) + return 0; + + return 1; +} + +void CommonUIController::Animate(double fElapsedTimeSeconds) +{ + m_dt = (float)fElapsedTimeSeconds; +} + +void CommonUIController::Render(ID3D11Device*, ID3D11DeviceContext*, ID3D11RenderTargetView*, ID3D11DepthStencilView*) +{ + ImGui_ImplDX11_NewFrame(); + drawUI(); + ImGui::Render(); +} + +void CommonUIController::addDelayedCall(const char* title, const char* message, std::function func, float delay) +{ + DelayedCall call = { func, title, message, delay, delay }; + m_delayedCalls.emplace(call); +} + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// IMGUI UI +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + +void CommonUIController::drawUI() +{ + const float padding = 8.0f; + ImGui::SetNextWindowPos(ImVec2(padding, padding), ImGuiSetCond_Once/*ImGuiSetCond_FirstUseEver*/); + ImGui::SetNextWindowSize(ImVec2(420, getRenderer().getScreenHeight() - 2 * padding), ImGuiSetCond_Once/*ImGuiSetCond_FirstUseEver*/); + ImGui::SetNextWindowCollapsed(false, ImGuiSetCond_Once); + ImGui::Begin("New Shiny UI", 0, ImGuiWindowFlags_NoTitleBar); + { + ImGui::PushItemWidth(ImGui::GetWindowSize().x * 0.5f); + + /////////////////////////////////////////////////////////////////////////////////////////// + // Scene + /////////////////////////////////////////////////////////////////////////////////////////// + if (ImGui::CollapsingHeader("Scene")) + { + getSceneController().drawUI(); + } + + + /////////////////////////////////////////////////////////////////////////////////////////// + // Blast + /////////////////////////////////////////////////////////////////////////////////////////// + if (ImGui::CollapsingHeader("Blast")) + { + getBlastController().drawUI(); + } + + + /////////////////////////////////////////////////////////////////////////////////////////// + // Damage Tool + /////////////////////////////////////////////////////////////////////////////////////////// + if (ImGui::CollapsingHeader("Damage Tool")) + { + getDamageToolController().drawUI(); + } + + + /////////////////////////////////////////////////////////////////////////////////////////// + // Stats + /////////////////////////////////////////////////////////////////////////////////////////// + if (ImGui::CollapsingHeader("Stats")) + { + BlastController& blastController = getBlastController(); + + const char* prefix; + float sizeVal; + + // FPS + double averageTime = GetDeviceManager()->GetAverageFrameTime(); + float fps = (averageTime > 0) ? 1.0 / averageTime : 0.0; + float frameMs = 1000.0f / fps; + ImGui::Text("Frame Time %.3f ms (%.1f FPS)", frameMs, fps); + + static PlotLinesInstance<> fpsPlot; + fpsPlot.plot("FPS", frameMs, "ms/frame", 0.0f, 100.0f); + + // Render stats + ImGui::PushStyleColor(ImGuiCol_Text, ImColor(0xFF, 0x3B, 0xD8, 0xFF)); + ImGui::Text("Draw Calls (Opaque/Transparent): %d/%d", getRenderer().getVisibleOpaqueRenderablesCount(), getRenderer().getVisibleTransparentRenderablesCount()); + ImGui::PopStyleColor(); + + // Blast stats + const BlastTimers& timers = blastController.getLastBlastTimers(); + + ImGui::Text("Simulation Time: %.2f ms ", getPhysXController().getLastSimulationTime() * 1000); + ImGui::Text("Actor Count: %d", blastController.getActorCount()); + ImGui::Text("Visible Chunk Count: %d", blastController.getTotalVisibleChunkCount()); + + getManager()->getSceneController().drawStatsUI(); + + sizeVal = memorySizeOutput(prefix, (float)blastController.getFamilySize()); + ImGui::Text("Family Size: %.3g %sB", sizeVal, prefix); + sizeVal = memorySizeOutput(prefix, (float)blastController.getBlastAssetsSize()); + ImGui::Text("Blast asset Data size: %.3g %sB", sizeVal, prefix); + + //ImGui::Text(" Last Blast Extern Time: %8.3f ms", timers.mLastExternalTime * 1000); +// ImGui::Text(" Last Damage Time: %8.3f ms", timers.blastDamage * 1000); +#if NV_PROFILE + ImGui::Text("Last Material Time: %8.3f ms", timers.blastDamageMaterial * 1000); + ImGui::Text("Last Fracture Time: %8.3f ms", timers.blastDamageFracture * 1000); +#endif +// ImGui::Text("Last Physics Split Time: %.3f ms", timers.physicsSplit * 1000); +#if NV_PROFILE + ImGui::Text("Last Island Time: %8.3f ms", timers.blastSplitIsland * 1000); + ImGui::Text("Last Partition Time: %8.3f ms", timers.blastSplitPartition * 1000); + ImGui::Text("Last Visibility Time: %8.3f ms", timers.blastSplitVisibility * 1000); +#endif + +#if NV_PROFILE + // Sample Profiler + static bool s_showProfilerWindow = false; + if (ImGui::Button("Code Profiler")) + { + s_showProfilerWindow = !s_showProfilerWindow; + } + if (s_showProfilerWindow) + { + drawCodeProfiler(&s_showProfilerWindow); + } +#endif + } + + /////////////////////////////////////////////////////////////////////////////////////////// + // Application + /////////////////////////////////////////////////////////////////////////////////////////// + if (ImGui::CollapsingHeader("Application")) + { + // Paused + bool isPaused = getPhysXController().isPaused(); + if (ImGui::Checkbox("Pause (P)", &isPaused)) + { + getPhysXController().setPaused(isPaused); + } + + // Reload Shaders + if (ImGui::Button("Reload Shaders (F5)")) + { + getRenderer().reloadShaders(); + } + + // ImGui Test Window (just in case) + static bool s_showTestWindow = false; + if (ImGui::Button("ImGui Test Window")) + { + s_showTestWindow = !s_showTestWindow; + } + if (s_showTestWindow) + { + ImGui::ShowTestWindow(); + } + } + + + /////////////////////////////////////////////////////////////////////////////////////////// + // Debug Render + /////////////////////////////////////////////////////////////////////////////////////////// + if (ImGui::CollapsingHeader("Debug Render")) + { + // WireFrame + bool wireFrameEnabled = getRenderer().getWireframeMode(); + if (ImGui::Checkbox("WireFrame (O)", &wireFrameEnabled)) + { + getRenderer().setWireframeMode(wireFrameEnabled); + } + + // - - - - - - - - + ImGui::Spacing(); + + // Blast Debug Render Mode + const char* debugRenderItems[] = + { + "Disabled", // DEBUG_RENDER_DISABLED + "Health Graph", // DEBUG_RENDER_HEALTH_GRAPH + "Centroids", // DEBUG_RENDER_CENTROIDS + "Health Graph + Centroids", // DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS + "Joints", // DEBUG_RENDER_JOINTS + "Stress Graph", // DEBUG_RENDER_STRESS_GRAPH + "Stress Graph + Nodes Impulses", // DEBUG_RENDER_STRESS_GRAPH_NODES_IMPULSES + "Stress Graph + Bonds Impulses" // DEBUG_RENDER_STRESS_GRAPH_BONDS_IMPULSES + }; + ImGui::Combo("Blast Debug Render Mode (I)", (int*)&getBlastController().debugRenderMode, debugRenderItems, IM_ARRAYSIZE(debugRenderItems), -1); + + // Blast Debug Render Scale + ImGui::DragFloat("Blast Debug Render Scale", &getBlastController().debugRenderScale, 0.01f, 0.0f, 10.0f, "%.3f", 4.0f); + + // - - - - - - - - + ImGui::Spacing(); + + // PhysX Debug Render + if (ImGui::TreeNode("PhysX Debug Render")) + { + auto addParam = [&](physx::PxVisualizationParameter::Enum param, const char* uiName) + { + bool enabled = getPhysXController().getPhysXScene().getVisualizationParameter(param) != 0; + if (ImGui::Checkbox(uiName, &enabled)) + { + getPhysXController().getPhysXScene().setVisualizationParameter(param, enabled ? 1.0f : 0.0f); + } + }; + + addParam(PxVisualizationParameter::eSCALE, "Scale"); + addParam(PxVisualizationParameter::eBODY_AXES, "Body Axes"); + addParam(PxVisualizationParameter::eWORLD_AXES, "World Axes"); + addParam(PxVisualizationParameter::eBODY_MASS_AXES, "Body Mass Axes"); + addParam(PxVisualizationParameter::eBODY_LIN_VELOCITY, "Body Lin Velocity"); + addParam(PxVisualizationParameter::eBODY_ANG_VELOCITY, "Body Ang Velocity"); + //addParam(PxVisualizationParameter::eBODY_JOINT_GROUPS, "Body Joint"); + addParam(PxVisualizationParameter::eCONTACT_POINT, "Contact Point"); + addParam(PxVisualizationParameter::eCONTACT_NORMAL, "Contact Normal"); + addParam(PxVisualizationParameter::eCONTACT_ERROR, "Contact Error"); + addParam(PxVisualizationParameter::eCONTACT_FORCE, "Contact Force"); + addParam(PxVisualizationParameter::eACTOR_AXES, "Actor Axes"); + addParam(PxVisualizationParameter::eCOLLISION_AABBS, "Collision AABBs"); + addParam(PxVisualizationParameter::eCOLLISION_SHAPES, "Collision Shapes"); + addParam(PxVisualizationParameter::eCOLLISION_AXES, "Collision Axes"); + addParam(PxVisualizationParameter::eCOLLISION_COMPOUNDS, "Collision Compounds"); + addParam(PxVisualizationParameter::eCOLLISION_FNORMALS, "Collision FNormals"); + addParam(PxVisualizationParameter::eCOLLISION_EDGES, "Collision Edges"); + addParam(PxVisualizationParameter::eCOLLISION_STATIC, "Collision Static"); + addParam(PxVisualizationParameter::eCOLLISION_DYNAMIC, "Collision Dynamic"); + //addParam(PxVisualizationParameter::eDEPRECATED_COLLISION_PAIRS, "Collision Pairs"); + addParam(PxVisualizationParameter::eJOINT_LOCAL_FRAMES, "Joint Local Frames"); + addParam(PxVisualizationParameter::eJOINT_LIMITS, "Joint Limits"); + //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_POSITION, "PS Position"); + //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_VELOCITY, "PS Velocity"); + //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_COLLISION_NORMAL, "PS Collision Normal"); + //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_BOUNDS, "PS Bounds"); + //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_GRID, "PS Grid"); + //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_BROADPHASE_BOUNDS, "PS Broadphase Bounds"); + //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_MAX_MOTION_DISTANCE, "PS Max Motion Distance"); + addParam(PxVisualizationParameter::eCULL_BOX, "Cull Box"); + //addParam(PxVisualizationParameter::eCLOTH_VERTICAL, "Cloth Vertical"); + //addParam(PxVisualizationParameter::eCLOTH_HORIZONTAL, "Cloth Horizontal"); + //addParam(PxVisualizationParameter::eCLOTH_BENDING, "Cloth Bending"); + //addParam(PxVisualizationParameter::eCLOTH_SHEARING, "Cloth Shearing"); + //addParam(PxVisualizationParameter::eCLOTH_VIRTUAL_PARTICLES, "Cloth Virtual Particles"); + addParam(PxVisualizationParameter::eMBP_REGIONS, "MBP Regions"); + + ImGui::TreePop(); + } + } + + /////////////////////////////////////////////////////////////////////////////////////////// + // PhysX + /////////////////////////////////////////////////////////////////////////////////////////// + if (ImGui::CollapsingHeader("PhysX")) + { + // PhysX + getPhysXController().drawUI(); + + // GPU + getSampleController().drawPhysXGpuUI(); + } + + + /////////////////////////////////////////////////////////////////////////////////////////// + // Renderer + /////////////////////////////////////////////////////////////////////////////////////////// + if (ImGui::CollapsingHeader("Renderer")) + { + getRenderer().drawUI(); + } + + + /////////////////////////////////////////////////////////////////////////////////////////// + // Hints + /////////////////////////////////////////////////////////////////////////////////////////// + if (ImGui::CollapsingHeader("Hints / Help")) + { + ImGui::BulletText("Rotate camera - RMB"); + ImGui::BulletText("Move camera - WASDQE(SHIFT)"); + ImGui::BulletText("Play/Pause - P"); + ImGui::BulletText("Reload shaders - F5"); + ImGui::BulletText("Wireframe - O"); + ImGui::BulletText("Blast Debug Render - I"); + ImGui::BulletText("Apply damage - LMB"); + ImGui::BulletText("Damage radius - +/-/wheel"); + ImGui::BulletText("Damage profile - 1-9"); + ImGui::BulletText("Explosive - X"); + ImGui::BulletText("Throw cube - F"); + ImGui::BulletText("Restart - R"); + } + + ImGui::PopItemWidth(); + } + ImGui::End(); + + /////////////////////////////////////////////////////////////////////////////////////////// + // Mode Text + /////////////////////////////////////////////////////////////////////////////////////////// + { + ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4()); + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0,0)); + + const char* text = getDamageToolController().isDamageMode() ? "DAMAGE MODE (PRESS SPACE)" : "DRAG MODE (PRESS SPACE)"; + ImVec2 size = ImGui::CalcTextSize(text); + ImGui::SetNextWindowPos(ImVec2((getRenderer().getScreenWidth() - size.x) / 2, 0)); + ImGui::Begin("Mode Text", 0, ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar); + ImGui::Text(text); + ImGui::End(); + + ImGui::PopStyleVar(); + ImGui::PopStyleColor(); + } + + /////////////////////////////////////////////////////////////////////////////////////////// + // FPS + /////////////////////////////////////////////////////////////////////////////////////////// + { + ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4()); + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); + + double averageTime = GetDeviceManager()->GetAverageFrameTime(); + float fps = (averageTime > 0) ? 1.0 / averageTime : 0.0; + static char buf[32]; + std::sprintf(buf, "%.1f FPS", fps); + ImVec2 size = ImGui::CalcTextSize(buf); + + size.x += 20.0; + ImGui::SetNextWindowSize(size); + ImGui::SetNextWindowPos(ImVec2(getRenderer().getScreenWidth() - size.x, 0)); + ImGui::Begin("FPS", 0, ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar); + ImGui::Text(buf); + ImGui::End(); + + ImGui::PopStyleVar(); + ImGui::PopStyleColor(); + } + + /////////////////////////////////////////////////////////////////////////////////////////// + // Loading overlay + /////////////////////////////////////////////////////////////////////////////////////////// + if (!m_delayedCalls.empty()) + { + DelayedCall& call = m_delayedCalls.front(); + if (call.delay > 0) + { + const int height = 50; + const char* message = call.message; + const float alpha = PxClamp(lerp(0.0f, 1.0f, (call.delayTotal - call.delay) * 10.0f), 0.0f, 1.0f); + + ImGui::PushStyleColor(ImGuiCol_WindowBg, ImColor(0, 0, 0, 200)); + ImGui::PushStyleVar(ImGuiStyleVar_Alpha, alpha); + ImGui::SetNextWindowPosCenter(); + ImVec2 size = ImGui::CalcTextSize(message); + int width = std::max(200, size.x) + 50; + ImGui::SetNextWindowSize(ImVec2(width, height)); + ImGui::Begin(call.title, 0, ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar); + ImGui::SetCursorPos(ImVec2((width - size.x) * 0.5f, (height - size.y) * 0.5f)); + ImGui::Text(message); + ImGui::End(); + ImGui::PopStyleVar(); + ImGui::PopStyleColor(); + + call.delay -= PxClamp(m_dt, 0.0f, 0.1f); + } + else + { + call.func(); + m_delayedCalls.pop(); + } + } +} + + +void CommonUIController::drawCodeProfiler(bool* open) +{ + ImGuiWindowFlags window_flags = 0; + const float padding = 8.0f; + const float width = 550; + const float height = 580; + ImGui::SetNextWindowPos(ImVec2(getRenderer().getScreenWidth() - width - padding, padding), ImGuiSetCond_Once/*ImGuiSetCond_FirstUseEver*/); + ImGui::SetNextWindowSize(ImVec2(width, height), ImGuiSetCond_Once); + if (!ImGui::Begin("Code Profiler", open, window_flags)) + { + // Early out if the window is collapsed, as an optimization. + ImGui::End(); + return; + } + + /////////////////////////////////////////////////////////////////////////////////////////// + // Control/Main Bar + /////////////////////////////////////////////////////////////////////////////////////////// + { + if (ImGui::Button("Reset")) + { + PROFILER_INIT(); + } + ImGui::SameLine(); + if (ImGui::Button("Dump To File (profile.txt)")) + { + SampleProfilerDumpToFile("profile.txt"); + } + ImGui::SameLine(); + ImGui::Text("Profiler overhead: %2.3f ms", SampleProfilerGetOverhead().count() * 0.001f); + } + + /////////////////////////////////////////////////////////////////////////////////////////// + // Legend + /////////////////////////////////////////////////////////////////////////////////////////// + { + ImGui::Spacing(); ImGui::Separator(); ImGui::Spacing(); + ImGui::Text("Legend: name | calls | time | max time"); + ImGui::Spacing(); ImGui::Separator(); ImGui::Spacing(); + } + + /////////////////////////////////////////////////////////////////////////////////////////// + // Stats Tree + /////////////////////////////////////////////////////////////////////////////////////////// + ImGui::SetNextTreeNodeOpen(true, ImGuiSetCond_Once); + float plotMS = 0.0f; + float plotMaxMS = 0.0f; + const char* plotName = nullptr; + if (ImGui::TreeNode("Root")) + { + auto treeIt = SampleProfilerCreateTreeIterator(); + if (treeIt) + { + uint32_t depth = 1; + uint32_t openeDepth = 1; + while (!treeIt->isDone()) + { + const auto data = treeIt->data(); + + while (data->depth < depth) + { + ImGui::TreePop(); + depth--; + } + + const uint32_t maxLen = 30; + auto hash = data->hash; + static uint64_t selectedNodeHash = 0; + if (selectedNodeHash == hash) + { + plotMS = data->time.count() * 0.001f; + plotMaxMS = data->maxTime.count() * 0.001f; + plotName = data->name; + } + if (ImGui::TreeNodeEx(data->name, data->hasChilds ? 0 : ImGuiTreeNodeFlags_Leaf, "%-*.*s | %d | %2.3f ms | %2.3f ms", + maxLen, maxLen, data->name, data->calls, data->time.count() * 0.001f, data->maxTime.count() * 0.001f)) + { + depth++; + treeIt->next(); + } + else + { + treeIt->next(); + while (!treeIt->isDone() && treeIt->data()->depth > depth) + treeIt->next(); + } + + if (ImGui::IsItemClicked()) + { + selectedNodeHash = hash; + } + } + + while (depth > 0) + { + ImGui::TreePop(); + depth--; + } + + treeIt->release(); + } + else + { + ImGui::Text("Profiler Is Broken. Begin/End Mismatch."); + } + } + + /////////////////////////////////////////////////////////////////////////////////////////// + // Selected Item Plot + /////////////////////////////////////////////////////////////////////////////////////////// + { + ImGui::Spacing(); ImGui::Separator(); ImGui::Spacing(); + if (plotName) + { + static PlotLinesInstance<> selectedNodePlot; + selectedNodePlot.plot("", plotMS, plotName, 0.0f, plotMaxMS); + } + else + { + ImGui::Text("Select item to plot."); + } + } + + ImGui::End(); } \ No newline at end of file diff --git a/samples/SampleBase/ui/CommonUIController.h b/samples/SampleBase/ui/CommonUIController.h old mode 100644 new mode 100755 index bfee4e9..1720d68 --- a/samples/SampleBase/ui/CommonUIController.h +++ b/samples/SampleBase/ui/CommonUIController.h @@ -1,124 +1,124 @@ -// 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 COMMON_UI_CONTROLLER_H -#define COMMON_UI_CONTROLLER_H - -#include "SampleManager.h" -#include -#include -#include -#include -#include - - -class Renderer; -class PhysXController; -class BlastController; - - -class CommonUIController : public ISampleController -{ - public: - CommonUIController(); - virtual ~CommonUIController() {}; - - virtual HRESULT DeviceCreated(ID3D11Device* pDevice); - virtual void DeviceDestroyed(); - virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); - virtual void Animate(double fElapsedTimeSeconds); - virtual void Render(ID3D11Device*, ID3D11DeviceContext*, ID3D11RenderTargetView*, ID3D11DepthStencilView*); - - void addDelayedCall(std::function func, const char* message) - { - addDelayedCall("PLEASE WAIT...", message, func); - } - - void addPopupMessage(const char* title, const char* message, float duration = 2.f) - { - addDelayedCall(title, message, [] {}, duration); - } - - private: - void addDelayedCall(const char* title, const char* message, std::function func, float delay = 0.1f); - - void drawUI(); - void drawCodeProfiler(bool*); - - - //////// used controllers //////// - - Renderer& getRenderer() const - { - return getManager()->getRenderer(); - } - - PhysXController& getPhysXController() const - { - return getManager()->getPhysXController(); - } - - BlastController&getBlastController() const - { - return getManager()->getBlastController(); - } - - DamageToolController& getDamageToolController() const - { - return getManager()->getDamageToolController(); - } - - SceneController& getSceneController() const - { - return getManager()->getSceneController(); - } - - SampleController& getSampleController() const - { - return getManager()->getSampleController(); - } - - - //////// internal data //////// - - struct DelayedCall - { - std::function func; - const char* title; - const char* message; - float delay; - float delayTotal; - }; - - std::queue m_delayedCalls; - - float m_dt; - -}; - +// 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 COMMON_UI_CONTROLLER_H +#define COMMON_UI_CONTROLLER_H + +#include "SampleManager.h" +#include +#include +#include +#include +#include + + +class Renderer; +class PhysXController; +class BlastController; + + +class CommonUIController : public ISampleController +{ + public: + CommonUIController(); + virtual ~CommonUIController() {}; + + virtual HRESULT DeviceCreated(ID3D11Device* pDevice); + virtual void DeviceDestroyed(); + virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); + virtual void Animate(double fElapsedTimeSeconds); + virtual void Render(ID3D11Device*, ID3D11DeviceContext*, ID3D11RenderTargetView*, ID3D11DepthStencilView*); + + void addDelayedCall(std::function func, const char* message) + { + addDelayedCall("PLEASE WAIT...", message, func); + } + + void addPopupMessage(const char* title, const char* message, float duration = 2.f) + { + addDelayedCall(title, message, [] {}, duration); + } + + private: + void addDelayedCall(const char* title, const char* message, std::function func, float delay = 0.1f); + + void drawUI(); + void drawCodeProfiler(bool*); + + + //////// used controllers //////// + + Renderer& getRenderer() const + { + return getManager()->getRenderer(); + } + + PhysXController& getPhysXController() const + { + return getManager()->getPhysXController(); + } + + BlastController&getBlastController() const + { + return getManager()->getBlastController(); + } + + DamageToolController& getDamageToolController() const + { + return getManager()->getDamageToolController(); + } + + SceneController& getSceneController() const + { + return getManager()->getSceneController(); + } + + SampleController& getSampleController() const + { + return getManager()->getSampleController(); + } + + + //////// internal data //////// + + struct DelayedCall + { + std::function func; + const char* title; + const char* message; + float delay; + float delayTotal; + }; + + std::queue m_delayedCalls; + + float m_dt; + +}; + #endif \ No newline at end of file diff --git a/samples/SampleBase/ui/DamageToolController.cpp b/samples/SampleBase/ui/DamageToolController.cpp old mode 100644 new mode 100755 index 1fc0817..b634c7d --- a/samples/SampleBase/ui/DamageToolController.cpp +++ b/samples/SampleBase/ui/DamageToolController.cpp @@ -1,484 +1,484 @@ -// 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 "DamageToolController.h" -#include "RenderUtils.h" -#include "BlastController.h" -#include "Renderer.h" -#include "PhysXController.h" -#include "SampleProfiler.h" - -#include - -#include "NvBlastTkActor.h" -#include "NvBlastTkFamily.h" -#include "NvBlastExtDamageShaders.h" -#include "NvBlastExtPxActor.h" -#include "NvBlastExtPxFamily.h" - -#include "PxRigidDynamic.h" -#include "PxScene.h" - - -using namespace Nv::Blast; -using namespace physx; - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Setup -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -const DirectX::XMFLOAT4 PICK_POINTER_ACTIVE_COLOR(1.0f, 0.f, 0.f, 0.6f); -static const PxVec3 WEAPON_POSITION_IN_VIEW(0, -7, 23); -static const float SEGMENT_DAMAGE_MAX_DISTANCE = 100.0f; - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -DamageToolController::DamageToolController() - : m_damage(100.0f), m_toolColor(1.0f, 1.0f, 1.0f, 0.4f), - m_toolRenderMaterial(nullptr), m_sphereToolRenderable(nullptr), m_lineToolRenderable(nullptr), - m_explosiveImpulse(100), m_damagerIndex(0), m_stressForceFactor(1.0f), m_isMousePressed(false), m_damageCountWhilePressed(0) -{ - // damage amount calc using NvBlastExtMaterial - auto getDamageAmountFn = [](const float damage, ExtPxActor* actor) - { - const NvBlastExtMaterial* material = actor->getFamily().getMaterial(); - return material ? material->getNormalizedDamage(damage) : 0.f; - }; - - // Damage functions - auto radialDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) - { - const float damage = getDamageAmountFn(m_damage, actor); - if (damage > 0.f) - { - NvBlastExtRadialDamageDesc desc = - { - damage, - { data.hitPosition.x, data.hitPosition.y, data.hitPosition.z }, - damager->radius, - damager->radius * 1.6f - }; - - getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc)); - } - }; - auto sliceDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) - { - const float damage = getDamageAmountFn(m_damage, actor); - if (damage > 0.f) - { - PxVec3 farEnd = data.origin + data.weaponDir * 1000.0f; - PxVec3 farEndPrev = data.origin + data.previousWeaponDir * 1000.0f; - - NvBlastExtTriangleIntersectionDamageDesc desc = - { - damage, - { data.origin.x, data.origin.y, data.origin.z }, - { farEnd.x, farEnd.y, farEnd.z }, - { farEndPrev.x, farEndPrev.y, farEndPrev.z }, - }; - - getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc)); - } - }; - auto capsuleDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) - { - const float damage = getDamageAmountFn(m_damage, actor); - if (damage > 0.f) - { - PxVec3 dir = (data.hitPosition - data.origin).getNormalized(); - PxVec3 farEnd = data.origin + dir * 10000.0f; - - NvBlastExtCapsuleRadialDamageDesc desc = - { - damage, - { data.origin.x, data.origin.y, data.origin.z }, - { farEnd.x, farEnd.y, farEnd.z }, - damager->radius, - damager->radius * 1.6f - }; - - getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc)); - } - }; - auto impulseSpreadDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) - { - const float damage = m_damage; - if (damage > 0.f) - { - PxVec3 impactNormal = -data.hitNormal; - - NvBlastExtImpactSpreadDamageDesc desc = - { - damage, - { data.hitPosition.x, data.hitPosition.y, data.hitPosition.z }, - damager->radius, - damager->radius * 1.6f - }; - - getBlastController().immediateDamage(actor, family, damager->program, &desc); - } - }; - auto shearDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) - { - const float damage = getDamageAmountFn(m_damage, actor); - if (damage > 0.f) - { - PxVec3 impactNormal = -data.hitNormal; - - NvBlastExtShearDamageDesc desc = - { - damage, - { impactNormal.x, impactNormal.y, impactNormal.z }, - { data.hitPosition.x, data.hitPosition.y, data.hitPosition.z }, - damager->radius, - damager->radius * 1.6f - }; - - getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc)); - } - }; - auto stressDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) - { - PxVec3 force = -m_stressForceFactor * data.hitNormal * actor->getPhysXActor().getMass(); - - getBlastController().stressDamage(actor, data.hitPosition, force); - }; - - // Damage Tools: - { - Damager dam; - dam.uiName = "Radial Damage (Falloff)"; - dam.program = NvBlastDamageProgram { NvBlastExtFalloffGraphShader, NvBlastExtFalloffSubgraphShader }; - dam.pointerType = Damager::PointerType::Sphere; - dam.pointerColor = DirectX::XMFLOAT4(1.0f, 1.0f, 1.0f, 0.4f); - dam.executeFunction = radialDamageExecute; - m_damagers.push_back(dam); - } - { - Damager dam; - dam.uiName = "Radial Damage (Cutter)"; - dam.program = NvBlastDamageProgram { NvBlastExtCutterGraphShader, NvBlastExtCutterSubgraphShader }; - dam.pointerType = Damager::PointerType::Sphere; - dam.pointerColor = DirectX::XMFLOAT4(0.5f, 0.5f, 1.0f, 0.4f); - dam.executeFunction = radialDamageExecute; - m_damagers.push_back(dam); - } - - { - Damager dam; - dam.uiName = "Slice Damage"; - dam.program = NvBlastDamageProgram{ NvBlastExtTriangleIntersectionGraphShader, NvBlastExtTriangleIntersectionSubgraphShader }; - dam.pointerType = Damager::PointerType::Line; - dam.pointerColor = DirectX::XMFLOAT4(0.1f, 1.0f, 0.1f, 0.4f); - dam.executeFunction = sliceDamageExecute; - dam.damageWhilePressed = true; - dam.radius = .2f; - dam.radiusLimit = .2f; - m_damagers.push_back(dam); - } - - { - Damager dam; - dam.uiName = "Capsule Damage (Falloff)"; - dam.program = NvBlastDamageProgram{ NvBlastExtCapsuleFalloffGraphShader, NvBlastExtCapsuleFalloffSubgraphShader }; - dam.pointerType = Damager::PointerType::Line; - dam.pointerColor = DirectX::XMFLOAT4(0.1f, 1.0f, 0.1f, 0.4f); - dam.executeFunction = capsuleDamageExecute; - dam.damageWhilePressed = true; - dam.radius = .2f; - dam.radiusLimit = 20.0f; - m_damagers.push_back(dam); - } - - { - Damager dam; - dam.uiName = "Impact Spread Damage"; - dam.program = NvBlastDamageProgram { NvBlastExtImpactSpreadGraphShader, NvBlastExtImpactSpreadSubgraphShader }; - dam.pointerType = Damager::PointerType::Sphere; - dam.pointerColor = DirectX::XMFLOAT4(0.5f, 1.0f, 0.5f, 0.4f); - dam.executeFunction = impulseSpreadDamageExecute; - m_damagers.push_back(dam); - } - - { - Damager dam; - dam.uiName = "Shear Damage"; - dam.program = NvBlastDamageProgram{ NvBlastExtShearGraphShader, NvBlastExtShearSubgraphShader }; - dam.pointerType = Damager::PointerType::Sphere; - dam.pointerColor = DirectX::XMFLOAT4(0.5f, 1.0f, 0.5f, 0.4f); - dam.executeFunction = shearDamageExecute; - m_damagers.push_back(dam); - } - - { - Damager dam; - dam.uiName = "Stress Damage"; - dam.program = { nullptr, nullptr }; - dam.pointerType = Damager::PointerType::Sphere; - dam.pointerColor = DirectX::XMFLOAT4(0.5f, 0.5f, 1.0f, 0.4f); - dam.executeFunction = stressDamageExecute; - m_damagers.push_back(dam); - } - - for (const Damager& d : m_damagers) - { - m_damagerNames.push_back(d.uiName); - } -} - -DamageToolController::~DamageToolController() -{ -} - -void DamageToolController::onSampleStart() -{ - // damage tool pointer - m_toolRenderMaterial = new RenderMaterial(getRenderer().getResourceManager(), "physx_primitive_transparent", "", RenderMaterial::BLEND_ALPHA_BLENDING); - { - IRenderMesh* mesh = getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Sphere); - m_sphereToolRenderable = getRenderer().createRenderable(*mesh, *m_toolRenderMaterial); - } - { - IRenderMesh* mesh = getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Box); - m_lineToolRenderable = getRenderer().createRenderable(*mesh, *m_toolRenderMaterial); - } - - // default tool - m_damagerIndex = 0; - - // start with damage mode by default - setDamageMode(true); -} - -void DamageToolController::onInitialize() -{ -} - - -void DamageToolController::onSampleStop() -{ - getRenderer().removeRenderable(m_sphereToolRenderable); - getRenderer().removeRenderable(m_lineToolRenderable); - SAFE_DELETE(m_toolRenderMaterial); -} - - -void DamageToolController::Animate(double dt) -{ - PROFILER_SCOPED_FUNCTION(); - - m_toolColor = XMFLOAT4Lerp(m_toolColor, m_damagers[m_damagerIndex].pointerColor, dt * 5.0f); - - m_sphereToolRenderable->setHidden(true); - m_lineToolRenderable->setHidden(true); - - // damage mode - if (m_damageMode) - { - const Damager& damager = m_damagers[m_damagerIndex]; - - // ray cast according to camera + mouse ray - PxVec3 eyePos, pickDir; - getPhysXController().getEyePoseAndPickDir(m_lastMousePos.x, m_lastMousePos.y, eyePos, pickDir); - pickDir = pickDir.getNormalized(); - - PxRaycastHit hit; hit.shape = NULL; - PxRaycastBuffer hit1; - getPhysXController().getPhysXScene().raycast(eyePos, pickDir, PX_MAX_F32, hit1, PxHitFlag::ePOSITION | PxHitFlag::eNORMAL); - hit = hit1.block; - - if (hit.shape || (m_prevWasHit && damager.pointerType == Damager::Line)) - { - PxMat44 cameraViewInv = XMMATRIXToPxMat44(getRenderer().getCamera().GetViewMatrix()).inverseRT(); - PxVec3 weaponOrigin = eyePos + cameraViewInv.rotate(WEAPON_POSITION_IN_VIEW); - PxVec3 weaponDir = (hit.position - weaponOrigin).getNormalized(); - - // damage function - auto damageFunction = [&](ExtPxActor* actor, BlastFamily& family) - { - auto t0 = actor->getPhysXActor().getGlobalPose(); - PxTransform t(t0.getInverse()); - Damager::DamageData data; - data.hitNormal = t.rotate(hit.normal); - data.hitPosition = t.transform(hit.position); - data.origin = t.transform(weaponOrigin); - data.weaponDir = t.rotate(weaponDir); - data.previousWeaponDir = t.rotate(m_previousPickDir); - damager.executeFunction(&damager, actor, family, data); - }; - - // should damage? - bool shouldDamage = false; - if (m_isMousePressed) - { - shouldDamage = damager.damageWhilePressed || m_damageCountWhilePressed == 0; - m_damageCountWhilePressed++; - } - else - { - m_damageCountWhilePressed = 0; - } - - // Update tool pointer and do damage with specific overlap - if (damager.pointerType == Damager::Sphere) - { - m_sphereToolRenderable->setHidden(false); - m_sphereToolRenderable->setColor(m_toolColor); - m_sphereToolRenderable->setScale(PxVec3(damager.radius)); - m_sphereToolRenderable->setTransform(PxTransform(hit.position)); - - if (shouldDamage) - { - if (getBlastController().overlap(PxSphereGeometry(damager.radius), PxTransform(hit.position), damageFunction)) - { - m_toolColor = PICK_POINTER_ACTIVE_COLOR; - } - getPhysXController().explodeDelayed(hit.position, damager.radius, m_explosiveImpulse); - } - } - else if (damager.pointerType == Damager::Line) - { - m_lineToolRenderable->setHidden(false); - m_lineToolRenderable->setColor(m_toolColor); - - PxVec3 scale(damager.radius, damager.radius, SEGMENT_DAMAGE_MAX_DISTANCE); - PxVec3 direction = (hit.position - weaponOrigin).getNormalized(); - PxVec3 position = weaponOrigin + direction * SEGMENT_DAMAGE_MAX_DISTANCE; - - m_lineToolRenderable->setScale(scale); - PxTransform t(position, quatLookAt(direction)); - m_lineToolRenderable->setTransform(t); - - if (shouldDamage) - { - if (this->getBlastController().overlap(PxBoxGeometry(scale), t, damageFunction)) - { - m_toolColor = PICK_POINTER_ACTIVE_COLOR; - } - } - } - else - { - PX_ASSERT(false); - } - - m_previousPickDir = weaponDir; - m_prevWasHit = true; - } - else - { - m_prevWasHit = false; - } - } -} - - -LRESULT DamageToolController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) -{ - PROFILER_SCOPED_FUNCTION(); - - if (uMsg == WM_LBUTTONDOWN || uMsg == WM_MOUSEMOVE || uMsg == WM_LBUTTONUP) - { - m_lastMousePos.x = (short)LOWORD(lParam) / getRenderer().getScreenWidth(); - m_lastMousePos.y = (short)HIWORD(lParam) / getRenderer().getScreenHeight(); - } - - if (uMsg == WM_LBUTTONDOWN || uMsg == WM_LBUTTONUP) - { - m_isMousePressed = (uMsg == WM_LBUTTONDOWN); - } - - if (uMsg == WM_MOUSEWHEEL) - { - int delta = int((short)HIWORD(wParam)) / WHEEL_DELTA; - changeDamageRadius(delta * 0.3f); - } - - if (uMsg == WM_KEYDOWN) - { - int iKeyPressed = static_cast(wParam); - if (iKeyPressed == VK_OEM_PLUS) - { - changeDamageRadius(0.2f); - } - else if (iKeyPressed == VK_OEM_MINUS) - { - changeDamageRadius(-0.2f); - } - else if (iKeyPressed >= '1' && iKeyPressed <= '9') - { - m_damagerIndex = PxClamp(iKeyPressed - '1', 0, (uint32_t)m_damagers.size() - 1); - } - else if (iKeyPressed == VK_SPACE) - { - setDamageMode(!isDamageMode()); - } - } - - return 1; -} - -void DamageToolController::drawUI() -{ - ImGui::DragFloat("Damage Amount", &m_damage, 1.0f); - ImGui::DragFloat("Explosive Impulse", &m_explosiveImpulse); - ImGui::DragFloat("Stress Damage Force", &m_stressForceFactor); - - // - - - - - - - - - ImGui::Spacing(); - - // Armory - ImGui::Combo("Damage Profile", (int*)&m_damagerIndex, m_damagerNames.data(), (int)m_damagerNames.size(), -1); - Damager& damager = m_damagers[m_damagerIndex]; - ImGui::DragFloat("Damage Radius (Mouse WH)", &damager.radius); - ImGui::Checkbox("Damage Continuously", &damager.damageWhilePressed); -} - -void DamageToolController::setDamageMode(bool enabled) -{ - m_damageMode = enabled; - - getPhysXController().setDraggingEnabled(!m_damageMode); - - if (!m_damageMode) - { - m_sphereToolRenderable->setHidden(true); - m_lineToolRenderable->setHidden(true); - } -} - -void DamageToolController::changeDamageRadius(float dr) -{ - Damager& damager = m_damagers[m_damagerIndex]; - damager.radius += dr; - damager.radius = PxClamp(damager.radius, 0.05f, damager.radiusLimit); -} +// 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 "DamageToolController.h" +#include "RenderUtils.h" +#include "BlastController.h" +#include "Renderer.h" +#include "PhysXController.h" +#include "SampleProfiler.h" + +#include + +#include "NvBlastTkActor.h" +#include "NvBlastTkFamily.h" +#include "NvBlastExtDamageShaders.h" +#include "NvBlastExtPxActor.h" +#include "NvBlastExtPxFamily.h" + +#include "PxRigidDynamic.h" +#include "PxScene.h" + + +using namespace Nv::Blast; +using namespace physx; + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Setup +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +const DirectX::XMFLOAT4 PICK_POINTER_ACTIVE_COLOR(1.0f, 0.f, 0.f, 0.6f); +static const PxVec3 WEAPON_POSITION_IN_VIEW(0, -7, 23); +static const float SEGMENT_DAMAGE_MAX_DISTANCE = 100.0f; + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +DamageToolController::DamageToolController() + : m_damage(100.0f), m_toolColor(1.0f, 1.0f, 1.0f, 0.4f), + m_toolRenderMaterial(nullptr), m_sphereToolRenderable(nullptr), m_lineToolRenderable(nullptr), + m_explosiveImpulse(100), m_damagerIndex(0), m_stressForceFactor(1.0f), m_isMousePressed(false), m_damageCountWhilePressed(0) +{ + // damage amount calc using NvBlastExtMaterial + auto getDamageAmountFn = [](const float damage, ExtPxActor* actor) + { + const NvBlastExtMaterial* material = actor->getFamily().getMaterial(); + return material ? material->getNormalizedDamage(damage) : 0.f; + }; + + // Damage functions + auto radialDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) + { + const float damage = getDamageAmountFn(m_damage, actor); + if (damage > 0.f) + { + NvBlastExtRadialDamageDesc desc = + { + damage, + { data.hitPosition.x, data.hitPosition.y, data.hitPosition.z }, + damager->radius, + damager->radius * 1.6f + }; + + getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc)); + } + }; + auto sliceDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) + { + const float damage = getDamageAmountFn(m_damage, actor); + if (damage > 0.f) + { + PxVec3 farEnd = data.origin + data.weaponDir * 1000.0f; + PxVec3 farEndPrev = data.origin + data.previousWeaponDir * 1000.0f; + + NvBlastExtTriangleIntersectionDamageDesc desc = + { + damage, + { data.origin.x, data.origin.y, data.origin.z }, + { farEnd.x, farEnd.y, farEnd.z }, + { farEndPrev.x, farEndPrev.y, farEndPrev.z }, + }; + + getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc)); + } + }; + auto capsuleDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) + { + const float damage = getDamageAmountFn(m_damage, actor); + if (damage > 0.f) + { + PxVec3 dir = (data.hitPosition - data.origin).getNormalized(); + PxVec3 farEnd = data.origin + dir * 10000.0f; + + NvBlastExtCapsuleRadialDamageDesc desc = + { + damage, + { data.origin.x, data.origin.y, data.origin.z }, + { farEnd.x, farEnd.y, farEnd.z }, + damager->radius, + damager->radius * 1.6f + }; + + getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc)); + } + }; + auto impulseSpreadDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) + { + const float damage = m_damage; + if (damage > 0.f) + { + PxVec3 impactNormal = -data.hitNormal; + + NvBlastExtImpactSpreadDamageDesc desc = + { + damage, + { data.hitPosition.x, data.hitPosition.y, data.hitPosition.z }, + damager->radius, + damager->radius * 1.6f + }; + + getBlastController().immediateDamage(actor, family, damager->program, &desc); + } + }; + auto shearDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) + { + const float damage = getDamageAmountFn(m_damage, actor); + if (damage > 0.f) + { + PxVec3 impactNormal = -data.hitNormal; + + NvBlastExtShearDamageDesc desc = + { + damage, + { impactNormal.x, impactNormal.y, impactNormal.z }, + { data.hitPosition.x, data.hitPosition.y, data.hitPosition.z }, + damager->radius, + damager->radius * 1.6f + }; + + getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc)); + } + }; + auto stressDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) + { + PxVec3 force = -m_stressForceFactor * data.hitNormal * actor->getPhysXActor().getMass(); + + getBlastController().stressDamage(actor, data.hitPosition, force); + }; + + // Damage Tools: + { + Damager dam; + dam.uiName = "Radial Damage (Falloff)"; + dam.program = NvBlastDamageProgram { NvBlastExtFalloffGraphShader, NvBlastExtFalloffSubgraphShader }; + dam.pointerType = Damager::PointerType::Sphere; + dam.pointerColor = DirectX::XMFLOAT4(1.0f, 1.0f, 1.0f, 0.4f); + dam.executeFunction = radialDamageExecute; + m_damagers.push_back(dam); + } + { + Damager dam; + dam.uiName = "Radial Damage (Cutter)"; + dam.program = NvBlastDamageProgram { NvBlastExtCutterGraphShader, NvBlastExtCutterSubgraphShader }; + dam.pointerType = Damager::PointerType::Sphere; + dam.pointerColor = DirectX::XMFLOAT4(0.5f, 0.5f, 1.0f, 0.4f); + dam.executeFunction = radialDamageExecute; + m_damagers.push_back(dam); + } + + { + Damager dam; + dam.uiName = "Slice Damage"; + dam.program = NvBlastDamageProgram{ NvBlastExtTriangleIntersectionGraphShader, NvBlastExtTriangleIntersectionSubgraphShader }; + dam.pointerType = Damager::PointerType::Line; + dam.pointerColor = DirectX::XMFLOAT4(0.1f, 1.0f, 0.1f, 0.4f); + dam.executeFunction = sliceDamageExecute; + dam.damageWhilePressed = true; + dam.radius = .2f; + dam.radiusLimit = .2f; + m_damagers.push_back(dam); + } + + { + Damager dam; + dam.uiName = "Capsule Damage (Falloff)"; + dam.program = NvBlastDamageProgram{ NvBlastExtCapsuleFalloffGraphShader, NvBlastExtCapsuleFalloffSubgraphShader }; + dam.pointerType = Damager::PointerType::Line; + dam.pointerColor = DirectX::XMFLOAT4(0.1f, 1.0f, 0.1f, 0.4f); + dam.executeFunction = capsuleDamageExecute; + dam.damageWhilePressed = true; + dam.radius = .2f; + dam.radiusLimit = 20.0f; + m_damagers.push_back(dam); + } + + { + Damager dam; + dam.uiName = "Impact Spread Damage"; + dam.program = NvBlastDamageProgram { NvBlastExtImpactSpreadGraphShader, NvBlastExtImpactSpreadSubgraphShader }; + dam.pointerType = Damager::PointerType::Sphere; + dam.pointerColor = DirectX::XMFLOAT4(0.5f, 1.0f, 0.5f, 0.4f); + dam.executeFunction = impulseSpreadDamageExecute; + m_damagers.push_back(dam); + } + + { + Damager dam; + dam.uiName = "Shear Damage"; + dam.program = NvBlastDamageProgram{ NvBlastExtShearGraphShader, NvBlastExtShearSubgraphShader }; + dam.pointerType = Damager::PointerType::Sphere; + dam.pointerColor = DirectX::XMFLOAT4(0.5f, 1.0f, 0.5f, 0.4f); + dam.executeFunction = shearDamageExecute; + m_damagers.push_back(dam); + } + + { + Damager dam; + dam.uiName = "Stress Damage"; + dam.program = { nullptr, nullptr }; + dam.pointerType = Damager::PointerType::Sphere; + dam.pointerColor = DirectX::XMFLOAT4(0.5f, 0.5f, 1.0f, 0.4f); + dam.executeFunction = stressDamageExecute; + m_damagers.push_back(dam); + } + + for (const Damager& d : m_damagers) + { + m_damagerNames.push_back(d.uiName); + } +} + +DamageToolController::~DamageToolController() +{ +} + +void DamageToolController::onSampleStart() +{ + // damage tool pointer + m_toolRenderMaterial = new RenderMaterial(getRenderer().getResourceManager(), "physx_primitive_transparent", "", RenderMaterial::BLEND_ALPHA_BLENDING); + { + IRenderMesh* mesh = getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Sphere); + m_sphereToolRenderable = getRenderer().createRenderable(*mesh, *m_toolRenderMaterial); + } + { + IRenderMesh* mesh = getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Box); + m_lineToolRenderable = getRenderer().createRenderable(*mesh, *m_toolRenderMaterial); + } + + // default tool + m_damagerIndex = 0; + + // start with damage mode by default + setDamageMode(true); +} + +void DamageToolController::onInitialize() +{ +} + + +void DamageToolController::onSampleStop() +{ + getRenderer().removeRenderable(m_sphereToolRenderable); + getRenderer().removeRenderable(m_lineToolRenderable); + SAFE_DELETE(m_toolRenderMaterial); +} + + +void DamageToolController::Animate(double dt) +{ + PROFILER_SCOPED_FUNCTION(); + + m_toolColor = XMFLOAT4Lerp(m_toolColor, m_damagers[m_damagerIndex].pointerColor, dt * 5.0f); + + m_sphereToolRenderable->setHidden(true); + m_lineToolRenderable->setHidden(true); + + // damage mode + if (m_damageMode) + { + const Damager& damager = m_damagers[m_damagerIndex]; + + // ray cast according to camera + mouse ray + PxVec3 eyePos, pickDir; + getPhysXController().getEyePoseAndPickDir(m_lastMousePos.x, m_lastMousePos.y, eyePos, pickDir); + pickDir = pickDir.getNormalized(); + + PxRaycastHit hit; hit.shape = NULL; + PxRaycastBuffer hit1; + getPhysXController().getPhysXScene().raycast(eyePos, pickDir, PX_MAX_F32, hit1, PxHitFlag::ePOSITION | PxHitFlag::eNORMAL); + hit = hit1.block; + + if (hit.shape || (m_prevWasHit && damager.pointerType == Damager::Line)) + { + PxMat44 cameraViewInv = XMMATRIXToPxMat44(getRenderer().getCamera().GetViewMatrix()).inverseRT(); + PxVec3 weaponOrigin = eyePos + cameraViewInv.rotate(WEAPON_POSITION_IN_VIEW); + PxVec3 weaponDir = (hit.position - weaponOrigin).getNormalized(); + + // damage function + auto damageFunction = [&](ExtPxActor* actor, BlastFamily& family) + { + auto t0 = actor->getPhysXActor().getGlobalPose(); + PxTransform t(t0.getInverse()); + Damager::DamageData data; + data.hitNormal = t.rotate(hit.normal); + data.hitPosition = t.transform(hit.position); + data.origin = t.transform(weaponOrigin); + data.weaponDir = t.rotate(weaponDir); + data.previousWeaponDir = t.rotate(m_previousPickDir); + damager.executeFunction(&damager, actor, family, data); + }; + + // should damage? + bool shouldDamage = false; + if (m_isMousePressed) + { + shouldDamage = damager.damageWhilePressed || m_damageCountWhilePressed == 0; + m_damageCountWhilePressed++; + } + else + { + m_damageCountWhilePressed = 0; + } + + // Update tool pointer and do damage with specific overlap + if (damager.pointerType == Damager::Sphere) + { + m_sphereToolRenderable->setHidden(false); + m_sphereToolRenderable->setColor(m_toolColor); + m_sphereToolRenderable->setScale(PxVec3(damager.radius)); + m_sphereToolRenderable->setTransform(PxTransform(hit.position)); + + if (shouldDamage) + { + if (getBlastController().overlap(PxSphereGeometry(damager.radius), PxTransform(hit.position), damageFunction)) + { + m_toolColor = PICK_POINTER_ACTIVE_COLOR; + } + getPhysXController().explodeDelayed(hit.position, damager.radius, m_explosiveImpulse); + } + } + else if (damager.pointerType == Damager::Line) + { + m_lineToolRenderable->setHidden(false); + m_lineToolRenderable->setColor(m_toolColor); + + PxVec3 scale(damager.radius, damager.radius, SEGMENT_DAMAGE_MAX_DISTANCE); + PxVec3 direction = (hit.position - weaponOrigin).getNormalized(); + PxVec3 position = weaponOrigin + direction * SEGMENT_DAMAGE_MAX_DISTANCE; + + m_lineToolRenderable->setScale(scale); + PxTransform t(position, quatLookAt(direction)); + m_lineToolRenderable->setTransform(t); + + if (shouldDamage) + { + if (this->getBlastController().overlap(PxBoxGeometry(scale), t, damageFunction)) + { + m_toolColor = PICK_POINTER_ACTIVE_COLOR; + } + } + } + else + { + PX_ASSERT(false); + } + + m_previousPickDir = weaponDir; + m_prevWasHit = true; + } + else + { + m_prevWasHit = false; + } + } +} + + +LRESULT DamageToolController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +{ + PROFILER_SCOPED_FUNCTION(); + + if (uMsg == WM_LBUTTONDOWN || uMsg == WM_MOUSEMOVE || uMsg == WM_LBUTTONUP) + { + m_lastMousePos.x = (short)LOWORD(lParam) / getRenderer().getScreenWidth(); + m_lastMousePos.y = (short)HIWORD(lParam) / getRenderer().getScreenHeight(); + } + + if (uMsg == WM_LBUTTONDOWN || uMsg == WM_LBUTTONUP) + { + m_isMousePressed = (uMsg == WM_LBUTTONDOWN); + } + + if (uMsg == WM_MOUSEWHEEL) + { + int delta = int((short)HIWORD(wParam)) / WHEEL_DELTA; + changeDamageRadius(delta * 0.3f); + } + + if (uMsg == WM_KEYDOWN) + { + int iKeyPressed = static_cast(wParam); + if (iKeyPressed == VK_OEM_PLUS) + { + changeDamageRadius(0.2f); + } + else if (iKeyPressed == VK_OEM_MINUS) + { + changeDamageRadius(-0.2f); + } + else if (iKeyPressed >= '1' && iKeyPressed <= '9') + { + m_damagerIndex = PxClamp(iKeyPressed - '1', 0, (uint32_t)m_damagers.size() - 1); + } + else if (iKeyPressed == VK_SPACE) + { + setDamageMode(!isDamageMode()); + } + } + + return 1; +} + +void DamageToolController::drawUI() +{ + ImGui::DragFloat("Damage Amount", &m_damage, 1.0f); + ImGui::DragFloat("Explosive Impulse", &m_explosiveImpulse); + ImGui::DragFloat("Stress Damage Force", &m_stressForceFactor); + + // - - - - - - - - + ImGui::Spacing(); + + // Armory + ImGui::Combo("Damage Profile", (int*)&m_damagerIndex, m_damagerNames.data(), (int)m_damagerNames.size(), -1); + Damager& damager = m_damagers[m_damagerIndex]; + ImGui::DragFloat("Damage Radius (Mouse WH)", &damager.radius); + ImGui::Checkbox("Damage Continuously", &damager.damageWhilePressed); +} + +void DamageToolController::setDamageMode(bool enabled) +{ + m_damageMode = enabled; + + getPhysXController().setDraggingEnabled(!m_damageMode); + + if (!m_damageMode) + { + m_sphereToolRenderable->setHidden(true); + m_lineToolRenderable->setHidden(true); + } +} + +void DamageToolController::changeDamageRadius(float dr) +{ + Damager& damager = m_damagers[m_damagerIndex]; + damager.radius += dr; + damager.radius = PxClamp(damager.radius, 0.05f, damager.radiusLimit); +} diff --git a/samples/SampleBase/ui/DamageToolController.h b/samples/SampleBase/ui/DamageToolController.h old mode 100644 new mode 100755 index 970bc21..3450734 --- a/samples/SampleBase/ui/DamageToolController.h +++ b/samples/SampleBase/ui/DamageToolController.h @@ -1,160 +1,160 @@ -// 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 DAMAGE_TOOL_CONTROLLER_H -#define DAMAGE_TOOL_CONTROLLER_H - -#include "SampleManager.h" -#include "NvBlastTypes.h" -#include -#include -#include "PxVec2.h" -#include "PxVec3.h" - - -class Renderable; -class RenderMaterial; -class BlastFamily; - -namespace Nv -{ -namespace Blast -{ -class ExtPxActor; -} -} - - - -class DamageToolController : public ISampleController -{ -public: - DamageToolController(); - virtual ~DamageToolController(); - - virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); - virtual void Animate(double dt); - void drawUI(); - - - virtual void onInitialize(); - virtual void onSampleStart(); - virtual void onSampleStop(); - - bool isDamageMode() const - { - return m_damageMode; - } - -private: - DamageToolController& operator= (DamageToolController&); - - - //////// private methods //////// - - void changeDamageRadius(float dr); - - void setDamageMode(bool enabled); - - - //////// used controllers //////// - - Renderer& getRenderer() const - { - return getManager()->getRenderer(); - } - - PhysXController& getPhysXController() const - { - return getManager()->getPhysXController(); - } - - BlastController& getBlastController() const - { - return getManager()->getBlastController(); - } - - - //////// internal data //////// - - RenderMaterial* m_toolRenderMaterial; - Renderable* m_sphereToolRenderable; - DirectX::XMFLOAT4 m_toolColor; - Renderable* m_lineToolRenderable; - - float m_damage; - float m_explosiveImpulse; - float m_stressForceFactor; - - struct Damager - { - Damager() : damageWhilePressed(false), radius(5.0f), radiusLimit(1000.0f) - { - } - - enum PointerType - { - Sphere, - Line - }; - - struct DamageData - { - physx::PxVec3 origin; - physx::PxVec3 hitPosition; - physx::PxVec3 hitNormal; - physx::PxVec3 weaponDir; - physx::PxVec3 previousWeaponDir; - }; - - typedef std::function ExecuteFn; - - const char* uiName; - NvBlastDamageProgram program; - PointerType pointerType; - DirectX::XMFLOAT4 pointerColor; - float radius; - float radiusLimit; - bool damageWhilePressed; - ExecuteFn executeFunction; - }; - - std::vector m_damagers; - std::vector m_damagerNames; - uint32_t m_damagerIndex; - - bool m_damageMode; - - physx::PxVec2 m_lastMousePos; - bool m_isMousePressed; - uint32_t m_damageCountWhilePressed; - physx::PxVec3 m_previousPickDir; - bool m_prevWasHit; -}; - +// 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 DAMAGE_TOOL_CONTROLLER_H +#define DAMAGE_TOOL_CONTROLLER_H + +#include "SampleManager.h" +#include "NvBlastTypes.h" +#include +#include +#include "PxVec2.h" +#include "PxVec3.h" + + +class Renderable; +class RenderMaterial; +class BlastFamily; + +namespace Nv +{ +namespace Blast +{ +class ExtPxActor; +} +} + + + +class DamageToolController : public ISampleController +{ +public: + DamageToolController(); + virtual ~DamageToolController(); + + virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); + virtual void Animate(double dt); + void drawUI(); + + + virtual void onInitialize(); + virtual void onSampleStart(); + virtual void onSampleStop(); + + bool isDamageMode() const + { + return m_damageMode; + } + +private: + DamageToolController& operator= (DamageToolController&); + + + //////// private methods //////// + + void changeDamageRadius(float dr); + + void setDamageMode(bool enabled); + + + //////// used controllers //////// + + Renderer& getRenderer() const + { + return getManager()->getRenderer(); + } + + PhysXController& getPhysXController() const + { + return getManager()->getPhysXController(); + } + + BlastController& getBlastController() const + { + return getManager()->getBlastController(); + } + + + //////// internal data //////// + + RenderMaterial* m_toolRenderMaterial; + Renderable* m_sphereToolRenderable; + DirectX::XMFLOAT4 m_toolColor; + Renderable* m_lineToolRenderable; + + float m_damage; + float m_explosiveImpulse; + float m_stressForceFactor; + + struct Damager + { + Damager() : damageWhilePressed(false), radius(5.0f), radiusLimit(1000.0f) + { + } + + enum PointerType + { + Sphere, + Line + }; + + struct DamageData + { + physx::PxVec3 origin; + physx::PxVec3 hitPosition; + physx::PxVec3 hitNormal; + physx::PxVec3 weaponDir; + physx::PxVec3 previousWeaponDir; + }; + + typedef std::function ExecuteFn; + + const char* uiName; + NvBlastDamageProgram program; + PointerType pointerType; + DirectX::XMFLOAT4 pointerColor; + float radius; + float radiusLimit; + bool damageWhilePressed; + ExecuteFn executeFunction; + }; + + std::vector m_damagers; + std::vector m_damagerNames; + uint32_t m_damagerIndex; + + bool m_damageMode; + + physx::PxVec2 m_lastMousePos; + bool m_isMousePressed; + uint32_t m_damageCountWhilePressed; + physx::PxVec3 m_previousPickDir; + bool m_prevWasHit; +}; + #endif \ No newline at end of file diff --git a/samples/SampleBase/ui/imgui_impl_dx11.cpp b/samples/SampleBase/ui/imgui_impl_dx11.cpp old mode 100644 new mode 100755 index 11f66f0..42d0892 --- a/samples/SampleBase/ui/imgui_impl_dx11.cpp +++ b/samples/SampleBase/ui/imgui_impl_dx11.cpp @@ -1,583 +1,583 @@ -// ImGui Win32 + DirectX11 binding -// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -#include -#include "imgui_impl_dx11.h" - -// DirectX -#include -#include -#define DIRECTINPUT_VERSION 0x0800 -#include - -// Data -static INT64 g_Time = 0; -static INT64 g_TicksPerSecond = 0; - -static HWND g_hWnd = 0; -static ID3D11Device* g_pd3dDevice = NULL; -static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; -static ID3D11Buffer* g_pVB = NULL; -static ID3D11Buffer* g_pIB = NULL; -static ID3D10Blob * g_pVertexShaderBlob = NULL; -static ID3D11VertexShader* g_pVertexShader = NULL; -static ID3D11InputLayout* g_pInputLayout = NULL; -static ID3D11Buffer* g_pVertexConstantBuffer = NULL; -static ID3D10Blob * g_pPixelShaderBlob = NULL; -static ID3D11PixelShader* g_pPixelShader = NULL; -static ID3D11SamplerState* g_pFontSampler = NULL; -static ID3D11ShaderResourceView*g_pFontTextureView = NULL; -static ID3D11RasterizerState* g_pRasterizerState = NULL; -static ID3D11BlendState* g_pBlendState = NULL; -static ID3D11DepthStencilState* g_pDepthStencilState = NULL; -static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; - -struct VERTEX_CONSTANT_BUFFER -{ - float mvp[4][4]; -}; - -// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -// If text or lines are blurry when integrating ImGui in your engine: -// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) -{ - ID3D11DeviceContext* ctx = g_pd3dDeviceContext; - - // Create and grow vertex/index buffers if needed - if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) - { - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - g_VertexBufferSize = draw_data->TotalVtxCount + 5000; - D3D11_BUFFER_DESC desc; - memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); - desc.Usage = D3D11_USAGE_DYNAMIC; - desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); - desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - desc.MiscFlags = 0; - if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0) - return; - } - if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) - { - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - g_IndexBufferSize = draw_data->TotalIdxCount + 10000; - D3D11_BUFFER_DESC desc; - memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); - desc.Usage = D3D11_USAGE_DYNAMIC; - desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); - desc.BindFlags = D3D11_BIND_INDEX_BUFFER; - desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0) - return; - } - - // Copy and convert all vertices into a single contiguous buffer - D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; - if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) - return; - if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) - return; - ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; - ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert)); - memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx)); - vtx_dst += cmd_list->VtxBuffer.size(); - idx_dst += cmd_list->IdxBuffer.size(); - } - ctx->Unmap(g_pVB, 0); - ctx->Unmap(g_pIB, 0); - - // Setup orthographic projection matrix into our constant buffer - { - D3D11_MAPPED_SUBRESOURCE mapped_resource; - if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) - return; - VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData; - float L = 0.0f; - float R = ImGui::GetIO().DisplaySize.x; - float B = ImGui::GetIO().DisplaySize.y; - float T = 0.0f; - float mvp[4][4] = - { - { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, - { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, - { 0.0f, 0.0f, 0.5f, 0.0f }, - { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, - }; - memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); - ctx->Unmap(g_pVertexConstantBuffer, 0); - } - - // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) - struct BACKUP_DX11_STATE - { - UINT ScissorRectsCount, ViewportsCount; - D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; - D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; - ID3D11RasterizerState* RS; - ID3D11BlendState* BlendState; - FLOAT BlendFactor[4]; - UINT SampleMask; - UINT StencilRef; - ID3D11DepthStencilState* DepthStencilState; - ID3D11ShaderResourceView* PSShaderResource; - ID3D11SamplerState* PSSampler; - ID3D11PixelShader* PS; - ID3D11VertexShader* VS; - UINT PSInstancesCount, VSInstancesCount; - ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation - D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; - ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; - UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; - DXGI_FORMAT IndexBufferFormat; - ID3D11InputLayout* InputLayout; - }; - BACKUP_DX11_STATE old; - old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; - ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); - ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); - ctx->RSGetState(&old.RS); - ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); - ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); - ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); - ctx->PSGetSamplers(0, 1, &old.PSSampler); - old.PSInstancesCount = old.VSInstancesCount = 256; - ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); - ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); - ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); - ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); - ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); - ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); - ctx->IAGetInputLayout(&old.InputLayout); - - // Setup viewport - D3D11_VIEWPORT vp; - memset(&vp, 0, sizeof(D3D11_VIEWPORT)); - vp.Width = ImGui::GetIO().DisplaySize.x; - vp.Height = ImGui::GetIO().DisplaySize.y; - vp.MinDepth = 0.0f; - vp.MaxDepth = 1.0f; - vp.TopLeftX = vp.TopLeftY = 0.0f; - ctx->RSSetViewports(1, &vp); - - // Bind shader and vertex buffers - unsigned int stride = sizeof(ImDrawVert); - unsigned int offset = 0; - ctx->IASetInputLayout(g_pInputLayout); - ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); - ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); - ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->VSSetShader(g_pVertexShader, NULL, 0); - ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); - ctx->PSSetShader(g_pPixelShader, NULL, 0); - ctx->PSSetSamplers(0, 1, &g_pFontSampler); - - // Setup render state - const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; - ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); - ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); - ctx->RSSetState(g_pRasterizerState); - - // Render command lists - int vtx_offset = 0; - int idx_offset = 0; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; - ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId); - ctx->RSSetScissorRects(1, &r); - ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset); - } - idx_offset += pcmd->ElemCount; - } - vtx_offset += cmd_list->VtxBuffer.size(); - } - - // Restore modified DX state - ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); - ctx->RSSetViewports(old.ViewportsCount, old.Viewports); - ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); - ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); - ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); - ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); - ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); - ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); - for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); - ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); - ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); - for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); - ctx->IASetPrimitiveTopology(old.PrimitiveTopology); - ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); - ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); - ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); -} - -IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam) -{ - ImGuiIO& io = ImGui::GetIO(); - switch (msg) - { - case WM_LBUTTONDOWN: - io.MouseDown[0] = true; - return true; - case WM_LBUTTONUP: - io.MouseDown[0] = false; - return true; - case WM_RBUTTONDOWN: - io.MouseDown[1] = true; - return true; - case WM_RBUTTONUP: - io.MouseDown[1] = false; - return true; - case WM_MBUTTONDOWN: - io.MouseDown[2] = true; - return true; - case WM_MBUTTONUP: - io.MouseDown[2] = false; - return true; - case WM_MOUSEWHEEL: - io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; - return true; - case WM_MOUSEMOVE: - io.MousePos.x = (signed short)(lParam); - io.MousePos.y = (signed short)(lParam >> 16); - return true; - case WM_KEYDOWN: - if (wParam < 256) - io.KeysDown[wParam] = 1; - return true; - case WM_KEYUP: - if (wParam < 256) - io.KeysDown[wParam] = 0; - return true; - case WM_CHAR: - // You can also use ToAscii()+GetKeyboardState() to retrieve characters. - if (wParam > 0 && wParam < 0x10000) - io.AddInputCharacter((unsigned short)wParam); - return true; - } - return 0; -} - -static void ImGui_ImplDX11_CreateFontsTexture() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - - // Upload texture to graphics system - { - D3D11_TEXTURE2D_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Width = width; - desc.Height = height; - desc.MipLevels = 1; - desc.ArraySize = 1; - desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - desc.SampleDesc.Count = 1; - desc.Usage = D3D11_USAGE_DEFAULT; - desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; - desc.CPUAccessFlags = 0; - - ID3D11Texture2D *pTexture = NULL; - D3D11_SUBRESOURCE_DATA subResource; - subResource.pSysMem = pixels; - subResource.SysMemPitch = desc.Width * 4; - subResource.SysMemSlicePitch = 0; - g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); - - // Create texture view - D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; - ZeroMemory(&srvDesc, sizeof(srvDesc)); - srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; - srvDesc.Texture2D.MipLevels = desc.MipLevels; - srvDesc.Texture2D.MostDetailedMip = 0; - g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); - pTexture->Release(); - } - - // Store our identifier - io.Fonts->TexID = (void *)g_pFontTextureView; - - // Create texture sampler - { - D3D11_SAMPLER_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; - desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; - desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; - desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; - desc.MipLODBias = 0.f; - desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; - desc.MinLOD = 0.f; - desc.MaxLOD = 0.f; - g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); - } -} - -bool ImGui_ImplDX11_CreateDeviceObjects() -{ - if (!g_pd3dDevice) - return false; - if (g_pFontSampler) - ImGui_ImplDX11_InvalidateDeviceObjects(); - - // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) - // If you would like to use this DX11 sample code but remove this dependency you can: - // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [prefered solution] - // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. - // See https://github.com/ocornut/imgui/pull/638 for sources and details. - - // Create the vertex shader - { - static const char* vertexShader = - "cbuffer vertexBuffer : register(b0) \ - {\ - float4x4 ProjectionMatrix; \ - };\ - struct VS_INPUT\ - {\ - float2 pos : POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - \ - struct PS_INPUT\ - {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - \ - PS_INPUT main(VS_INPUT input)\ - {\ - PS_INPUT output;\ - output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ - output.col = input.col;\ - output.uv = input.uv;\ - return output;\ - }"; - - D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); - if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - return false; - if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) - return false; - - // Create the input layout - D3D11_INPUT_ELEMENT_DESC local_layout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - }; - if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) - return false; - - // Create the constant buffer - { - D3D11_BUFFER_DESC desc; - desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); - desc.Usage = D3D11_USAGE_DYNAMIC; - desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; - desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - desc.MiscFlags = 0; - g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer); - } - } - - // Create the pixel shader - { - static const char* pixelShader = - "struct PS_INPUT\ - {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - sampler sampler0;\ - Texture2D texture0;\ - \ - float4 main(PS_INPUT input) : SV_Target\ - {\ - float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ - return out_col; \ - }"; - - D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL); - if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - return false; - if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) - return false; - } - - // Create the blending setup - { - D3D11_BLEND_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.AlphaToCoverageEnable = false; - desc.RenderTarget[0].BlendEnable = true; - desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; - desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; - desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; - desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; - desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; - desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; - desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; - g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); - } - - // Create the rasterizer state - { - D3D11_RASTERIZER_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.FillMode = D3D11_FILL_SOLID; - desc.CullMode = D3D11_CULL_NONE; - desc.ScissorEnable = true; - desc.DepthClipEnable = true; - g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); - } - - // Create depth-stencil State - { - D3D11_DEPTH_STENCIL_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.DepthEnable = false; - desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; - desc.DepthFunc = D3D11_COMPARISON_ALWAYS; - desc.StencilEnable = false; - desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; - desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; - desc.BackFace = desc.FrontFace; - g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); - } - - ImGui_ImplDX11_CreateFontsTexture(); - - return true; -} - -void ImGui_ImplDX11_InvalidateDeviceObjects() -{ - if (!g_pd3dDevice) - return; - - if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } - if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; } - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - - if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } - if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } - if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } - if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } - if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } - if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } - if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } - if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } - if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } -} - -bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context) -{ - g_hWnd = (HWND)hwnd; - g_pd3dDevice = device; - g_pd3dDeviceContext = device_context; - - if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) - return false; - if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) - return false; - - ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. - io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; - io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; - io.KeyMap[ImGuiKey_UpArrow] = VK_UP; - io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; - io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; - io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; - io.KeyMap[ImGuiKey_Home] = VK_HOME; - io.KeyMap[ImGuiKey_End] = VK_END; - io.KeyMap[ImGuiKey_Delete] = VK_DELETE; - io.KeyMap[ImGuiKey_Backspace] = VK_BACK; - io.KeyMap[ImGuiKey_Enter] = VK_RETURN; - io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; - io.KeyMap[ImGuiKey_A] = 'A'; - io.KeyMap[ImGuiKey_C] = 'C'; - io.KeyMap[ImGuiKey_V] = 'V'; - io.KeyMap[ImGuiKey_X] = 'X'; - io.KeyMap[ImGuiKey_Y] = 'Y'; - io.KeyMap[ImGuiKey_Z] = 'Z'; - - io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. - io.ImeWindowHandle = g_hWnd; - - return true; -} - -void ImGui_ImplDX11_Shutdown() -{ - ImGui_ImplDX11_InvalidateDeviceObjects(); - ImGui::Shutdown(); - g_pd3dDevice = NULL; - g_pd3dDeviceContext = NULL; - g_hWnd = (HWND)0; -} - -void ImGui_ImplDX11_NewFrame() -{ - if (!g_pFontSampler) - ImGui_ImplDX11_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - // Setup display size (every frame to accommodate for window resizing) - RECT rect; - GetClientRect(g_hWnd, &rect); - io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); - - // Setup time step - INT64 current_time; - QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); - io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; - g_Time = current_time; - - // Read keyboard modifiers inputs - io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0; - io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0; - io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0; - io.KeySuper = false; - // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events - // io.MousePos : filled by WM_MOUSEMOVE events - // io.MouseDown : filled by WM_*BUTTON* events - // io.MouseWheel : filled by WM_MOUSEWHEEL events - - // Hide OS mouse cursor if ImGui is drawing it - SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW)); - - // Start the frame - ImGui::NewFrame(); -} +// ImGui Win32 + DirectX11 binding +// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +#include +#include "imgui_impl_dx11.h" + +// DirectX +#include +#include +#define DIRECTINPUT_VERSION 0x0800 +#include + +// Data +static INT64 g_Time = 0; +static INT64 g_TicksPerSecond = 0; + +static HWND g_hWnd = 0; +static ID3D11Device* g_pd3dDevice = NULL; +static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; +static ID3D11Buffer* g_pVB = NULL; +static ID3D11Buffer* g_pIB = NULL; +static ID3D10Blob * g_pVertexShaderBlob = NULL; +static ID3D11VertexShader* g_pVertexShader = NULL; +static ID3D11InputLayout* g_pInputLayout = NULL; +static ID3D11Buffer* g_pVertexConstantBuffer = NULL; +static ID3D10Blob * g_pPixelShaderBlob = NULL; +static ID3D11PixelShader* g_pPixelShader = NULL; +static ID3D11SamplerState* g_pFontSampler = NULL; +static ID3D11ShaderResourceView*g_pFontTextureView = NULL; +static ID3D11RasterizerState* g_pRasterizerState = NULL; +static ID3D11BlendState* g_pBlendState = NULL; +static ID3D11DepthStencilState* g_pDepthStencilState = NULL; +static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; + +struct VERTEX_CONSTANT_BUFFER +{ + float mvp[4][4]; +}; + +// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) +// If text or lines are blurry when integrating ImGui in your engine: +// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) +void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) +{ + ID3D11DeviceContext* ctx = g_pd3dDeviceContext; + + // Create and grow vertex/index buffers if needed + if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + { + if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } + g_VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D11_BUFFER_DESC desc; + memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); + desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0) + return; + } + if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + { + if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } + g_IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D11_BUFFER_DESC desc; + memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); + desc.BindFlags = D3D11_BIND_INDEX_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0) + return; + } + + // Copy and convert all vertices into a single contiguous buffer + D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; + if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) + return; + if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) + return; + ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; + ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert)); + memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx)); + vtx_dst += cmd_list->VtxBuffer.size(); + idx_dst += cmd_list->IdxBuffer.size(); + } + ctx->Unmap(g_pVB, 0); + ctx->Unmap(g_pIB, 0); + + // Setup orthographic projection matrix into our constant buffer + { + D3D11_MAPPED_SUBRESOURCE mapped_resource; + if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) + return; + VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData; + float L = 0.0f; + float R = ImGui::GetIO().DisplaySize.x; + float B = ImGui::GetIO().DisplaySize.y; + float T = 0.0f; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); + ctx->Unmap(g_pVertexConstantBuffer, 0); + } + + // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) + struct BACKUP_DX11_STATE + { + UINT ScissorRectsCount, ViewportsCount; + D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + ID3D11RasterizerState* RS; + ID3D11BlendState* BlendState; + FLOAT BlendFactor[4]; + UINT SampleMask; + UINT StencilRef; + ID3D11DepthStencilState* DepthStencilState; + ID3D11ShaderResourceView* PSShaderResource; + ID3D11SamplerState* PSSampler; + ID3D11PixelShader* PS; + ID3D11VertexShader* VS; + UINT PSInstancesCount, VSInstancesCount; + ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation + D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; + ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; + UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; + DXGI_FORMAT IndexBufferFormat; + ID3D11InputLayout* InputLayout; + }; + BACKUP_DX11_STATE old; + old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; + ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); + ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); + ctx->RSGetState(&old.RS); + ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); + ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); + ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); + ctx->PSGetSamplers(0, 1, &old.PSSampler); + old.PSInstancesCount = old.VSInstancesCount = 256; + ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); + ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); + ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); + ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); + ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); + ctx->IAGetInputLayout(&old.InputLayout); + + // Setup viewport + D3D11_VIEWPORT vp; + memset(&vp, 0, sizeof(D3D11_VIEWPORT)); + vp.Width = ImGui::GetIO().DisplaySize.x; + vp.Height = ImGui::GetIO().DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0.0f; + ctx->RSSetViewports(1, &vp); + + // Bind shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + ctx->IASetInputLayout(g_pInputLayout); + ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); + ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ctx->VSSetShader(g_pVertexShader, NULL, 0); + ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); + ctx->PSSetShader(g_pPixelShader, NULL, 0); + ctx->PSSetSamplers(0, 1, &g_pFontSampler); + + // Setup render state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); + ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); + ctx->RSSetState(g_pRasterizerState); + + // Render command lists + int vtx_offset = 0; + int idx_offset = 0; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; + ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId); + ctx->RSSetScissorRects(1, &r); + ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset); + } + idx_offset += pcmd->ElemCount; + } + vtx_offset += cmd_list->VtxBuffer.size(); + } + + // Restore modified DX state + ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); + ctx->RSSetViewports(old.ViewportsCount, old.Viewports); + ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); + ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); + ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); + ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); + ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); + ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); + for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); + ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); + ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); + for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); + ctx->IASetPrimitiveTopology(old.PrimitiveTopology); + ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); + ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); + ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); +} + +IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam) +{ + ImGuiIO& io = ImGui::GetIO(); + switch (msg) + { + case WM_LBUTTONDOWN: + io.MouseDown[0] = true; + return true; + case WM_LBUTTONUP: + io.MouseDown[0] = false; + return true; + case WM_RBUTTONDOWN: + io.MouseDown[1] = true; + return true; + case WM_RBUTTONUP: + io.MouseDown[1] = false; + return true; + case WM_MBUTTONDOWN: + io.MouseDown[2] = true; + return true; + case WM_MBUTTONUP: + io.MouseDown[2] = false; + return true; + case WM_MOUSEWHEEL: + io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; + return true; + case WM_MOUSEMOVE: + io.MousePos.x = (signed short)(lParam); + io.MousePos.y = (signed short)(lParam >> 16); + return true; + case WM_KEYDOWN: + if (wParam < 256) + io.KeysDown[wParam] = 1; + return true; + case WM_KEYUP: + if (wParam < 256) + io.KeysDown[wParam] = 0; + return true; + case WM_CHAR: + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + if (wParam > 0 && wParam < 0x10000) + io.AddInputCharacter((unsigned short)wParam); + return true; + } + return 0; +} + +static void ImGui_ImplDX11_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Upload texture to graphics system + { + D3D11_TEXTURE2D_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Width = width; + desc.Height = height; + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.Usage = D3D11_USAGE_DEFAULT; + desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; + + ID3D11Texture2D *pTexture = NULL; + D3D11_SUBRESOURCE_DATA subResource; + subResource.pSysMem = pixels; + subResource.SysMemPitch = desc.Width * 4; + subResource.SysMemSlicePitch = 0; + g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + + // Create texture view + D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; + ZeroMemory(&srvDesc, sizeof(srvDesc)); + srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = desc.MipLevels; + srvDesc.Texture2D.MostDetailedMip = 0; + g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); + pTexture->Release(); + } + + // Store our identifier + io.Fonts->TexID = (void *)g_pFontTextureView; + + // Create texture sampler + { + D3D11_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; + desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; + desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); + } +} + +bool ImGui_ImplDX11_CreateDeviceObjects() +{ + if (!g_pd3dDevice) + return false; + if (g_pFontSampler) + ImGui_ImplDX11_InvalidateDeviceObjects(); + + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX11 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [prefered solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); + if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + return false; + if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) + return false; + + // Create the input layout + D3D11_INPUT_ELEMENT_DESC local_layout[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }; + if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) + return false; + + // Create the constant buffer + { + D3D11_BUFFER_DESC desc; + desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer); + } + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + sampler sampler0;\ + Texture2D texture0;\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL); + if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + return false; + if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) + return false; + } + + // Create the blending setup + { + D3D11_BLEND_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.AlphaToCoverageEnable = false; + desc.RenderTarget[0].BlendEnable = true; + desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; + desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; + desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; + g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); + } + + // Create the rasterizer state + { + D3D11_RASTERIZER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.FillMode = D3D11_FILL_SOLID; + desc.CullMode = D3D11_CULL_NONE; + desc.ScissorEnable = true; + desc.DepthClipEnable = true; + g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); + } + + // Create depth-stencil State + { + D3D11_DEPTH_STENCIL_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.DepthEnable = false; + desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D11_COMPARISON_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; + desc.BackFace = desc.FrontFace; + g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); + } + + ImGui_ImplDX11_CreateFontsTexture(); + + return true; +} + +void ImGui_ImplDX11_InvalidateDeviceObjects() +{ + if (!g_pd3dDevice) + return; + + if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } + if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; } + if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } + if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } + + if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } + if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } + if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } + if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } + if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } + if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } + if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } + if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } + if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } +} + +bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context) +{ + g_hWnd = (HWND)hwnd; + g_pd3dDevice = device; + g_pd3dDeviceContext = device_context; + + if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) + return false; + if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) + return false; + + ImGuiIO& io = ImGui::GetIO(); + io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. + io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; + io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; + io.KeyMap[ImGuiKey_UpArrow] = VK_UP; + io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; + io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; + io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; + io.KeyMap[ImGuiKey_Home] = VK_HOME; + io.KeyMap[ImGuiKey_End] = VK_END; + io.KeyMap[ImGuiKey_Delete] = VK_DELETE; + io.KeyMap[ImGuiKey_Backspace] = VK_BACK; + io.KeyMap[ImGuiKey_Enter] = VK_RETURN; + io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; + io.KeyMap[ImGuiKey_A] = 'A'; + io.KeyMap[ImGuiKey_C] = 'C'; + io.KeyMap[ImGuiKey_V] = 'V'; + io.KeyMap[ImGuiKey_X] = 'X'; + io.KeyMap[ImGuiKey_Y] = 'Y'; + io.KeyMap[ImGuiKey_Z] = 'Z'; + + io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. + io.ImeWindowHandle = g_hWnd; + + return true; +} + +void ImGui_ImplDX11_Shutdown() +{ + ImGui_ImplDX11_InvalidateDeviceObjects(); + ImGui::Shutdown(); + g_pd3dDevice = NULL; + g_pd3dDeviceContext = NULL; + g_hWnd = (HWND)0; +} + +void ImGui_ImplDX11_NewFrame() +{ + if (!g_pFontSampler) + ImGui_ImplDX11_CreateDeviceObjects(); + + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + RECT rect; + GetClientRect(g_hWnd, &rect); + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + + // Setup time step + INT64 current_time; + QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); + io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; + g_Time = current_time; + + // Read keyboard modifiers inputs + io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0; + io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0; + io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0; + io.KeySuper = false; + // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events + // io.MousePos : filled by WM_MOUSEMOVE events + // io.MouseDown : filled by WM_*BUTTON* events + // io.MouseWheel : filled by WM_MOUSEWHEEL events + + // Hide OS mouse cursor if ImGui is drawing it + SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW)); + + // Start the frame + ImGui::NewFrame(); +} diff --git a/samples/SampleBase/ui/imgui_impl_dx11.h b/samples/SampleBase/ui/imgui_impl_dx11.h old mode 100644 new mode 100755 index 7d6f710..771f5a5 --- a/samples/SampleBase/ui/imgui_impl_dx11.h +++ b/samples/SampleBase/ui/imgui_impl_dx11.h @@ -1,25 +1,25 @@ -// ImGui Win32 + DirectX11 binding -// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct ID3D11Device; -struct ID3D11DeviceContext; - -IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context); -IMGUI_API void ImGui_ImplDX11_Shutdown(); -IMGUI_API void ImGui_ImplDX11_NewFrame(); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects(); - -// Handler for Win32 messages, update mouse/keyboard data. -// You may or not need this for your implementation, but it can serve as reference for handling inputs. -// Commented out to avoid dragging dependencies on types. You can copy the extern declaration in your code. -/* -IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -*/ +// ImGui Win32 + DirectX11 binding +// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +struct ID3D11Device; +struct ID3D11DeviceContext; + +IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context); +IMGUI_API void ImGui_ImplDX11_Shutdown(); +IMGUI_API void ImGui_ImplDX11_NewFrame(); + +// Use if you want to reset your rendering device without losing ImGui state. +IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects(); +IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects(); + +// Handler for Win32 messages, update mouse/keyboard data. +// You may or not need this for your implementation, but it can serve as reference for handling inputs. +// Commented out to avoid dragging dependencies on types. You can copy the extern declaration in your code. +/* +IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +*/ diff --git a/samples/SampleBase/utils/PxInputDataFromPxFileBuf.h b/samples/SampleBase/utils/PxInputDataFromPxFileBuf.h old mode 100644 new mode 100755 index ff0ab39..e25c5e8 --- a/samples/SampleBase/utils/PxInputDataFromPxFileBuf.h +++ b/samples/SampleBase/utils/PxInputDataFromPxFileBuf.h @@ -1,69 +1,69 @@ -// 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 PXINPUTDATAFROMPXFILEBUF_H -#define PXINPUTDATAFROMPXFILEBUF_H - -#include - - -// Copied from APEX -class PxInputDataFromPxFileBuf : public physx::PxInputData -{ -public: - PxInputDataFromPxFileBuf(physx::PxFileBuf& fileBuf) : mFileBuf(fileBuf) {} - - // physx::PxInputData interface - virtual uint32_t getLength() const - { - return mFileBuf.getFileLength(); - } - - virtual void seek(uint32_t offset) - { - mFileBuf.seekRead(offset); - } - - virtual uint32_t tell() const - { - return mFileBuf.tellRead(); - } - - // physx::PxInputStream interface - virtual uint32_t read(void* dest, uint32_t count) - { - return mFileBuf.read(dest, count); - } - - PX_NOCOPY(PxInputDataFromPxFileBuf) -private: - physx::PxFileBuf& mFileBuf; -}; - - +// 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 PXINPUTDATAFROMPXFILEBUF_H +#define PXINPUTDATAFROMPXFILEBUF_H + +#include + + +// Copied from APEX +class PxInputDataFromPxFileBuf : public physx::PxInputData +{ +public: + PxInputDataFromPxFileBuf(physx::PxFileBuf& fileBuf) : mFileBuf(fileBuf) {} + + // physx::PxInputData interface + virtual uint32_t getLength() const + { + return mFileBuf.getFileLength(); + } + + virtual void seek(uint32_t offset) + { + mFileBuf.seekRead(offset); + } + + virtual uint32_t tell() const + { + return mFileBuf.tellRead(); + } + + // physx::PxInputStream interface + virtual uint32_t read(void* dest, uint32_t count) + { + return mFileBuf.read(dest, count); + } + + PX_NOCOPY(PxInputDataFromPxFileBuf) +private: + physx::PxFileBuf& mFileBuf; +}; + + #endif //PXINPUTDATAFROMPXFILEBUF_H \ No newline at end of file diff --git a/samples/SampleBase/utils/SampleProfiler.cpp b/samples/SampleBase/utils/SampleProfiler.cpp old mode 100644 new mode 100755 index 4bbaeac..43b2754 --- a/samples/SampleBase/utils/SampleProfiler.cpp +++ b/samples/SampleBase/utils/SampleProfiler.cpp @@ -1,240 +1,240 @@ -// 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 "SampleProfiler.h" -#include -#include -#include -#include - -using namespace std::chrono; - -struct ProfileData -{ - steady_clock::time_point start; - - microseconds time; - microseconds prevTime; - microseconds maxTime; - uint32_t calls; - uint32_t prevCalls; - - ProfileData() : time(0), prevTime(0), maxTime(0), calls(0), prevCalls(0) - {} -}; - -struct Node -{ - ProfileData data; - std::map childs; - Node* parent; -}; - -static std::map s_roots; -static Node* s_currentNode; -static bool s_beginEndMismatch; -static microseconds s_overhead; -static microseconds s_prevOverhead; - -void SampleProfilerInit() -{ - s_roots.clear(); - s_currentNode = nullptr; - s_beginEndMismatch = false; - s_overhead = microseconds(); -} - -void SampleProfilerBegin(const char* name) -{ - auto start = steady_clock::now(); - { - Node* parent = s_currentNode; - if (s_currentNode == nullptr) - { - s_currentNode = &s_roots[name]; - } - else - { - s_currentNode = &s_currentNode->childs[name]; - } - s_currentNode->parent = parent; - s_currentNode->data.calls++; - s_currentNode->data.start = steady_clock::now(); - } - s_overhead += duration_cast(steady_clock::now() - start); -} - -void SampleProfilerEnd() -{ - auto start = steady_clock::now(); - { - if (s_currentNode) - { - auto& data = s_currentNode->data; - data.time += duration_cast(steady_clock::now() - data.start); - data.maxTime = data.time > data.maxTime ? data.time : data.maxTime; - s_currentNode = s_currentNode->parent; - } - else - { - s_beginEndMismatch = true; - } - } - s_overhead += duration_cast(steady_clock::now() - start); -} - -struct SampleProfilerTreeIteratorImpl final : public SampleProfilerTreeIterator -{ - struct StackNode - { - Node* node; - const char* name; - }; - - SampleProfilerTreeIteratorImpl(std::map& roots) - { - for (auto& root : roots) - { - m_stack.emplace(StackNode { &root.second, root.first }); - } - - next(); - } - - virtual const Data* data() const override - { - return m_valid ? &m_data : nullptr; - } - - Node* node() - { - return m_node; - } - - virtual bool isDone() const - { - return !m_valid; - } - - virtual void next() - { - if (!m_stack.empty()) - { - auto& e = m_stack.top(); - m_stack.pop(); - m_node = e.node; - m_data.depth = 0; - m_data.hash = (uint64_t)m_node; - for (const Node* p = m_node; p != nullptr; p = p->parent) - { - m_data.depth++; - } - m_data.name = e.name; - m_data.calls = m_node->data.prevCalls; - m_data.time = m_node->data.prevTime; - m_data.maxTime = m_node->data.maxTime; - m_data.hasChilds = !m_node->childs.empty(); - - for (auto it = m_node->childs.rbegin(); it != m_node->childs.rend(); ++it) - { - m_stack.emplace(StackNode { &(*it).second, (*it).first }); - } - m_valid = true; - } - else - { - m_valid = false; - } - } - - virtual void release() - { - delete this; - } - - bool m_valid; - Data m_data; - Node* m_node; - std::stack m_stack; -}; - -void SampleProfilerReset() -{ - for (SampleProfilerTreeIteratorImpl it(s_roots); !it.isDone(); it.next()) - { - auto& data = it.node()->data; - data.prevTime = data.time; - data.prevCalls = data.calls; - data.time = microseconds(); - data.calls = 0; - } - s_currentNode = nullptr; - s_beginEndMismatch = false; - s_prevOverhead = s_overhead; - s_overhead = microseconds(); -} - -bool SampleProfilerIsValid() -{ - return !s_beginEndMismatch; -} - -microseconds SampleProfilerGetOverhead() -{ - return s_prevOverhead; -} - -SampleProfilerTreeIterator* SampleProfilerCreateTreeIterator() -{ - return SampleProfilerIsValid() ? new SampleProfilerTreeIteratorImpl(s_roots) : nullptr; -} - -void SampleProfilerDumpToFile(const char* path) -{ - std::ofstream myfile(path, std::ios_base::out); - if (myfile.is_open()) - { - if (s_beginEndMismatch) - { - myfile << "Error: Begin/End Mismatch.\n"; - } - else - { - myfile << "[Root]\n"; - for(SampleProfilerTreeIteratorImpl it(s_roots); !it.isDone(); it.next()) - { - auto data = it.data(); - for (uint32_t i = 0; i < data->depth; ++i) - myfile << "\t"; - myfile << data->name << " --> calls: " << data->calls << ", total: " << data->time.count() * 0.001 << "ms\n"; - } - } - - myfile.close(); - } -} +// 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 "SampleProfiler.h" +#include +#include +#include +#include + +using namespace std::chrono; + +struct ProfileData +{ + steady_clock::time_point start; + + microseconds time; + microseconds prevTime; + microseconds maxTime; + uint32_t calls; + uint32_t prevCalls; + + ProfileData() : time(0), prevTime(0), maxTime(0), calls(0), prevCalls(0) + {} +}; + +struct Node +{ + ProfileData data; + std::map childs; + Node* parent; +}; + +static std::map s_roots; +static Node* s_currentNode; +static bool s_beginEndMismatch; +static microseconds s_overhead; +static microseconds s_prevOverhead; + +void SampleProfilerInit() +{ + s_roots.clear(); + s_currentNode = nullptr; + s_beginEndMismatch = false; + s_overhead = microseconds(); +} + +void SampleProfilerBegin(const char* name) +{ + auto start = steady_clock::now(); + { + Node* parent = s_currentNode; + if (s_currentNode == nullptr) + { + s_currentNode = &s_roots[name]; + } + else + { + s_currentNode = &s_currentNode->childs[name]; + } + s_currentNode->parent = parent; + s_currentNode->data.calls++; + s_currentNode->data.start = steady_clock::now(); + } + s_overhead += duration_cast(steady_clock::now() - start); +} + +void SampleProfilerEnd() +{ + auto start = steady_clock::now(); + { + if (s_currentNode) + { + auto& data = s_currentNode->data; + data.time += duration_cast(steady_clock::now() - data.start); + data.maxTime = data.time > data.maxTime ? data.time : data.maxTime; + s_currentNode = s_currentNode->parent; + } + else + { + s_beginEndMismatch = true; + } + } + s_overhead += duration_cast(steady_clock::now() - start); +} + +struct SampleProfilerTreeIteratorImpl final : public SampleProfilerTreeIterator +{ + struct StackNode + { + Node* node; + const char* name; + }; + + SampleProfilerTreeIteratorImpl(std::map& roots) + { + for (auto& root : roots) + { + m_stack.emplace(StackNode { &root.second, root.first }); + } + + next(); + } + + virtual const Data* data() const override + { + return m_valid ? &m_data : nullptr; + } + + Node* node() + { + return m_node; + } + + virtual bool isDone() const + { + return !m_valid; + } + + virtual void next() + { + if (!m_stack.empty()) + { + auto& e = m_stack.top(); + m_stack.pop(); + m_node = e.node; + m_data.depth = 0; + m_data.hash = (uint64_t)m_node; + for (const Node* p = m_node; p != nullptr; p = p->parent) + { + m_data.depth++; + } + m_data.name = e.name; + m_data.calls = m_node->data.prevCalls; + m_data.time = m_node->data.prevTime; + m_data.maxTime = m_node->data.maxTime; + m_data.hasChilds = !m_node->childs.empty(); + + for (auto it = m_node->childs.rbegin(); it != m_node->childs.rend(); ++it) + { + m_stack.emplace(StackNode { &(*it).second, (*it).first }); + } + m_valid = true; + } + else + { + m_valid = false; + } + } + + virtual void release() + { + delete this; + } + + bool m_valid; + Data m_data; + Node* m_node; + std::stack m_stack; +}; + +void SampleProfilerReset() +{ + for (SampleProfilerTreeIteratorImpl it(s_roots); !it.isDone(); it.next()) + { + auto& data = it.node()->data; + data.prevTime = data.time; + data.prevCalls = data.calls; + data.time = microseconds(); + data.calls = 0; + } + s_currentNode = nullptr; + s_beginEndMismatch = false; + s_prevOverhead = s_overhead; + s_overhead = microseconds(); +} + +bool SampleProfilerIsValid() +{ + return !s_beginEndMismatch; +} + +microseconds SampleProfilerGetOverhead() +{ + return s_prevOverhead; +} + +SampleProfilerTreeIterator* SampleProfilerCreateTreeIterator() +{ + return SampleProfilerIsValid() ? new SampleProfilerTreeIteratorImpl(s_roots) : nullptr; +} + +void SampleProfilerDumpToFile(const char* path) +{ + std::ofstream myfile(path, std::ios_base::out); + if (myfile.is_open()) + { + if (s_beginEndMismatch) + { + myfile << "Error: Begin/End Mismatch.\n"; + } + else + { + myfile << "[Root]\n"; + for(SampleProfilerTreeIteratorImpl it(s_roots); !it.isDone(); it.next()) + { + auto data = it.data(); + for (uint32_t i = 0; i < data->depth; ++i) + myfile << "\t"; + myfile << data->name << " --> calls: " << data->calls << ", total: " << data->time.count() * 0.001 << "ms\n"; + } + } + + myfile.close(); + } +} diff --git a/samples/SampleBase/utils/SampleProfiler.h b/samples/SampleBase/utils/SampleProfiler.h old mode 100644 new mode 100755 index 644538f..e838ce5 --- a/samples/SampleBase/utils/SampleProfiler.h +++ b/samples/SampleBase/utils/SampleProfiler.h @@ -1,97 +1,97 @@ -// 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 SAMPLEPROFILER_H -#define SAMPLEPROFILER_H - -#include - -#if NV_PROFILE - -void SampleProfilerInit(); -void SampleProfilerBegin(const char* name); -void SampleProfilerEnd(); -void SampleProfilerReset(); - -struct SampleProfilerScoped -{ - SampleProfilerScoped(const char* name) - { - SampleProfilerBegin(name); - } - - ~SampleProfilerScoped() - { - SampleProfilerEnd(); - } -}; - -#define PROFILER_INIT() SampleProfilerInit() -#define PROFILER_BEGIN(x) SampleProfilerBegin(x) -#define PROFILER_END() SampleProfilerEnd() -#define PROFILER_SCOPED(x) SampleProfilerScoped __scopedProfiler__(x) -#define PROFILER_SCOPED_FUNCTION() SampleProfilerScoped __scopedProfiler__(__FUNCTION__) -#define PROFILER_RESET() SampleProfilerReset() - -#else - -#define PROFILER_INIT() -#define PROFILER_BEGIN(x) -#define PROFILER_END() -#define PROFILER_SCOPED(x) -#define PROFILER_SCOPED_FUNCTION() -#define PROFILER_RESET() - -#endif - -void SampleProfilerDumpToFile(const char* path); -bool SampleProfilerIsValid(); -std::chrono::microseconds SampleProfilerGetOverhead(); - -struct SampleProfilerTreeIterator -{ - struct Data - { - uint64_t hash; - const char* name; - bool hasChilds; - uint32_t depth; - std::chrono::microseconds time; - std::chrono::microseconds maxTime; - uint32_t calls; - }; - - virtual const Data* data() const = 0; - virtual bool isDone() const = 0; - virtual void next() = 0; - virtual void release() = 0; -}; - -SampleProfilerTreeIterator* SampleProfilerCreateTreeIterator(); - +// 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 SAMPLEPROFILER_H +#define SAMPLEPROFILER_H + +#include + +#if NV_PROFILE + +void SampleProfilerInit(); +void SampleProfilerBegin(const char* name); +void SampleProfilerEnd(); +void SampleProfilerReset(); + +struct SampleProfilerScoped +{ + SampleProfilerScoped(const char* name) + { + SampleProfilerBegin(name); + } + + ~SampleProfilerScoped() + { + SampleProfilerEnd(); + } +}; + +#define PROFILER_INIT() SampleProfilerInit() +#define PROFILER_BEGIN(x) SampleProfilerBegin(x) +#define PROFILER_END() SampleProfilerEnd() +#define PROFILER_SCOPED(x) SampleProfilerScoped __scopedProfiler__(x) +#define PROFILER_SCOPED_FUNCTION() SampleProfilerScoped __scopedProfiler__(__FUNCTION__) +#define PROFILER_RESET() SampleProfilerReset() + +#else + +#define PROFILER_INIT() +#define PROFILER_BEGIN(x) +#define PROFILER_END() +#define PROFILER_SCOPED(x) +#define PROFILER_SCOPED_FUNCTION() +#define PROFILER_RESET() + +#endif + +void SampleProfilerDumpToFile(const char* path); +bool SampleProfilerIsValid(); +std::chrono::microseconds SampleProfilerGetOverhead(); + +struct SampleProfilerTreeIterator +{ + struct Data + { + uint64_t hash; + const char* name; + bool hasChilds; + uint32_t depth; + std::chrono::microseconds time; + std::chrono::microseconds maxTime; + uint32_t calls; + }; + + virtual const Data* data() const = 0; + virtual bool isDone() const = 0; + virtual void next() = 0; + virtual void release() = 0; +}; + +SampleProfilerTreeIterator* SampleProfilerCreateTreeIterator(); + #endif //SAMPLEPROFILER_H \ No newline at end of file diff --git a/samples/SampleBase/utils/SampleTime.h b/samples/SampleBase/utils/SampleTime.h old mode 100644 new mode 100755 index 0de529f..876f86b --- a/samples/SampleBase/utils/SampleTime.h +++ b/samples/SampleBase/utils/SampleTime.h @@ -1,76 +1,76 @@ -// 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 SAMPLE_TIME_H -#define SAMPLE_TIME_H - -#include - -class Time -{ -public: - Time() : m_lastTickCount(getTimeTicks()) {} - - double Time::getElapsedSeconds() - { - const int64_t lastTickCount = m_lastTickCount; - m_lastTickCount = getTimeTicks(); - return (m_lastTickCount - lastTickCount) * s_secondsPerTick; - } - - double Time::peekElapsedSeconds() const - { - return (getTimeTicks() - m_lastTickCount) * s_secondsPerTick; - } - - double Time::getLastTime() const - { - return m_lastTickCount * s_secondsPerTick; - } - -private: - static double getTickDuration() - { - LARGE_INTEGER a; - QueryPerformanceFrequency(&a); - return 1.0 / (double)a.QuadPart; - } - - int64_t getTimeTicks() const - { - LARGE_INTEGER a; - QueryPerformanceCounter(&a); - return a.QuadPart; - } - - int64_t m_lastTickCount; - static const double s_secondsPerTick; -}; - - +// 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 SAMPLE_TIME_H +#define SAMPLE_TIME_H + +#include + +class Time +{ +public: + Time() : m_lastTickCount(getTimeTicks()) {} + + double Time::getElapsedSeconds() + { + const int64_t lastTickCount = m_lastTickCount; + m_lastTickCount = getTimeTicks(); + return (m_lastTickCount - lastTickCount) * s_secondsPerTick; + } + + double Time::peekElapsedSeconds() const + { + return (getTimeTicks() - m_lastTickCount) * s_secondsPerTick; + } + + double Time::getLastTime() const + { + return m_lastTickCount * s_secondsPerTick; + } + +private: + static double getTickDuration() + { + LARGE_INTEGER a; + QueryPerformanceFrequency(&a); + return 1.0 / (double)a.QuadPart; + } + + int64_t getTimeTicks() const + { + LARGE_INTEGER a; + QueryPerformanceCounter(&a); + return a.QuadPart; + } + + int64_t m_lastTickCount; + static const double s_secondsPerTick; +}; + + #endif \ No newline at end of file diff --git a/samples/SampleBase/utils/UIHelpers.h b/samples/SampleBase/utils/UIHelpers.h old mode 100644 new mode 100755 index 15a9169..3f0e29a --- a/samples/SampleBase/utils/UIHelpers.h +++ b/samples/SampleBase/utils/UIHelpers.h @@ -1,74 +1,74 @@ -// 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 UI_HELPERS_H -#define UI_HELPERS_H - -#include "imgui.h" -#include "PxVec3.h" - - -static void ImGui_DragFloat3Dir(const char* label, float v[3]) -{ - if (ImGui::Button("Normalize")) - { - ((physx::PxVec3*)v)->normalize(); - } - ImGui::SameLine(); - ImGui::DragFloat3(label, v); -}; - - -#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) - -template -class PlotLinesInstance -{ -public: - PlotLinesInstance() - { - memset(m_values, 0, sizeof(float) * valuesCount); - } - - void plot(const char* label, float newValue, const char* overlay_text, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 80)) - { - for (; ImGui::GetTime() > m_time + 1.0f / 60.0f; m_time += 1.0f / 60.0f) - { - m_values[m_offset] = newValue; - m_offset = (m_offset + 1) % valuesCount; - } - ImGui::PlotLines(label, m_values, valuesCount, m_offset, overlay_text, scale_min, scale_max, graph_size); - } - -private: - float m_values[valuesCount]; - int m_offset; - float m_time = ImGui::GetTime(); -}; - +// 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 UI_HELPERS_H +#define UI_HELPERS_H + +#include "imgui.h" +#include "PxVec3.h" + + +static void ImGui_DragFloat3Dir(const char* label, float v[3]) +{ + if (ImGui::Button("Normalize")) + { + ((physx::PxVec3*)v)->normalize(); + } + ImGui::SameLine(); + ImGui::DragFloat3(label, v); +}; + + +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) + +template +class PlotLinesInstance +{ +public: + PlotLinesInstance() + { + memset(m_values, 0, sizeof(float) * valuesCount); + } + + void plot(const char* label, float newValue, const char* overlay_text, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 80)) + { + for (; ImGui::GetTime() > m_time + 1.0f / 60.0f; m_time += 1.0f / 60.0f) + { + m_values[m_offset] = newValue; + m_offset = (m_offset + 1) % valuesCount; + } + ImGui::PlotLines(label, m_values, valuesCount, m_offset, overlay_text, scale_min, scale_max, graph_size); + } + +private: + float m_values[valuesCount]; + int m_offset; + float m_time = ImGui::GetTime(); +}; + #endif //UI_HELPERS_H \ No newline at end of file diff --git a/samples/SampleBase/utils/Utils.cpp b/samples/SampleBase/utils/Utils.cpp old mode 100644 new mode 100755 index 7a9b2e5..41677f7 --- a/samples/SampleBase/utils/Utils.cpp +++ b/samples/SampleBase/utils/Utils.cpp @@ -1,41 +1,41 @@ -// 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 "Utils.h" - -#include -#include - -HRESULT messagebox_printf(const char* caption, UINT mb_type, const char* format, ...) -{ - va_list args; - va_start(args, format); - char formatted_text[512]; - _vsnprintf(formatted_text, 512, format, args); - return MessageBoxA(nullptr, formatted_text, caption, mb_type); -} +// 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 "Utils.h" + +#include +#include + +HRESULT messagebox_printf(const char* caption, UINT mb_type, const char* format, ...) +{ + va_list args; + va_start(args, format); + char formatted_text[512]; + _vsnprintf(formatted_text, 512, format, args); + return MessageBoxA(nullptr, formatted_text, caption, mb_type); +} diff --git a/samples/SampleBase/utils/Utils.h b/samples/SampleBase/utils/Utils.h old mode 100644 new mode 100755 index 4a1e15c..507257b --- a/samples/SampleBase/utils/Utils.h +++ b/samples/SampleBase/utils/Utils.h @@ -1,119 +1,119 @@ -// 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 UTILS_H -#define UTILS_H - -#include -#include - -#include "PxPreprocessor.h" - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// MACROS -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -#ifndef V_RETURN -#define V_RETURN(x) \ - { \ - hr = (x); \ - if(FAILED(hr)) \ - { \ - return hr; \ - } \ - } -#endif - -#ifndef V -#define V(x) \ - { \ - HRESULT hr = (x); \ - _ASSERT(SUCCEEDED(hr)); \ - } -#endif - -#ifndef SAFE_RELEASE -#define SAFE_RELEASE(p) \ - { \ - if(p) \ - { \ - (p)->Release(); \ - (p) = NULL; \ - } \ - } -#endif - -#ifndef SAFE_DELETE -#define SAFE_DELETE(p) \ - { \ - if(p) \ - { \ - delete (p); \ - (p) = NULL; \ - } \ - } -#endif - -#define ASSERT_PRINT(cond, format, ...) \ - if(!(cond)) \ - { \ - messagebox_printf("Assertion Failed!", MB_OK | MB_ICONERROR, #cond "\n" format, __VA_ARGS__); \ - assert(cond); \ - } - -HRESULT messagebox_printf(const char* caption, UINT mb_type, const char* format, ...); - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -static const char* strext(const char* str) -{ - const char* ext = NULL; // by default no extension found! - while (str) - { - str = strchr(str, '.'); - if (str) - { - str++; - ext = str; - } - } - return ext; -} - -static inline float lerp(float a, float b, float t) { return a + (b - a) * t; } - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - +// 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 UTILS_H +#define UTILS_H + +#include +#include + +#include "PxPreprocessor.h" + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// MACROS +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#ifndef V_RETURN +#define V_RETURN(x) \ + { \ + hr = (x); \ + if(FAILED(hr)) \ + { \ + return hr; \ + } \ + } +#endif + +#ifndef V +#define V(x) \ + { \ + HRESULT hr = (x); \ + _ASSERT(SUCCEEDED(hr)); \ + } +#endif + +#ifndef SAFE_RELEASE +#define SAFE_RELEASE(p) \ + { \ + if(p) \ + { \ + (p)->Release(); \ + (p) = NULL; \ + } \ + } +#endif + +#ifndef SAFE_DELETE +#define SAFE_DELETE(p) \ + { \ + if(p) \ + { \ + delete (p); \ + (p) = NULL; \ + } \ + } +#endif + +#define ASSERT_PRINT(cond, format, ...) \ + if(!(cond)) \ + { \ + messagebox_printf("Assertion Failed!", MB_OK | MB_ICONERROR, #cond "\n" format, __VA_ARGS__); \ + assert(cond); \ + } + +HRESULT messagebox_printf(const char* caption, UINT mb_type, const char* format, ...); + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +static const char* strext(const char* str) +{ + const char* ext = NULL; // by default no extension found! + while (str) + { + str = strchr(str, '.'); + if (str) + { + str++; + ext = str; + } + } + return ext; +} + +static inline float lerp(float a, float b, float t) { return a + (b - a) * t; } + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + #endif \ No newline at end of file -- cgit v1.2.3