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All rights reserved. #include "SkinnedRenderMesh.h" #include "PxAssert.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); }