// 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) 2008-2020 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