diff options
| author | mtamis <[email protected]> | 2017-02-28 18:24:59 +0100 |
|---|---|---|
| committer | mtamis <[email protected]> | 2017-02-28 18:24:59 +0100 |
| commit | 5581909a4d19db97304449f66404ff99a0429d3f (patch) | |
| tree | a90f7eb85c095a8aba45cf5e909c82c1cdbed77d /NvCloth/samples/SampleBase | |
| parent | Fix cmake visual studio project generation (locate_gw_root.bat) (diff) | |
| download | nvcloth-5581909a4d19db97304449f66404ff99a0429d3f.tar.xz nvcloth-5581909a4d19db97304449f66404ff99a0429d3f.zip | |
Add visual samples.
Diffstat (limited to 'NvCloth/samples/SampleBase')
69 files changed, 9362 insertions, 0 deletions
diff --git a/NvCloth/samples/SampleBase/Main.cpp b/NvCloth/samples/SampleBase/Main.cpp new file mode 100644 index 0000000..433ed88 --- /dev/null +++ b/NvCloth/samples/SampleBase/Main.cpp @@ -0,0 +1,34 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "Sample.h" +#include <sstream> + +#include <Windows.h> + + +using namespace std; + +int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow) +{ + // Enable run-time memory check for debug builds. +#if defined(DEBUG) | defined(_DEBUG) + _CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF); + AllocConsole(); +#endif + + SampleConfig config; + config.sampleName = L"NvCloth Samples Viewer"; + //config.additionalResourcesDir.push_back(alternatePathArg.getValue().c_str()); + + int result = runSample(config); + + return result; +} diff --git a/NvCloth/samples/SampleBase/Sample.h b/NvCloth/samples/SampleBase/Sample.h new file mode 100644 index 0000000..9c9c502 --- /dev/null +++ b/NvCloth/samples/SampleBase/Sample.h @@ -0,0 +1,26 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef SAMPLE_H +#define SAMPLE_H + +#include <string> +#include <vector> + + +struct SampleConfig +{ + std::wstring sampleName; + std::vector<std::string> additionalResourcesDir; +}; + +int runSample(const SampleConfig& config); + +#endif //SAMPLE_H
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/core/Application.cpp b/NvCloth/samples/SampleBase/core/Application.cpp new file mode 100644 index 0000000..a7f81f1 --- /dev/null +++ b/NvCloth/samples/SampleBase/core/Application.cpp @@ -0,0 +1,73 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "Application.h" +#include <DirectXMath.h> +#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/NvCloth/samples/SampleBase/core/Application.h b/NvCloth/samples/SampleBase/core/Application.h new file mode 100644 index 0000000..286b40f --- /dev/null +++ b/NvCloth/samples/SampleBase/core/Application.h @@ -0,0 +1,55 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef APPLICATION_H +#define APPLICATION_H + +#include <DeviceManager.h> +#include <vector> +#include <string> + +/** +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<IApplicationController*>& getControllers() const + { + return m_controllers; + } + + int run(); + +private: + DeviceManager* m_deviceManager; + std::vector<IApplicationController*> m_controllers; + std::wstring m_sampleName; +}; + + +#endif //APPLICATION_H
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/core/DeviceManager.cpp b/NvCloth/samples/SampleBase/core/DeviceManager.cpp new file mode 100644 index 0000000..26f9fbb --- /dev/null +++ b/NvCloth/samples/SampleBase/core/DeviceManager.cpp @@ -0,0 +1,795 @@ +// TAGRELEASE: PUBLIC + +#include "DeviceManager.h" +#include <WinUser.h> +#include <Windows.h> +#include <assert.h> +#include <sstream> +#include <algorithm> +#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<void**>(&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<void**>(&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<void**>(&pDXGIDevice)); + + IDXGIAdapter* pDXGIAdapter = NULL; + pDXGIDevice->GetParent(__uuidof(IDXGIAdapter), reinterpret_cast<void**>(&pDXGIAdapter)); + + pDXGIDevice->Release(); + + return pDXGIAdapter; +} diff --git a/NvCloth/samples/SampleBase/core/DeviceManager.h b/NvCloth/samples/SampleBase/core/DeviceManager.h new file mode 100644 index 0000000..98b8eee --- /dev/null +++ b/NvCloth/samples/SampleBase/core/DeviceManager.h @@ -0,0 +1,166 @@ +// TAGRELEASE: PUBLIC + +#pragma once +#include <Windows.h> +#include <DXGI.h> +#include <D3D11.h> +#include <list> + + +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<IVisualController*> m_vControllers; + std::wstring m_WindowTitle; + double m_FixedFrameInterval; + UINT m_SyncInterval; + std::list<double> 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/NvCloth/samples/SampleBase/core/SampleController.cpp b/NvCloth/samples/SampleBase/core/SampleController.cpp new file mode 100644 index 0000000..82278d3 --- /dev/null +++ b/NvCloth/samples/SampleBase/core/SampleController.cpp @@ -0,0 +1,25 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "SampleController.h" +#include "SceneController.h" +#include "CommonUIController.h" + +SampleController::SampleController() +{ +} + +SampleController::~SampleController() +{ +} + +void SampleController::onSampleStart() +{ +} diff --git a/NvCloth/samples/SampleBase/core/SampleController.h b/NvCloth/samples/SampleBase/core/SampleController.h new file mode 100644 index 0000000..2178a3a --- /dev/null +++ b/NvCloth/samples/SampleBase/core/SampleController.h @@ -0,0 +1,42 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef SAMPLE_CONTROLLER_H +#define SAMPLE_CONTROLLER_H + +#include "SampleManager.h" + +class SampleController : public ISampleController +{ +public: + SampleController(); + virtual ~SampleController(); + + virtual void onSampleStart(); + +private: + SampleController& operator= (SampleController&); + + + //////// used controllers //////// + + SceneController& getSceneController() const + { + return getManager()->getSceneController(); + } + + CommonUIController& getCommonUIController() const + { + return getManager()->getCommonUIController(); + } + +}; + +#endif
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/core/SampleManager.cpp b/NvCloth/samples/SampleBase/core/SampleManager.cpp new file mode 100644 index 0000000..86438c6 --- /dev/null +++ b/NvCloth/samples/SampleBase/core/SampleManager.cpp @@ -0,0 +1,60 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "SampleManager.h" + +#include "Utils.h" + +#include "Renderer.h" +#include "CommonUIController.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_sceneController = new SceneController(); + m_sampleController = new SampleController(); + m_commonUIController = new CommonUIController(); + + app.addControllerToFront(m_renderer); + app.addControllerToFront(m_sceneController); + app.addControllerToFront(m_sampleController); + app.addControllerToFront(m_commonUIController); + + for (IApplicationController* c : app.getControllers()) + { + (static_cast<ISampleController*>(c))->setManager(this); + } + + int result = app.run(); + + delete m_renderer; + delete m_sceneController; + 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/NvCloth/samples/SampleBase/core/SampleManager.h b/NvCloth/samples/SampleBase/core/SampleManager.h new file mode 100644 index 0000000..653d285 --- /dev/null +++ b/NvCloth/samples/SampleBase/core/SampleManager.h @@ -0,0 +1,91 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#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 SceneController; +class SampleController; +class CommonUIController; + + +/** +*/ +class SampleManager +{ + public: + SampleManager(const SampleConfig& config); + int run(); + + Renderer& getRenderer() + { + return *m_renderer; + } + + SceneController& getSceneController() const + { + return *m_sceneController; + } + + SampleController& getSampleController() const + { + return *m_sampleController; + } + + CommonUIController& getCommonUIController() const + { + return *m_commonUIController; + } + + const SampleConfig& getConfig() const + { + return m_config; + } + + + private: + Renderer* m_renderer; + SceneController* m_sceneController; + SampleController* m_sampleController; + CommonUIController* m_commonUIController; + + const SampleConfig& m_config; +}; + + +#endif
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/renderer/ClothRenderMesh.cpp b/NvCloth/samples/SampleBase/renderer/ClothRenderMesh.cpp new file mode 100644 index 0000000..60bb5f3 --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/ClothRenderMesh.cpp @@ -0,0 +1,211 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + + +#include "ClothRenderMesh.h" +#include "Renderer.h" + +#include <NvClothExt/ClothFabricCooker.h> +#include "foundation/PxStrideIterator.h" + +using namespace nv; +using namespace cloth; + + +template <typename T> +void gatherIndices(std::vector<uint16_t>& indices, + const BoundedData& triangles, const BoundedData& quads) +{ + PxStrideIterator<const T> tIt, qIt; + + indices.reserve(triangles.count * 3 + quads.count * 6); + + tIt = PxMakeIterator(reinterpret_cast<const T*>(triangles.data), triangles.stride); + for (PxU32 i = 0; i < triangles.count; ++i, ++tIt) + { + indices.push_back(static_cast<uint16_t>(tIt.ptr()[0])); + indices.push_back(static_cast<uint16_t>(tIt.ptr()[1])); + indices.push_back(static_cast<uint16_t>(tIt.ptr()[2])); + } + qIt = PxMakeIterator(reinterpret_cast<const T*>(quads.data), quads.stride); + for (PxU32 i = 0; i < quads.count; ++i, ++qIt) + { + indices.push_back(static_cast<uint16_t>(qIt.ptr()[0])); + indices.push_back(static_cast<uint16_t>(qIt.ptr()[1])); + indices.push_back(static_cast<uint16_t>(qIt.ptr()[2])); + indices.push_back(static_cast<uint16_t>(qIt.ptr()[0])); + indices.push_back(static_cast<uint16_t>(qIt.ptr()[2])); + indices.push_back(static_cast<uint16_t>(qIt.ptr()[3])); + } +} + +ClothRenderMesh::ClothRenderMesh(const ClothMeshDesc& desc) +{ + uint32_t numVertices = desc.points.count; + mVertices.resize(numVertices); + + PxStrideIterator<const PxVec3> pIt(reinterpret_cast<const PxVec3*>(desc.points.data), desc.points.stride); + for (PxU32 i = 0; i < numVertices; ++i) + { + mVertices[i].position = *pIt++; + mVertices[i].normal = PxVec3(0.f); + } + + // build triangle indices + if (desc.flags & MeshFlag::e16_BIT_INDICES) + gatherIndices<PxU16>(mIndices, desc.triangles, desc.quads); + else + gatherIndices<PxU32>(mIndices, desc.triangles, desc.quads); + + for (PxU32 i = 0; i < mIndices.size(); i += 3) + { + auto p0 = mVertices[mIndices[i]].position; + auto p1 = mVertices[mIndices[i + 1]].position; + auto p2 = mVertices[mIndices[i + 2]].position; + + auto normal = ((p2 - p0).cross(p1 - p0)).getNormalized(); + + mVertices[mIndices[i]].normal += normal; + mVertices[mIndices[i + 1]].normal += normal; + mVertices[mIndices[i + 2]].normal += normal; + } + + for (PxU32 i = 0; i < numVertices; ++i) + mVertices[i].normal.normalize(); + + std::vector<D3D11_INPUT_ELEMENT_DESC> layout; + layout.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }); + layout.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }); + + initialize(mVertices.data(), (uint32_t)mVertices.size(), sizeof(Vertex), layout, mIndices.data(), (uint32_t)mIndices.size() / 3); +} + +ClothRenderMesh::ClothRenderMesh() + : mIndexBuffer(nullptr) +{ +} + +ClothRenderMesh::ClothRenderMesh(const void* vertices, uint32_t numVertices, uint32_t vertexSize, + std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc, const uint16_t* faces, uint32_t numFaces) + : mIndexBuffer(nullptr) +{ + initialize(vertices, numVertices, vertexSize, inputDesc, faces, numFaces); +} + +void ClothRenderMesh::initialize(const void* vertices, uint32_t numVertices, uint32_t vertexSize, + std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc, const uint16_t* faces, uint32_t numFaces) +{ + mDevice = GetDeviceManager()->GetDevice(); + + mInputDesc = inputDesc; + mNumVertices = numVertices; + mVertexSize = vertexSize; + mNumFaces = 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 = D3D11_CPU_ACCESS_WRITE; + bufferDesc.MiscFlags = 0; + bufferDesc.Usage = D3D11_USAGE_DYNAMIC; + + V(mDevice->CreateBuffer(&bufferDesc, &vertexBufferData, &mVertexBuffer)); + } + + // 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*3; + bufferDesc.CPUAccessFlags = 0; + bufferDesc.MiscFlags = 0; + bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; + + V(mDevice->CreateBuffer(&bufferDesc, &indexBufferData, &mIndexBuffer)); + } +} + +ClothRenderMesh::~ClothRenderMesh() +{ + SAFE_RELEASE(mVertexBuffer); + SAFE_RELEASE(mIndexBuffer); +} + +void ClothRenderMesh::update(const PxVec3* positions, uint32_t numVertices) +{ + PxStrideIterator<const PxVec3> pIt(positions, sizeof(PxVec3)); + for (PxU32 i = 0; i < numVertices; ++i) + { + mVertices[i].position = *pIt++; + mVertices[i].normal = PxVec3(0.f); + } + + for (PxU32 i = 0; i < mIndices.size(); i += 3) + { + auto p0 = mVertices[mIndices[i]].position; + auto p1 = mVertices[mIndices[i + 1]].position; + auto p2 = mVertices[mIndices[i + 2]].position; + + auto normal = ((p2 - p0).cross(p1 - p0)).getNormalized(); + + mVertices[mIndices[i]].normal += normal; + mVertices[mIndices[i + 1]].normal += normal; + mVertices[mIndices[i + 2]].normal += normal; + } + + for (PxU32 i = 0; i < numVertices; ++i) + mVertices[i].normal.normalize(); + + ID3D11DeviceContext* context; + mDevice->GetImmediateContext(&context); + + { + D3D11_MAPPED_SUBRESOURCE mappedResource; + ZeroMemory(&mappedResource, sizeof(D3D11_MAPPED_SUBRESOURCE)); + + V(context->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, NULL, &mappedResource)); + memcpy(mappedResource.pData, mVertices.data(), sizeof(Vertex) * mVertices.size()); + + context->Unmap(mVertexBuffer, 0); + } +} + +void ClothRenderMesh::render(ID3D11DeviceContext& context) const +{ + context.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + + UINT strides[1] = { mVertexSize }; + UINT offsets[1] = { 0 }; + context.IASetVertexBuffers(0, 1, &mVertexBuffer, strides, offsets); + + context.IASetIndexBuffer(mIndexBuffer, DXGI_FORMAT_R16_UINT, 0); + + if (mIndexBuffer) + context.DrawIndexed(mNumFaces*3, 0, 0); + else + context.Draw(mNumVertices, 0); +}
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/renderer/ClothRenderMesh.h b/NvCloth/samples/SampleBase/renderer/ClothRenderMesh.h new file mode 100644 index 0000000..1af0027 --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/ClothRenderMesh.h @@ -0,0 +1,68 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef CLOTH_RENDER_MESH_H +#define CLOTH_RENDER_MESH_H + +#include "Renderable.h" + +namespace nv +{ +namespace cloth +{ + class ClothMeshDesc; +} +} + +struct Vertex +{ + PxVec3 position; + PxVec3 normal; +}; + +/** +Simple �loth render mesh +*/ +class ClothRenderMesh : public IRenderMesh +{ +public: + ClothRenderMesh(const void* vertices, uint32_t numVertices, uint32_t vertexSize, + std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc, const uint16_t* faces = nullptr, uint32_t numFaces = 0); + ClothRenderMesh(const nv::cloth::ClothMeshDesc& desc); + virtual ~ClothRenderMesh(); + + void update(const PxVec3* positions, uint32_t numVertices); + + const std::vector<D3D11_INPUT_ELEMENT_DESC>& getInputElementDesc() const { return mInputDesc; } + void render(ID3D11DeviceContext& context) const; + +protected: + ClothRenderMesh(); + void initialize(const void* vertices, uint32_t numVertices, uint32_t vertexSize, + std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc, const uint16_t* faces, uint32_t numFaces); + +private: + ID3D11Device* mDevice; + + ID3D11Buffer* mVertexBuffer; + ID3D11Buffer* mIndexBuffer; + + std::vector<Vertex> mVertices; + std::vector<uint16_t> mIndices; + + uint32_t mNumFaces; + uint32_t mNumVertices; + uint32_t mVertexSize; + + std::vector<D3D11_INPUT_ELEMENT_DESC> mInputDesc; +}; + + +#endif //CLOTH_RENDER_MESH_H
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/renderer/ConvexRenderMesh.cpp b/NvCloth/samples/SampleBase/renderer/ConvexRenderMesh.cpp new file mode 100644 index 0000000..11ba43b --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/ConvexRenderMesh.cpp @@ -0,0 +1,84 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#if 0 +#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<Vertex> vertices; + std::vector<uint16_t> 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<D3D11_INPUT_ELEMENT_DESC> layout; + layout.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }); + layout.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }); + + initialize(vertices.data(), (uint32_t)vertices.size(), sizeof(Vertex), layout, faces.data(), nbFaces); +} + + +ConvexRenderMesh::~ConvexRenderMesh() +{ +} + +#endif
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/renderer/ConvexRenderMesh.h b/NvCloth/samples/SampleBase/renderer/ConvexRenderMesh.h new file mode 100644 index 0000000..b6935d6 --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/ConvexRenderMesh.h @@ -0,0 +1,34 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#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/NvCloth/samples/SampleBase/renderer/CustomRenderMesh.cpp b/NvCloth/samples/SampleBase/renderer/CustomRenderMesh.cpp new file mode 100644 index 0000000..8dfbbb6 --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/CustomRenderMesh.cpp @@ -0,0 +1,98 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "CustomRenderMesh.h" + + +CustomRenderMesh::CustomRenderMesh() + : m_indexBuffer(nullptr) +{ +} + +CustomRenderMesh::CustomRenderMesh(const void* vertices, uint32_t numVertices, uint32_t vertexSize, + std::vector<D3D11_INPUT_ELEMENT_DESC>& 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<D3D11_INPUT_ELEMENT_DESC>& 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/NvCloth/samples/SampleBase/renderer/CustomRenderMesh.h b/NvCloth/samples/SampleBase/renderer/CustomRenderMesh.h new file mode 100644 index 0000000..c00eafc --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/CustomRenderMesh.h @@ -0,0 +1,43 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef CUSTOM_RENDER_MESH_H +#define CUSTOM_RENDER_MESH_H + +#include "Renderable.h" + + +class CustomRenderMesh : public IRenderMesh +{ +public: + const std::vector<D3D11_INPUT_ELEMENT_DESC>& getInputElementDesc() const { return m_inputDesc; } + void render(ID3D11DeviceContext& context) const; + + CustomRenderMesh(const void* vertices, uint32_t numVertices, uint32_t vertexSize, + std::vector<D3D11_INPUT_ELEMENT_DESC>& 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<D3D11_INPUT_ELEMENT_DESC>& 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<D3D11_INPUT_ELEMENT_DESC> m_inputDesc; +}; + + +#endif //CUSTOM_RENDER_MESH_H
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/renderer/DebugRenderBuffer.h b/NvCloth/samples/SampleBase/renderer/DebugRenderBuffer.h new file mode 100644 index 0000000..1ec11e8 --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/DebugRenderBuffer.h @@ -0,0 +1,50 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef DEBUGRENDERBUFFER_H +#define DEBUGRENDERBUFFER_H + +#include "PxRenderBuffer.h" +#include <vector> + +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<PxU32>(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<PxDebugLine> m_lines; +}; + + +#endif //DEBUGRENDERBUFFER_H
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/renderer/Mesh.cpp b/NvCloth/samples/SampleBase/renderer/Mesh.cpp new file mode 100644 index 0000000..687249e --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/Mesh.cpp @@ -0,0 +1,13 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + + +#include "Mesh.h" + diff --git a/NvCloth/samples/SampleBase/renderer/Mesh.h b/NvCloth/samples/SampleBase/renderer/Mesh.h new file mode 100644 index 0000000..cdc595d --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/Mesh.h @@ -0,0 +1,51 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef MESH_H +#define MESH_H + +#include <vector> +#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<Vertex> vertices; + std::vector<uint16_t> indices; + + physx::PxVec3 extents; + physx::PxVec3 center; +}; + + +#endif //MESH_H
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/renderer/PrimitiveRenderMesh.cpp b/NvCloth/samples/SampleBase/renderer/PrimitiveRenderMesh.cpp new file mode 100644 index 0000000..3d324f8 --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/PrimitiveRenderMesh.cpp @@ -0,0 +1,205 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + + +#include "PrimitiveRenderMesh.h" +#include "Renderer.h" + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Base Mesh internal class +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +PrimitiveRenderMesh::PrimitiveRenderMesh(const float v[], UINT numVertices) +{ + std::vector<D3D11_INPUT_ELEMENT_DESC> layout; + layout.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }); + layout.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }); + + initialize(v, numVertices, sizeof(float) * 6, layout, nullptr, 0); +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Box Mesh +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +const float boxVertices[] = +{ + -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, + 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, + 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, + 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, + -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, + -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, + + -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + + -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, + -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, + -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, + -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, + -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, + -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, + + 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, + 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, + 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, + 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, + 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, + 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, + + -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, + 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, + 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, + 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, + -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, + -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, + + -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, + 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, + -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, + -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f +}; + +BoxRenderMesh::BoxRenderMesh() : PrimitiveRenderMesh(boxVertices, sizeof(boxVertices) / (6 * sizeof(boxVertices[0]))) {} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Plane Mesh +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +const float planeSize = 1.0f; // we use scaling instead +const float planeTilesCount = 1000.0f; + +const float planeVertices[] = +{ + 0, planeSize, planeSize, 1.0f, 0.0f, 0.0f, planeTilesCount, planeTilesCount, + 0, planeSize, -planeSize, 1.0f, 0.0f, 0.0f, planeTilesCount, -planeTilesCount, + 0, -planeSize, -planeSize, 1.0f, 0.0f, 0.0f, -planeTilesCount, -planeTilesCount, + 0, -planeSize, -planeSize, 1.0f, 0.0f, 0.0f, -planeTilesCount, -planeTilesCount, + 0, -planeSize, planeSize, 1.0f, 0.0f, 0.0f, -planeTilesCount, planeTilesCount, + 0, planeSize, planeSize, 1.0f, 0.0f, 0.0f, planeTilesCount, planeTilesCount +}; + +PlaneRenderMesh::PlaneRenderMesh() +{ + std::vector<D3D11_INPUT_ELEMENT_DESC> layout; + layout.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }); + layout.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }); + layout.push_back({ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 }); + + initialize(planeVertices, sizeof(planeVertices) / (8 * sizeof(planeVertices[0])), sizeof(float) * 8, layout, nullptr, 0); +} + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Sphere Mesh +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + +const uint32_t g_numSlices = 8; // along lines of longitude +const uint32_t g_numStacks = 16; // along lines of latitude + +const uint32_t g_numSphereVertices = (g_numSlices * 2 + 1)*(g_numStacks + 1); +const uint32_t g_numSphereIndices = g_numSlices * 2 * g_numStacks * 6; + +const uint32_t g_numConeVertices = (g_numSlices * 2 + 1) * 2; +const uint32_t g_numConeIndices = g_numSlices * 2 * 6; + +PxVec3 g_spherePositions[g_numSphereVertices]; +uint16_t g_sphereIndices[g_numSphereIndices]; + +void generateSphereMesh(uint16_t slices, uint16_t stacks, PxVec3* positions, uint16_t* indices) +{ + const PxF32 thetaStep = PxPi / stacks; + const PxF32 phiStep = PxTwoPi / (slices * 2); + + PxF32 theta = 0.0f; + + // generate vertices + for (uint16_t y = 0; y <= stacks; ++y) + { + PxF32 phi = 0.0f; + + PxF32 cosTheta = PxCos(theta); + PxF32 sinTheta = PxSin(theta); + + for (uint16_t x = 0; x <= slices * 2; ++x) + { + PxF32 cosPhi = PxCos(phi); + PxF32 sinPhi = PxSin(phi); + + PxVec3 p(cosPhi*sinTheta, cosTheta, sinPhi*sinTheta); + + // write vertex + *(positions++) = p; + + phi += phiStep; + } + + theta += thetaStep; + } + + const uint16_t numRingQuads = 2 * slices; + const uint16_t numRingVerts = 2 * slices + 1; + + // add faces + for (uint16_t y = 0; y < stacks; ++y) + { + for (uint16_t i = 0; i < numRingQuads; ++i) + { + // add a quad + *(indices++) = (y + 0)*numRingVerts + i; + *(indices++) = (y + 1)*numRingVerts + i; + *(indices++) = (y + 1)*numRingVerts + i + 1; + + *(indices++) = (y + 1)*numRingVerts + i + 1; + *(indices++) = (y + 0)*numRingVerts + i + 1; + *(indices++) = (y + 0)*numRingVerts + i; + } + } +} + + +struct SphereVertex +{ + PxVec3 position; + PxVec3 normal; +}; + +SphereRenderMesh::SphereRenderMesh() +{ + generateSphereMesh(g_numSlices, g_numStacks, g_spherePositions, g_sphereIndices); + + std::vector<SphereVertex> vertices; + for (uint32_t i = 0; i < g_numSphereVertices; i++) + { + vertices.push_back({ g_spherePositions[i], g_spherePositions[i] }); + } + + std::vector<D3D11_INPUT_ELEMENT_DESC> layout; + layout.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }); + layout.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }); + + initialize(vertices.data(), (uint32_t)vertices.size(), sizeof(SphereVertex), layout, g_sphereIndices, g_numSphereIndices); +} + + +SphereRenderMesh::~SphereRenderMesh() +{ +} diff --git a/NvCloth/samples/SampleBase/renderer/PrimitiveRenderMesh.h b/NvCloth/samples/SampleBase/renderer/PrimitiveRenderMesh.h new file mode 100644 index 0000000..965e6cf --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/PrimitiveRenderMesh.h @@ -0,0 +1,61 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef PRIMITIVE_RENDER_MESH_H +#define PRIMITIVE_RENDER_MESH_H + +#include "Utils.h" +#include <DirectXMath.h> + +#include <vector> +#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/NvCloth/samples/SampleBase/renderer/PxPhysXCommonConfig.h b/NvCloth/samples/SampleBase/renderer/PxPhysXCommonConfig.h new file mode 100644 index 0000000..213eedd --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/PxPhysXCommonConfig.h @@ -0,0 +1,92 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + + +#ifndef PX_PHYSICS_COMMON_NX +#define PX_PHYSICS_COMMON_NX + +/** \addtogroup common +@{ */ + +#include "foundation/Px.h" + + +// define API function declaration (public API only needed because of extensions) +#if defined PX_PHYSX_STATIC_LIB || defined PX_PHYSX_CORE_STATIC_LIB + #define PX_PHYSX_CORE_API +#else + #if PX_WINDOWS + #if defined PX_PHYSX_CORE_EXPORTS + #define PX_PHYSX_CORE_API __declspec(dllexport) + #else + #define PX_PHYSX_CORE_API __declspec(dllimport) + #endif + #elif PX_UNIX_FAMILY + #define PX_PHYSX_CORE_API PX_UNIX_EXPORT + #else + #define PX_PHYSX_CORE_API + #endif +#endif + +#if PX_WINDOWS && !defined(__CUDACC__) + #if defined PX_PHYSX_COMMON_EXPORTS + #define PX_PHYSX_COMMON_API __declspec(dllexport) + #else + #define PX_PHYSX_COMMON_API __declspec(dllimport) + #endif +#elif PX_UNIX_FAMILY + #define PX_PHYSX_COMMON_API PX_UNIX_EXPORT +#else + #define PX_PHYSX_COMMON_API +#endif + +// Changing these parameters requires recompilation of the SDK + +#if !PX_DOXYGEN +namespace physx +{ +#endif + class PxCollection; + class PxBase; + + class PxHeightField; + class PxHeightFieldDesc; + + class PxTriangleMesh; + class PxConvexMesh; + + typedef PxU32 PxTriangleID; + typedef PxU16 PxMaterialTableIndex; + +#if !PX_DOXYGEN +} // namespace physx +#endif + +/** @} */ +#endif diff --git a/NvCloth/samples/SampleBase/renderer/PxRenderBuffer.h b/NvCloth/samples/SampleBase/renderer/PxRenderBuffer.h new file mode 100644 index 0000000..8bbb37a --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/PxRenderBuffer.h @@ -0,0 +1,157 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + + +#ifndef PX_FOUNDATION_PXRENDERBUFFER_H +#define PX_FOUNDATION_PXRENDERBUFFER_H + +/** \addtogroup common +@{ +*/ + +#include "PxPhysXCommonConfig.h" +#include "foundation/PxVec3.h" +#include "foundation/PxMat33.h" +#include "foundation/PxBounds3.h" + +#if !PX_DOXYGEN +namespace physx +{ +#endif + +/** +\brief Default color values used for debug rendering. +*/ +struct PxDebugColor +{ + enum Enum + { + eARGB_BLACK = 0xff000000, + eARGB_RED = 0xffff0000, + eARGB_GREEN = 0xff00ff00, + eARGB_BLUE = 0xff0000ff, + eARGB_YELLOW = 0xffffff00, + eARGB_MAGENTA = 0xffff00ff, + eARGB_CYAN = 0xff00ffff, + eARGB_WHITE = 0xffffffff, + eARGB_GREY = 0xff808080, + eARGB_DARKRED = 0x88880000, + eARGB_DARKGREEN = 0x88008800, + eARGB_DARKBLUE = 0x88000088 + }; +}; + +/** +\brief Used to store a single point and colour for debug rendering. +*/ +struct PxDebugPoint +{ + PxDebugPoint(const PxVec3& p, const PxU32& c) + : pos(p), color(c) {} + + PxVec3 pos; + PxU32 color; +}; + +/** +\brief Used to store a single line and colour for debug rendering. +*/ +struct PxDebugLine +{ + PxDebugLine(const PxVec3& p0, const PxVec3& p1, const PxU32& c) + : pos0(p0), color0(c), pos1(p1), color1(c) {} + + PxVec3 pos0; + PxU32 color0; + PxVec3 pos1; + PxU32 color1; +}; + +/** +\brief Used to store a single triangle and colour for debug rendering. +*/ +struct PxDebugTriangle +{ + PxDebugTriangle(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2, const PxU32& c) + : pos0(p0), color0(c), pos1(p1), color1(c), pos2(p2), color2(c) {} + + PxVec3 pos0; + PxU32 color0; + PxVec3 pos1; + PxU32 color1; + PxVec3 pos2; + PxU32 color2; +}; + +/** +\brief Used to store a text for debug rendering. Doesn't own 'string' array. +*/ +struct PxDebugText +{ + PxDebugText() : string(0) {} + + PxDebugText(const PxVec3& p, const PxReal& s, const PxU32& c, const char* str) + : position(p), size(s), color(c), string(str) {} + + PxVec3 position; + PxReal size; + PxU32 color; + const char* string; +}; + +/** +\brief Interface for points, lines, triangles, and text buffer. +*/ +class PxRenderBuffer +{ +public: + virtual ~PxRenderBuffer() {} + + virtual PxU32 getNbPoints() const = 0; + virtual const PxDebugPoint* getPoints() const = 0; + + virtual PxU32 getNbLines() const = 0; + virtual const PxDebugLine* getLines() const = 0; + + virtual PxU32 getNbTriangles() const = 0; + virtual const PxDebugTriangle* getTriangles() const = 0; + + virtual PxU32 getNbTexts() const = 0; + virtual const PxDebugText* getTexts() const = 0; + + virtual void append(const PxRenderBuffer& other) = 0; + virtual void clear() = 0; +}; + +#if !PX_DOXYGEN +} // namespace physx +#endif + +/** @} */ +#endif diff --git a/NvCloth/samples/SampleBase/renderer/RenderMaterial.cpp b/NvCloth/samples/SampleBase/renderer/RenderMaterial.cpp new file mode 100644 index 0000000..eb07c84 --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/RenderMaterial.cpp @@ -0,0 +1,206 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "RenderMaterial.h" +#include <DirectXMath.h> +#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<std::string> v; + v.push_back(shaderFileName); + initialize(resourceCallback, v, textureFileName, blendMode); +} + +void RenderMaterial::initialize(ResourceManager& resourceCallback, std::vector<std::string> 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<ShaderGroup*>::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<std::string>::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<D3D11_INPUT_ELEMENT_DESC>& 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/NvCloth/samples/SampleBase/renderer/RenderMaterial.h b/NvCloth/samples/SampleBase/renderer/RenderMaterial.h new file mode 100644 index 0000000..3f95389 --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/RenderMaterial.h @@ -0,0 +1,118 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef RENDER_MATERIAL_H +#define RENDER_MATERIAL_H + +#include "Utils.h" +#include "DirectXTex.h" + +#include <string> +#include <vector> +#include <list> +#include <map> +#include <memory> + + +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<Instance> 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<std::string> 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<const IRenderMesh*, std::weak_ptr<Instance>> mRenderMeshToInstanceMap; + const TextureResource* mTexture; + ID3D11ShaderResourceView* mTextureSRV; + std::vector<std::string> mShaderFilePathes; + std::vector<ShaderGroup*> mShaderGroups; + ID3D11BlendState* mBlendState; + BlendMode mBlendMode; +}; + +#endif
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/renderer/RenderUtils.h b/NvCloth/samples/SampleBase/renderer/RenderUtils.h new file mode 100644 index 0000000..f4d007b --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/RenderUtils.h @@ -0,0 +1,78 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef RENDER_UTILS_H +#define RENDER_UTILS_H + +#include "DirectXTex.h" +#include <DirectXMath.h> +#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<float*>(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; +} + +#endif //RENDER_UTILS_H
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/renderer/Renderable.cpp b/NvCloth/samples/SampleBase/renderer/Renderable.cpp new file mode 100644 index 0000000..51a151d --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/Renderable.cpp @@ -0,0 +1,48 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#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/NvCloth/samples/SampleBase/renderer/Renderable.h b/NvCloth/samples/SampleBase/renderer/Renderable.h new file mode 100644 index 0000000..da94144 --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/Renderable.h @@ -0,0 +1,128 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef RENDERABLE_H +#define RENDERABLE_H + +#include "RenderMaterial.h" +#include <DirectXMath.h> +#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<D3D11_INPUT_ELEMENT_DESC>& 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/NvCloth/samples/SampleBase/renderer/Renderer.cpp b/NvCloth/samples/SampleBase/renderer/Renderer.cpp new file mode 100644 index 0000000..48685d9 --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/Renderer.cpp @@ -0,0 +1,730 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "Renderer.h" +#include "RenderUtils.h" +#include "UIHelpers.h" +#include "SampleProfiler.h" + +#include "PxRenderBuffer.h" +using namespace physx; + +#include <set> + + +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_NONE; + 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<int>(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<RenderMaterial*> materials; + for (auto it = m_renderables.begin(); it != m_renderables.end(); it++) + { + materials.emplace(&((*it)->getMaterial())); + } + for (std::set<RenderMaterial*>::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/NvCloth/samples/SampleBase/renderer/Renderer.h b/NvCloth/samples/SampleBase/renderer/Renderer.h new file mode 100644 index 0000000..3dc8e56 --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/Renderer.h @@ -0,0 +1,247 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef RENDERER_H +#define RENDERER_H + +#include "RenderMaterial.h" +#include <DirectXMath.h> +#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 <unordered_set> + +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); + } + + 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<Renderable*> 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<const PxRenderBuffer*> m_queuedRenderBuffers; +}; + + +#endif
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/renderer/RendererHBAO.cpp b/NvCloth/samples/SampleBase/renderer/RendererHBAO.cpp new file mode 100644 index 0000000..9f0f6de --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/RendererHBAO.cpp @@ -0,0 +1,81 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + + +#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<const GFSDK_SSAO_FLOAT*>(&(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/NvCloth/samples/SampleBase/renderer/RendererHBAO.h b/NvCloth/samples/SampleBase/renderer/RendererHBAO.h new file mode 100644 index 0000000..c900b74 --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/RendererHBAO.h @@ -0,0 +1,40 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef RENDERER_HBAO_H +#define RENDERER_HBAO_H + +#include <DirectXMath.h> +#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/NvCloth/samples/SampleBase/renderer/RendererShadow.cpp b/NvCloth/samples/SampleBase/renderer/RendererShadow.cpp new file mode 100644 index 0000000..024a44b --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/RendererShadow.cpp @@ -0,0 +1,417 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + + +#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/NvCloth/samples/SampleBase/renderer/RendererShadow.h b/NvCloth/samples/SampleBase/renderer/RendererShadow.h new file mode 100644 index 0000000..d8d027b --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/RendererShadow.h @@ -0,0 +1,82 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef RENDERER_SHADOW_H +#define RENDERER_SHADOW_H + +#include <DirectXMath.h> +#include "Utils.h" +#include "gfsdk_shadowlib.h" + +#include <string> + + +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/NvCloth/samples/SampleBase/renderer/ResourceManager.cpp b/NvCloth/samples/SampleBase/renderer/ResourceManager.cpp new file mode 100644 index 0000000..fc76e1c --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/ResourceManager.cpp @@ -0,0 +1,210 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "ResourceManager.h" +#include "PxAssert.h" +#include "Utils.h" + +#include <windows.h> +#include <string.h> + + +#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<const ShaderFileResource*>(resource) : nullptr; +} + +const TextureResource* ResourceManager::requestTexture(const char* name) +{ + const Resource* resource = requestResource(eTEXTURE, name); + return resource != nullptr ? static_cast<const TextureResource*>(resource) : nullptr; +} + +const Resource* ResourceManager::requestResource(ResourceType type, const char* name) +{ + // search in loaded + std::pair<ResourceType, std::string> key(type, name); + auto val = m_loadedResources.find(key); + if (val != m_loadedResources.end()) + { + return val->second.get(); + } + + std::shared_ptr<Resource> resource; + if (type == eSHADER_FILE) + { + char path[PATH_MAX_LEN]; + const char* exts[] = { "hlsl" }; + if (findFile(name, std::vector<const char*>(exts, exts + sizeof(exts) / sizeof(exts[0])), path)) + { + resource = std::shared_ptr<Resource>(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<const char*>(exts, exts + sizeof(exts) / sizeof(exts[0])), path)) + { + std::shared_ptr<TextureResource> 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]; + ::snprintf(tmp, sizeof(tmp), "%s\\*", path); + HANDLE hFind = FindFirstFileA(tmp, &ffd); + + if(INVALID_HANDLE_VALUE == hFind) + { + return NULL; + } + + do + { + if (0 == ::strcmp(".", ffd.cFileName) || 0 == ::strcmp("..", ffd.cFileName)) + continue; + + if(ffd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) + { + ::snprintf(tmp, sizeof(tmp), "%s\\%s", path, ffd.cFileName); + if(findFileInDir(fileNameFull, tmp, recursive, foundPath)) + return true; + } + else if (::stricmp(ffd.cFileName, fileNameFull.c_str()) == 0) + { + ::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<const char*>& 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 }; + + ::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<const char*> exts; + char path[PATH_MAX_LEN]; + if (findFile(fileName, exts, path)) + { + foundPath = path; + return true; + } + else + { + return false; + } +} + diff --git a/NvCloth/samples/SampleBase/renderer/ResourceManager.h b/NvCloth/samples/SampleBase/renderer/ResourceManager.h new file mode 100644 index 0000000..bc06c92 --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/ResourceManager.h @@ -0,0 +1,93 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef RESOURCE_MANAGER_H +#define RESOURCE_MANAGER_H + +#include <vector> +#include <string> +#include <map> +#include <memory> +#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<const char*>& 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<SearchDir> m_searchDirs; + std::map<std::pair<ResourceType, std::string>, std::shared_ptr<Resource>> m_loadedResources; +}; +#endif
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/renderer/ShaderUtils.h b/NvCloth/samples/SampleBase/renderer/ShaderUtils.h new file mode 100644 index 0000000..b43e0f2 --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/ShaderUtils.h @@ -0,0 +1,98 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef SHADER_UTILS_H +#define SHADER_UTILS_H + +#include "Utils.h" +#include <d3dcompiler.h> + + +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) +{ + 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 <class S> +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 <class S> +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/NvCloth/samples/SampleBase/renderer/SkinnedRenderMesh.cpp b/NvCloth/samples/SampleBase/renderer/SkinnedRenderMesh.cpp new file mode 100644 index 0000000..9f0b022 --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/SkinnedRenderMesh.cpp @@ -0,0 +1,217 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + + +#include "SkinnedRenderMesh.h" +#include "Renderer.h" + +SkinnedRenderMesh::SkinnedRenderMesh(const std::vector<const SimpleMesh*>& 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<SimpleMesh::Vertex> 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<uint32_t>& 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<PxMat44>& 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/NvCloth/samples/SampleBase/renderer/SkinnedRenderMesh.h b/NvCloth/samples/SampleBase/renderer/SkinnedRenderMesh.h new file mode 100644 index 0000000..cc30e89 --- /dev/null +++ b/NvCloth/samples/SampleBase/renderer/SkinnedRenderMesh.h @@ -0,0 +1,82 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef SKINNED_RENDER_MESH_H +#define SKINNED_RENDER_MESH_H + +#include "Utils.h" +#include <DirectXMath.h> + +#include <vector> +#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<const SimpleMesh*>& meshes); + ~SkinnedRenderMesh(); + + + //////// const //////// + + static const uint32_t MeshesCountMax = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; + + + //////// public API //////// + + void updateVisibleMeshes(const std::vector<uint32_t>& visibleMeshes); + void updateVisibleMeshTransforms(std::vector<PxMat44>& transforms); + + + //////// IRenderMesh implementation //////// + + virtual const std::vector<D3D11_INPUT_ELEMENT_DESC>& 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<D3D11_INPUT_ELEMENT_DESC> 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<MeshInfo> m_meshesInfo; + std::vector<uint32_t> m_indices; +}; + + + +#endif //SKINNED_RENDER_MESH_H
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/scene/Scene.cpp b/NvCloth/samples/SampleBase/scene/Scene.cpp new file mode 100644 index 0000000..130dad3 --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/Scene.cpp @@ -0,0 +1,162 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "Scene.h" +#include <NvCloth/Cloth.h> +#include <NvCloth/Solver.h> +#include <NvCloth/Fabric.h> +#include "Renderer.h" + +std::vector<SceneFactory> Scene::sSceneFactories; + +Scene::~Scene() +{ + +} + +namespace +{ +template <typename T> void trackT(std::vector<T>& list, T object) +{ + list.push_back(object); +} + +template <typename T> void untrackT(std::vector<T>& list, T object) +{ + for(auto it = list.begin(); it != list.end(); ++it) + { + if(*it == object) + { + list.erase(it); + break; + } + } +} +} +void Scene::trackClothActor(ClothActor* clothActor) +{ + trackT(mClothList, clothActor); +} +void Scene::untrackClothActor(ClothActor* clothActor) +{ + untrackT(mClothList, clothActor); +} +void Scene::trackSolver(nv::cloth::Solver* solver) +{ + trackT(mSolverList, solver); + mSolverHelpers[solver].Initialize(solver, mSceneController->getJobManager()); +} +void Scene::untrackSolver(nv::cloth::Solver* solver) +{ + untrackT(mSolverList, solver); + mSolverHelpers.erase(solver); +} +void Scene::trackFabric(nv::cloth::Fabric* fabric) +{ + trackT(mFabricList, fabric); +} +void Scene::untrackFabric(nv::cloth::Fabric* fabric) +{ + untrackT(mFabricList, fabric); +} + +void Scene::addClothToSolver(ClothActor* clothActor, nv::cloth::Solver* solver) +{ + solver->addCloth(clothActor->mCloth); + assert(mClothSolverMap.find(clothActor) == mClothSolverMap.end()); + mClothSolverMap[clothActor] = solver; +} + +void Scene::trackRenderable(Renderable* renderable) +{ + trackT(mRenderableList, renderable); +} +void Scene::untrackRenderable(Renderable* renderable) +{ + untrackT(mRenderableList, renderable); +} + +void Scene::autoDeinitialize() +{ + //Remove all cloths from solvers + for (auto it : mClothSolverMap) + { + it.second->removeCloth(it.first->mCloth); + } + mClothSolverMap.clear(); + + //Destroy all solvers + for (auto it : mSolverList) + { + delete it; + } + mSolverList.clear(); + mSolverHelpers.clear(); + + //Destroy all cloths + for (auto it : mClothList) + { + delete it->mCloth; + mSceneController->getRenderer().removeRenderable(it->mClothRenderable); + delete it->mClothRenderMesh; + delete it; + } + mClothList.clear(); + + //Destroy all fabrics + for (auto it : mFabricList) + { + it->decRefCount(); + } + mFabricList.clear(); + + //Destroy all renderables + for(auto it : mRenderableList) + { + mSceneController->getRenderer().removeRenderable(it); + } + mRenderableList.clear(); +} + +void Scene::doSimulationStep(float dt) +{ + startSimulationStep(dt); + waitForSimulationStep(); + updateSimulationGraphics(); +} + +void Scene::startSimulationStep(float dt) +{ + for(auto it = mSolverHelpers.begin(); it != mSolverHelpers.end(); ++it) + { + it->second.StartSimulation(dt); + } +} +void Scene::waitForSimulationStep() +{ + for(auto it = mSolverHelpers.begin(); it != mSolverHelpers.end(); ++it) + { + it->second.WaitForSimulation(); + } +} + +void Scene::updateSimulationGraphics() +{ + for each (auto actor in mClothList) + { + nv::cloth::MappedRange<physx::PxVec4> particles = actor->mCloth->getCurrentParticles(); + std::vector<PxVec3> particles3(particles.size()); + for(uint32_t i = 0; i < particles.size(); ++i) + particles3[i] = particles[i].getXYZ(); + + actor->mClothRenderMesh->update(particles3.data(), particles.size()); + } +} + diff --git a/NvCloth/samples/SampleBase/scene/Scene.h b/NvCloth/samples/SampleBase/scene/Scene.h new file mode 100644 index 0000000..3a11ec7 --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/Scene.h @@ -0,0 +1,104 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef SCENE_H +#define SCENE_H + +#include <vector> +#include <map> +#include "scene/SceneController.h" +namespace nv +{ + namespace cloth + { + class Factory; + class Solver; + class Cloth; + class Fabric; + } +} + +class Scene; +struct SceneFactory +{ + SceneFactory(Scene* (*create)(SceneController*), const char* name):Create(create), mName(name) {} + Scene* (*Create)(SceneController*); + const char* mName; +}; + +#define DECLARE_SCENE_NAME(classname, name) static int classname##id = Scene::AddSceneFactory([](SceneController* c) {return (Scene*)new classname(c); }, name); +#define DECLARE_SCENE(classname) DECLARE_SCENE_NAME(classname,#classname) + +class Scene +{ +public: + + Scene(SceneController* sceneController):mSceneController(sceneController) {} + virtual ~Scene(); + + virtual void Animate(double dt) { doSimulationStep(dt); } + virtual void drawUI() {} + virtual void drawStatsUI() {} + + virtual void onInitialize() = 0; + virtual void onTerminate() { autoDeinitialize(); } + + SceneController* getSceneController() { return mSceneController; } + + static int AddSceneFactory(Scene* (*create)(SceneController*), const char* name) { sSceneFactories.push_back(SceneFactory(create, name)); return (int)sSceneFactories.size(); } + static Scene* CreateScene(int index, SceneController* controller) { return sSceneFactories[index].Create(controller); } + static const char* GetSceneName(int index) { return sSceneFactories[index].mName; } + static int GetSceneCount() { return (int)sSceneFactories.size(); } + +protected: + //Helper functions to enable automatic deinitialize + //Tracking an object will delete it when autoDeinitialize is called + //Untracking can be used if you delete it sooner than autoDeinitialize + void trackClothActor(ClothActor* clothActor); + void untrackClothActor(ClothActor* clothActor); + + void trackSolver(nv::cloth::Solver* solver); + void untrackSolver(nv::cloth::Solver* solver); + + void trackFabric(nv::cloth::Fabric* fabric); + void untrackFabric(nv::cloth::Fabric* fabric); + + void addClothToSolver(ClothActor* clothActor, nv::cloth::Solver* solver); //Helps to detach cloths from solver at AutoDeinit. + + void trackRenderable(Renderable* renderMesh); + void untrackRenderable(Renderable* renderMesh); + + void autoDeinitialize(); + + + void doSimulationStep(float dt); + void startSimulationStep(float dt); + void waitForSimulationStep(); + void updateSimulationGraphics(); + +private: + Scene& operator= (Scene&); // not implemented + +private: + SceneController* mSceneController; + + std::vector<ClothActor*> mClothList; + std::vector<nv::cloth::Solver*> mSolverList; + std::map<nv::cloth::Solver*, MultithreadedSolverHelper> mSolverHelpers; + std::vector<nv::cloth::Fabric*> mFabricList; + std::map<ClothActor*, nv::cloth::Solver*> mClothSolverMap; + std::vector<Renderable*> mRenderableList; + + static std::vector<SceneFactory> sSceneFactories; + +}; + + +#endif
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/scene/SceneController.cpp b/NvCloth/samples/SampleBase/scene/SceneController.cpp new file mode 100644 index 0000000..90b499c --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/SceneController.cpp @@ -0,0 +1,250 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "SceneController.h" +#include "RenderUtils.h" +#include "Utils.h" + +#include "Renderer.h" + +#include "CommonUIController.h" + +// initialization of NvCloth dll +#include <NvCloth/Callbacks.h> + +// example allocator callbacks +#include "CallbackImplementations.h" + +// low level cloth +//#include <NvCloth/Factory.h> +#include <NvCloth/Fabric.h> +#include <NvCloth/Cloth.h> +#include <NvCloth/Solver.h> + +#include <NvClothExt/ClothFabricCooker.h> +#include "ClothMeshGenerator.h" + +#include <algorithm> +#include <imgui.h> +#include <sstream> +#include <tuple> + +#include "scene/Scene.h" +#include "scene/scenes/SimpleScene.h" +#include "scene/scenes/WindScene.h" + +JobManager SceneController::sJobManager; + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Controller +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +SceneController::SceneController() : mTimeScale(1.0f), mStartDelay(0.f) +{ + mActivePlatform = (int)nv::cloth::Platform::CPU; + mCUDAInitialized = false; + mDXInitialized = false; +} + +SceneController::~SceneController() +{ +} + +void SceneController::onSampleStart() +{ + // setup camera + CFirstPersonCamera* camera = &getRenderer().getCamera(); + DirectX::XMVECTORF32 lookAtPt = { 0, 10, 0, 0 }; + DirectX::XMVECTORF32 eyePt = { 0, 15, 25, 0 }; + camera->SetViewParams(eyePt, lookAtPt); + camera->SetRotateButtons(false, false, true, false); + camera->SetEnablePositionMovement(true); + + mStartDelay = 3.f; + + mPhysXPrimitiveRenderMaterial = new RenderMaterial(getRenderer().getResourceManager(), "physx_primitive", ""); + mPhysXPlaneRenderMaterial = new RenderMaterial(getRenderer().getResourceManager(), "physx_primitive_plane", ""); + + /*{ + IRenderMesh* mesh = getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Plane); + mPlane = getRenderer().createRenderable(*mesh, *mPhysXPlaneRenderMaterial); + mPlane->setTransform(PxTransform(PxVec3(0.f, 0.f, 0.f), PxQuat(PxPiDivTwo, PxVec3(0.f, 0.f, 1.f)))); + mPlane->setScale(PxVec3(1000.f)); + }*/ + + for (uint32_t i = 0; i < 0; ++i) + { + IRenderMesh* mesh = getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Box); + auto box = getRenderer().createRenderable(*mesh, *mPhysXPrimitiveRenderMaterial); + box->setColor(getRandomPastelColor()); + box->setScale(PxVec3(0.2f)); + mBoxes.push_back(box); + } + + + /// + + mActiveScene = new SimpleScene(this); + mActiveScene->onInitialize(); + mActiveSceneIndex = 0; +} + +void SceneController::onInitialize() +{ + NvClothEnvironment::AllocateEnv(); + + mFactories[(int)nv::cloth::Platform::CPU] = NvClothCreateFactoryCPU(); + mFactories[(int)nv::cloth::Platform::CUDA] = nullptr; + mFactories[(int)nv::cloth::Platform::DX11] = nullptr; + + //CUDA + do + { + assert(mCUDAInitialized == false); + cuInit(0); + int deviceCount = 0; + mCUDAInitialized = true; + mCUDAInitialized = (cuDeviceGetCount(&deviceCount) == CUDA_SUCCESS); + mCUDAInitialized &= deviceCount >= 1; + if(!mCUDAInitialized) + break; + mCUDAInitialized = cuCtxCreate(&mCUDAContext, 0, 0) == CUDA_SUCCESS; + if(!mCUDAInitialized) + break; + + mFactories[(int)nv::cloth::Platform::CUDA] = NvClothCreateFactoryCUDA(mCUDAContext); + } while(false); + + //DX11 + do + { + assert(mDXInitialized == false); + mDXInitialized = true; + mDXDevice = GetDeviceManager()->GetDevice(); + + mGraphicsContextManager = new DxContextManagerCallbackImpl(mDXDevice); + mDXInitialized &= mGraphicsContextManager != nullptr; + if(!mDXInitialized) + break; + + mFactories[(int)nv::cloth::Platform::DX11] = NvClothCreateFactoryDX11(mGraphicsContextManager); + mDXInitialized &= mFactories[(int)nv::cloth::Platform::DX11] != nullptr; + } while(false); +} + +void SceneController::onSampleStop() +{ + mActiveScene->onTerminate(); + delete mActiveScene; + + for (auto b : mBoxes) + SAFE_DELETE(b); + + mBoxes.clear(); + + NvClothDestroyFactory(mFactories[(int)nv::cloth::Platform::CPU]); + NvClothDestroyFactory(mFactories[(int)nv::cloth::Platform::CUDA]); + NvClothDestroyFactory(mFactories[(int)nv::cloth::Platform::DX11]); + + //SAFE_DELETE(mPlane); + SAFE_DELETE(mPhysXPlaneRenderMaterial); + SAFE_DELETE(mPhysXPrimitiveRenderMaterial); +} + +void SceneController::onTerminate() +{ +} + +void SceneController::changeScene(int index) +{ + mActiveScene->onTerminate(); + delete mActiveScene; + + mActiveSceneIndex = index; + + if(index < Scene::GetSceneCount()) + mActiveScene = Scene::CreateScene(index, this); + else + { + mActiveSceneIndex = 0; + mActiveScene = Scene::CreateScene(0, this); + } + mActiveScene->onInitialize(); +} + +void SceneController::Animate(double dt) +{ + double simulationStep = dt * mTimeScale; + if(simulationStep > 1.0 / 60.0) + simulationStep = 1.0 / 60.0; + + mActiveScene->Animate(simulationStep); + +} + +LRESULT SceneController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +{ + if (uMsg == WM_KEYDOWN) + { + int iKeyPressed = static_cast<int>(wParam); + + if(iKeyPressed >= '1' && iKeyPressed <= '9') + { + changeScene(iKeyPressed - '1'); + } + + switch (iKeyPressed) + { + case 'R': + return 0; + case 'F': + return 0; + default: + break; + } + } + + return 1; +} + +void SceneController::drawUI() +{ + /////////////////////////////////////////////////////////////////////////////////////////// + // Cube + /////////////////////////////////////////////////////////////////////////////////////////// + { + ImGui::Text("Time Scale"); + ImGui::DragFloat("Scale", &mTimeScale, 0.1f, 0.0f, 100.0f); + } + + bool pressed = false; + + pressed = pressed | ImGui::RadioButton("CPU", &mActivePlatform, (int)nv::cloth::Platform::CPU); ImGui::SameLine(); + pressed = pressed | ImGui::RadioButton("DX11", &mActivePlatform, (int)nv::cloth::Platform::DX11); ImGui::SameLine(); + pressed = pressed | ImGui::RadioButton("CUDA", &mActivePlatform, (int)nv::cloth::Platform::CUDA); + + if(!getFactory()) + mActivePlatform = (int)nv::cloth::Platform::CPU; + + for(int i = 0; i < Scene::GetSceneCount(); i++) + { + pressed = pressed | ImGui::RadioButton(Scene::GetSceneName(i), &mActiveSceneIndex, i); + } + if(pressed) + changeScene(mActiveSceneIndex); + + mActiveScene->drawUI(); +} + +void SceneController::drawStatsUI() +{ + mActiveScene->drawStatsUI(); +} + diff --git a/NvCloth/samples/SampleBase/scene/SceneController.h b/NvCloth/samples/SampleBase/scene/SceneController.h new file mode 100644 index 0000000..d527597 --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/SceneController.h @@ -0,0 +1,128 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef SCENE_CONTROLLER_H +#define SCENE_CONTROLLER_H + + +#include "SampleManager.h" +#include <map> +#include <vector> + +#include <NvCloth/Factory.h> +#include "JobManager.h" + +#include "ClothRenderMesh.h" +#include <cuda.h> +#include "CallbackImplementations.h" + +namespace nv +{ + namespace cloth + { + class Factory; + class Solver; + class Cloth; + class Fabric; + class DxContextManagerCallback; + } +} + +class RenderMaterial; +class Renderable; + +struct ClothActor +{ + Renderable* mClothRenderable; + ClothRenderMesh* mClothRenderMesh; + nv::cloth::Cloth* mCloth; +}; + +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(); + + JobManager* getJobManager() { return &sJobManager; } + nv::cloth::Factory* getFactory() { return mFactories[mActivePlatform]; } + + static JobManager sJobManager; + + //////// used controllers //////// + + Renderer& getRenderer() const + { + return getManager()->getRenderer(); + } + + CommonUIController& getCommonUIController() const + { + return getManager()->getCommonUIController(); + } + + RenderMaterial* getDefaultMaterial() + { + return mPhysXPrimitiveRenderMaterial; + } + + RenderMaterial* getDefaultPlaneMaterial() + { + return mPhysXPlaneRenderMaterial; + } + + +private: + SceneController& operator= (SceneController&); // not implemented + + void changeScene(int index); + + //////// internal data //////// + + RenderMaterial* mPhysXPrimitiveRenderMaterial; + RenderMaterial* mPhysXPlaneRenderMaterial; + + Renderable* mPlane; + std::vector<Renderable*> mBoxes; + + float mTimeScale; + float mStartDelay; + + // NvCloth + CpuDispatcher mDispatcher; + physx::PxTaskManager* mTaskManager; + + nv::cloth::Factory* mFactories[3]; + int mActivePlatform; + bool mCUDAInitialized; + CUcontext mCUDAContext; + bool mDXInitialized; + ID3D11Device* mDXDevice; + ID3D11DeviceContext* mDXDeviceContext; + nv::cloth::DxContextManagerCallback* mGraphicsContextManager; + + Scene* mActiveScene; + int mActiveSceneIndex; +}; + +#endif
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/scene/scenes/FreeFallScene.cpp b/NvCloth/samples/SampleBase/scene/scenes/FreeFallScene.cpp new file mode 100644 index 0000000..c1f6a00 --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/FreeFallScene.cpp @@ -0,0 +1,116 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "FreeFallScene.h" +#include "Scene/SceneController.h" +#include <NvClothExt/ClothFabricCooker.h> +#include "ClothMeshGenerator.h" +#include <NvCloth/Fabric.h> +#include <NvCloth/Solver.h> +#include <NvCloth/Cloth.h> +#include <NvCloth/Factory.h> +#include "Renderer.h" +#include "renderer/RenderUtils.h" + +DECLARE_SCENE_NAME(FreeFallScene, "Free Fall Scene") + +void FreeFallScene::initializeCloth(int index, physx::PxVec3 offset) +{ + /////////////////////////////////////////////////////////////////////// + ClothMeshData clothMesh; + + physx::PxMat44 transform = PxTransform(PxVec3(0.f, 13.f, 0.f)+ offset, PxQuat(PxPi, PxVec3(1.f, 0.f, 0.f))); + clothMesh.GeneratePlaneCloth(1.f * (1 << index), 1.f * (1 << index), int(2.0f*(1 << index)), int(2.0f*(1 << index)), false, transform); + + mClothActor[index] = new ClothActor; + nv::cloth::ClothMeshDesc meshDesc = clothMesh.GetClothMeshDesc(); + { + mClothActor[index]->mClothRenderMesh = new ClothRenderMesh(meshDesc); + mClothActor[index]->mClothRenderable = getSceneController()->getRenderer().createRenderable(*(static_cast<IRenderMesh*>(mClothActor[index]->mClothRenderMesh)), *getSceneController()->getDefaultMaterial()); + mClothActor[index]->mClothRenderable->setColor(getRandomPastelColor()); + } + + nv::cloth::Vector<int32_t>::Type phaseTypeInfo; + mFabric[index] = NvClothCookFabricFromMesh(getSceneController()->getFactory(), meshDesc, physx::PxVec3(0.0f, 0.0f, 1.0f), &phaseTypeInfo, false); + trackFabric(mFabric[index]); + + // Initialize start positions and masses for the actual cloth instance + // (note: the particle/vertex positions do not have to match the mesh description here. Set the positions to the initial shape of this cloth instance) + std::vector<physx::PxVec4> particlesCopy; + particlesCopy.resize(clothMesh.mVertices.size()); + + physx::PxVec3 clothOffset = transform.getPosition(); + for(int i = 0; i < (int)clothMesh.mVertices.size(); i++) + { + // To put attachment point closer to each other + if(clothMesh.mInvMasses[i] < 1e-6) + clothMesh.mVertices[i] = (clothMesh.mVertices[i] - clothOffset)*0.9f + clothOffset; + + particlesCopy[i] = physx::PxVec4(clothMesh.mVertices[i], clothMesh.mInvMasses[i]); // w component is 1/mass, or 0.0f for anchored/fixed particles + } + + // Create the cloth from the initial positions/masses and the fabric + mClothActor[index]->mCloth = getSceneController()->getFactory()->createCloth(nv::cloth::Range<physx::PxVec4>(&particlesCopy[0], &particlesCopy[0] + particlesCopy.size()), *mFabric[index]); + particlesCopy.clear(); particlesCopy.shrink_to_fit(); + + std::vector<physx::PxVec4> planes; + planes.push_back(physx::PxVec4(physx::PxVec3(0.0f, 1.f, 0.0f), -0.01f)); + + nv::cloth::Range<const physx::PxVec4> planesR(&planes[0], &planes[0] + planes.size()); + mClothActor[index]->mCloth->setPlanes(planesR, 0, mClothActor[index]->mCloth->getNumPlanes()); + std::vector<uint32_t> indices; + indices.resize(planes.size()); + for(int i = 0; i < (int)indices.size(); i++) + indices[i] = 1 << i; + nv::cloth::Range<uint32_t> cind(&indices[0], &indices[0] + indices.size()); + mClothActor[index]->mCloth->setConvexes(cind, 0, mClothActor[index]->mCloth->getNumConvexes()); + + mClothActor[index]->mCloth->setGravity(physx::PxVec3(0.0f, -1.0f, 0.0f)); + mClothActor[index]->mCloth->setFriction(0.1); + mClothActor[index]->mCloth->setDragCoefficient(0.5); + mClothActor[index]->mCloth->setLiftCoefficient(0.0); + + // Setup phase configs + std::vector<nv::cloth::PhaseConfig> phases(mFabric[index]->getNumPhases()); + for(int i = 0; i < (int)phases.size(); i++) + { + phases[i].mPhaseIndex = i; + phases[i].mStiffness = 1.0f; + phases[i].mStiffnessMultiplier = 1.0f; + phases[i].mCompressionLimit = 1.0f; + phases[i].mStretchLimit = 1.0f; + } + mClothActor[index]->mCloth->setPhaseConfig(nv::cloth::Range<nv::cloth::PhaseConfig>(&phases.front(), &phases.back())); + + mSolver = getSceneController()->getFactory()->createSolver(); + trackSolver(mSolver); + trackClothActor(mClothActor[index]); + + // Add the cloth to the solver for simulation + addClothToSolver(mClothActor[index], mSolver); +} + +void FreeFallScene::onInitialize() +{ + float spaceX = -1.5f; + + for(int i = 0; i < 4; ++i) + { + initializeCloth(i, physx::PxVec3(16.f + float((i+1)*(i+1)) * spaceX, 2.f, -7.f)); + } + + { + IRenderMesh* mesh = getSceneController()->getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Plane); + Renderable* plane = getSceneController()->getRenderer().createRenderable(*mesh, *getSceneController()->getDefaultPlaneMaterial()); + plane->setTransform(PxTransform(PxVec3(0.f, 0.f, 0.f), PxQuat(PxPiDivTwo, PxVec3(0.f, 0.f, 1.f)))); + plane->setScale(PxVec3(1000.f)); + trackRenderable(plane); + } +} diff --git a/NvCloth/samples/SampleBase/scene/scenes/FreeFallScene.h b/NvCloth/samples/SampleBase/scene/scenes/FreeFallScene.h new file mode 100644 index 0000000..3cab456 --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/FreeFallScene.h @@ -0,0 +1,33 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef FREE_FALL_SCENE_H +#define FREE_FALL_SCENE_H + +#include "scene/Scene.h" +#include <foundation/PxVec3.h> + +class FreeFallScene : public Scene +{ +public: + + FreeFallScene(SceneController* sceneController): Scene(sceneController) {} + + void initializeCloth(int index, physx::PxVec3 offset); + virtual void onInitialize() override; + +private: + nv::cloth::Fabric* mFabric[4]; + nv::cloth::Solver* mSolver; + ClothActor* mClothActor[4]; +}; + + +#endif
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/scene/scenes/FrictionScene.cpp b/NvCloth/samples/SampleBase/scene/scenes/FrictionScene.cpp new file mode 100644 index 0000000..3c181ea --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/FrictionScene.cpp @@ -0,0 +1,119 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "FrictionScene.h" +#include "Scene/SceneController.h" +#include <NvClothExt/ClothFabricCooker.h> +#include "ClothMeshGenerator.h" +#include <NvCloth/Fabric.h> +#include <NvCloth/Solver.h> +#include <NvCloth/Cloth.h> +#include <NvCloth/Factory.h> +#include "Renderer.h" +#include "renderer/RenderUtils.h" + +DECLARE_SCENE_NAME(FrictionScene, "Friction Scene") + +void FrictionScene::initializeCloth(int index, physx::PxVec3 offset, float frictionCoef) +{ + /////////////////////////////////////////////////////////////////////// + ClothMeshData clothMesh; + + physx::PxMat44 transform = PxTransform(PxVec3(0.f, 13.f, 0.f)+ offset, PxQuat(PxPi / 6.f, PxVec3(1.f, 0.f, 0.f))); + clothMesh.GeneratePlaneCloth(3.f, 3.f, 29, 29, false, transform); + + mClothActor[index] = new ClothActor; + nv::cloth::ClothMeshDesc meshDesc = clothMesh.GetClothMeshDesc(); + { + mClothActor[index]->mClothRenderMesh = new ClothRenderMesh(meshDesc); + mClothActor[index]->mClothRenderable = getSceneController()->getRenderer().createRenderable(*(static_cast<IRenderMesh*>(mClothActor[index]->mClothRenderMesh)), *getSceneController()->getDefaultMaterial()); + mClothActor[index]->mClothRenderable->setColor(getRandomPastelColor()); + } + + nv::cloth::Vector<int32_t>::Type phaseTypeInfo; + mFabric[index] = NvClothCookFabricFromMesh(getSceneController()->getFactory(), meshDesc, physx::PxVec3(0.0f, 0.0f, 1.0f), &phaseTypeInfo, false); + trackFabric(mFabric[index]); + + // Initialize start positions and masses for the actual cloth instance + // (note: the particle/vertex positions do not have to match the mesh description here. Set the positions to the initial shape of this cloth instance) + std::vector<physx::PxVec4> particlesCopy; + particlesCopy.resize(clothMesh.mVertices.size()); + + physx::PxVec3 clothOffset = transform.getPosition(); + for(int i = 0; i < (int)clothMesh.mVertices.size(); i++) + { + // To put attachment point closer to each other + if(clothMesh.mInvMasses[i] < 1e-6) + clothMesh.mVertices[i] = (clothMesh.mVertices[i] - clothOffset)*0.9f + clothOffset; + + particlesCopy[i] = physx::PxVec4(clothMesh.mVertices[i], clothMesh.mInvMasses[i]); // w component is 1/mass, or 0.0f for anchored/fixed particles + } + + // Create the cloth from the initial positions/masses and the fabric + mClothActor[index]->mCloth = getSceneController()->getFactory()->createCloth(nv::cloth::Range<physx::PxVec4>(&particlesCopy[0], &particlesCopy[0] + particlesCopy.size()), *mFabric[index]); + particlesCopy.clear(); particlesCopy.shrink_to_fit(); + + std::vector<physx::PxVec4> planes; + planes.push_back(physx::PxVec4(PxQuat(PxPiDivFour*0.5f, PxVec3(1.f, 0.f, 0.f)).rotate(physx::PxVec3(0.0f, 1.f, 0.0f)), -0.01f)); + + nv::cloth::Range<const physx::PxVec4> planesR(&planes[0], &planes[0] + planes.size()); + mClothActor[index]->mCloth->setPlanes(planesR, 0, mClothActor[index]->mCloth->getNumPlanes()); + std::vector<uint32_t> indices; + indices.resize(planes.size()); + for(int i = 0; i < (int)indices.size(); i++) + indices[i] = 1 << i; + nv::cloth::Range<uint32_t> cind(&indices[0], &indices[0] + indices.size()); + mClothActor[index]->mCloth->setConvexes(cind, 0, mClothActor[index]->mCloth->getNumConvexes()); + + mClothActor[index]->mCloth->setGravity(physx::PxVec3(0.0f, -9.8f, 0.0f)); + + // Setup phase configs + std::vector<nv::cloth::PhaseConfig> phases(mFabric[index]->getNumPhases()); + for(int i = 0; i < (int)phases.size(); i++) + { + phases[i].mPhaseIndex = i; + phases[i].mStiffness = 1.0f; + phases[i].mStiffnessMultiplier = 1.0f; + phases[i].mCompressionLimit = 1.0f; + phases[i].mStretchLimit = 1.0f; + } + mClothActor[index]->mCloth->setPhaseConfig(nv::cloth::Range<nv::cloth::PhaseConfig>(&phases.front(), &phases.back())); + mClothActor[index]->mCloth->setFriction(frictionCoef); + + mSolver = getSceneController()->getFactory()->createSolver(); + trackSolver(mSolver); + trackClothActor(mClothActor[index]); + + // Add the cloth to the solver for simulation + addClothToSolver(mClothActor[index], mSolver); +} + +void FrictionScene::onInitialize() +{ + + + float spaceX = -4.f; + float frictionDelta = 0.2f; + + for(int i = 0; i < 4; ++i) + { + float friction = i > 0 ? float(i) * frictionDelta : 0.f; // 0.0, 0.2, 0.4, 0.6 + + initializeCloth(i, physx::PxVec3(4.f + float(i) * spaceX, 4.f, -18.f), friction); + } + + { + IRenderMesh* mesh = getSceneController()->getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Plane); + Renderable* plane = getSceneController()->getRenderer().createRenderable(*mesh, *getSceneController()->getDefaultPlaneMaterial()); + plane->setTransform(PxTransform(PxVec3(0.f, 0.f, 0.f), PxQuat(PxPiDivFour*0.5f, PxVec3(1.f, 0.f, 0.f))*PxQuat(PxPiDivTwo, PxVec3(0.f, 0.f, 1.f)))); + plane->setScale(PxVec3(1000.f)); + trackRenderable(plane); + } +} diff --git a/NvCloth/samples/SampleBase/scene/scenes/FrictionScene.h b/NvCloth/samples/SampleBase/scene/scenes/FrictionScene.h new file mode 100644 index 0000000..4173e09 --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/FrictionScene.h @@ -0,0 +1,33 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef FRICTION_SCENE_H +#define FRICTION_SCENE_H + +#include "scene/Scene.h" +#include <foundation/PxVec3.h> + +class FrictionScene : public Scene +{ +public: + + FrictionScene(SceneController* sceneController): Scene(sceneController) {} + + void initializeCloth(int index, physx::PxVec3 offset, float frictionCoef); + virtual void onInitialize() override; + +private: + nv::cloth::Fabric* mFabric[4]; + nv::cloth::Solver* mSolver; + ClothActor* mClothActor[4]; +}; + + +#endif
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/scene/scenes/SimpleScene.cpp b/NvCloth/samples/SampleBase/scene/scenes/SimpleScene.cpp new file mode 100644 index 0000000..68bb96b --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/SimpleScene.cpp @@ -0,0 +1,94 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "SimpleScene.h" +#include "Scene/SceneController.h" +#include <NvClothExt/ClothFabricCooker.h> +#include "ClothMeshGenerator.h" +#include <NvCloth/Fabric.h> +#include <NvCloth/Solver.h> +#include <NvCloth/Cloth.h> +#include <NvCloth/Factory.h> +#include "Renderer.h" +#include "renderer/RenderUtils.h" + +DECLARE_SCENE_NAME(SimpleScene,"Simple Scene") + +void SimpleScene::onInitialize() +{ + /////////////////////////////////////////////////////////////////////// + ClothMeshData clothMesh; + + physx::PxMat44 transform = PxTransform(PxVec3(0.f, 13.f, 0.f), PxQuat(PxPi / 6.f, PxVec3(1.f, 0.f, 0.f))); + clothMesh.GeneratePlaneCloth(6.f, 7.f, 59, 69, false, transform); + clothMesh.AttachClothPlaneByAngles(59, 69); + + mClothActor = new ClothActor; + nv::cloth::ClothMeshDesc meshDesc = clothMesh.GetClothMeshDesc(); + { + mClothActor->mClothRenderMesh = new ClothRenderMesh(meshDesc); + mClothActor->mClothRenderable = getSceneController()->getRenderer().createRenderable(*(static_cast<IRenderMesh*>(mClothActor->mClothRenderMesh)), *getSceneController()->getDefaultMaterial()); + mClothActor->mClothRenderable->setColor(getRandomPastelColor()); + } + + nv::cloth::Vector<int32_t>::Type phaseTypeInfo; + mFabric = NvClothCookFabricFromMesh(getSceneController()->getFactory(), meshDesc, physx::PxVec3(0.0f, -9.8f, 0.0f), &phaseTypeInfo, false); + trackFabric(mFabric); + + // Initialize start positions and masses for the actual cloth instance + // (note: the particle/vertex positions do not have to match the mesh description here. Set the positions to the initial shape of this cloth instance) + std::vector<physx::PxVec4> particlesCopy; + particlesCopy.resize(clothMesh.mVertices.size()); + + physx::PxVec3 center = transform.transform(physx::PxVec3(0.0f, 0.0f, 0.0f)); + for(int i = 0; i < (int)clothMesh.mVertices.size(); i++) + { + // To put attachment point closer to each other + if(clothMesh.mInvMasses[i] < 1e-6) + clothMesh.mVertices[i] = (clothMesh.mVertices[i] - center)*0.85f + center; + + particlesCopy[i] = physx::PxVec4(clothMesh.mVertices[i], clothMesh.mInvMasses[i]); // w component is 1/mass, or 0.0f for anchored/fixed particles + } + + // Create the cloth from the initial positions/masses and the fabric + mClothActor->mCloth = getSceneController()->getFactory()->createCloth(nv::cloth::Range<physx::PxVec4>(&particlesCopy[0], &particlesCopy[0] + particlesCopy.size()), *mFabric); + particlesCopy.clear(); particlesCopy.shrink_to_fit(); + + mClothActor->mCloth->setGravity(physx::PxVec3(0.0f, -9.8f, 0.0f)); + + // Setup phase configs + std::vector<nv::cloth::PhaseConfig> phases(mFabric->getNumPhases()); + for(int i = 0; i < (int)phases.size(); i++) + { + phases[i].mPhaseIndex = i; + phases[i].mStiffness = 1.0f; + phases[i].mStiffnessMultiplier = 1.0f; + phases[i].mCompressionLimit = 1.0f; + phases[i].mStretchLimit = 1.0f; + } + mClothActor->mCloth->setPhaseConfig(nv::cloth::Range<nv::cloth::PhaseConfig>(&phases.front(), &phases.back())); + mClothActor->mCloth->setDragCoefficient(0.5f); + mClothActor->mCloth->setDragCoefficient(0.5f); + + mSolver = getSceneController()->getFactory()->createSolver(); + trackSolver(mSolver); + trackClothActor(mClothActor); + + // Add the cloth to the solver for simulation + addClothToSolver(mClothActor, mSolver); + + { + IRenderMesh* mesh = getSceneController()->getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Plane); + Renderable* plane = getSceneController()->getRenderer().createRenderable(*mesh, *getSceneController()->getDefaultPlaneMaterial()); + plane->setTransform(PxTransform(PxVec3(0.f, 0.f, 0.f), PxQuat(PxPiDivTwo, PxVec3(0.f, 0.f, 1.f)))); + plane->setScale(PxVec3(1000.f)); + trackRenderable(plane); + } +} diff --git a/NvCloth/samples/SampleBase/scene/scenes/SimpleScene.h b/NvCloth/samples/SampleBase/scene/scenes/SimpleScene.h new file mode 100644 index 0000000..2ee17c1 --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/SimpleScene.h @@ -0,0 +1,32 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef SIMPLE_SCENE_H +#define SIMPLE_SCENE_H + +#include "scene/Scene.h" + +class SimpleScene : public Scene +{ +public: + + SimpleScene(SceneController* sceneController):Scene(sceneController) {} + + virtual void onInitialize() override; + +private: + nv::cloth::Fabric* mFabric; + nv::cloth::Solver* mSolver; + ClothActor* mClothActor; + +}; + + +#endif
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/scene/scenes/TetherScene.cpp b/NvCloth/samples/SampleBase/scene/scenes/TetherScene.cpp new file mode 100644 index 0000000..b818d9d --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/TetherScene.cpp @@ -0,0 +1,103 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "TetherScene.h" +#include "Scene/SceneController.h" +#include <NvClothExt/ClothFabricCooker.h> +#include "ClothMeshGenerator.h" +#include <NvCloth/Fabric.h> +#include <NvCloth/Solver.h> +#include <NvCloth/Cloth.h> +#include <NvCloth/Factory.h> +#include "Renderer.h" +#include "renderer/RenderUtils.h" + +DECLARE_SCENE_NAME(TetherScene, "Tether Scene") + +void TetherScene::initializeCloth(int index, physx::PxVec3 offset, float tetherStiffness) +{ + /////////////////////////////////////////////////////////////////////// + ClothMeshData clothMesh; + + physx::PxMat44 transform = PxTransform(PxVec3(0.f, 13.f, 0.f)+ offset, PxQuat(PxPi / 6.f, PxVec3(1.f, 0.f, 0.f))); + clothMesh.GeneratePlaneCloth(6.f, 7.5f, 39, 59, false, transform); + clothMesh.AttachClothPlaneByAngles(39, 59); + + mClothActor[index] = new ClothActor; + nv::cloth::ClothMeshDesc meshDesc = clothMesh.GetClothMeshDesc(); + { + mClothActor[index]->mClothRenderMesh = new ClothRenderMesh(meshDesc); + mClothActor[index]->mClothRenderable = getSceneController()->getRenderer().createRenderable(*(static_cast<IRenderMesh*>(mClothActor[index]->mClothRenderMesh)), *getSceneController()->getDefaultMaterial()); + mClothActor[index]->mClothRenderable->setColor(getRandomPastelColor()); + } + + nv::cloth::Vector<int32_t>::Type phaseTypeInfo; + mFabric[index] = NvClothCookFabricFromMesh(getSceneController()->getFactory(), meshDesc, physx::PxVec3(0.0f, 0.0f, 1.0f), &phaseTypeInfo, false); + trackFabric(mFabric[index]); + + // Initialize start positions and masses for the actual cloth instance + // (note: the particle/vertex positions do not have to match the mesh description here. Set the positions to the initial shape of this cloth instance) + std::vector<physx::PxVec4> particlesCopy; + particlesCopy.resize(clothMesh.mVertices.size()); + + physx::PxVec3 clothOffset = transform.getPosition(); + for(int i = 0; i < (int)clothMesh.mVertices.size(); i++) + { + // To put attachment point closer to each other + if(clothMesh.mInvMasses[i] < 1e-6) + clothMesh.mVertices[i] = (clothMesh.mVertices[i] - clothOffset)*0.8f + clothOffset; + + particlesCopy[i] = physx::PxVec4(clothMesh.mVertices[i], clothMesh.mInvMasses[i]); // w component is 1/mass, or 0.0f for anchored/fixed particles + } + + // Create the cloth from the initial positions/masses and the fabric + mClothActor[index]->mCloth = getSceneController()->getFactory()->createCloth(nv::cloth::Range<physx::PxVec4>(&particlesCopy[0], &particlesCopy[0] + particlesCopy.size()), *mFabric[index]); + particlesCopy.clear(); particlesCopy.shrink_to_fit(); + + mClothActor[index]->mCloth->setGravity(physx::PxVec3(0.0f, -9.8f, 0.0f)); + mClothActor[index]->mCloth->setTetherConstraintStiffness(tetherStiffness); + + // Setup phase configs + std::vector<nv::cloth::PhaseConfig> phases(mFabric[index]->getNumPhases()); + for(int i = 0; i < (int)phases.size(); i++) + { + phases[i].mPhaseIndex = i; + phases[i].mStiffness = 1.0f; + phases[i].mStiffnessMultiplier = 1.0f; + phases[i].mCompressionLimit = 1.0f; + phases[i].mStretchLimit = 1.0f; + } + mClothActor[index]->mCloth->setPhaseConfig(nv::cloth::Range<nv::cloth::PhaseConfig>(&phases.front(), &phases.back())); + + + mSolver = getSceneController()->getFactory()->createSolver(); + trackSolver(mSolver); + trackClothActor(mClothActor[index]); + + // Add the cloth to the solver for simulation + addClothToSolver(mClothActor[index], mSolver); +} + +void TetherScene::onInitialize() +{ + + initializeCloth(0,physx::PxVec3(-5.0f,0.0f,0.0f),0); + initializeCloth(1, physx::PxVec3(4.0f, 0.0f, 0.0f),1); + + mTime = 0.0f; + + { + IRenderMesh* mesh = getSceneController()->getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Plane); + Renderable* plane = getSceneController()->getRenderer().createRenderable(*mesh, *getSceneController()->getDefaultPlaneMaterial()); + plane->setTransform(PxTransform(PxVec3(0.f, 0.f, 0.f), PxQuat(PxPiDivTwo, PxVec3(0.f, 0.f, 1.f)))); + plane->setScale(PxVec3(1000.f)); + trackRenderable(plane); + } +} diff --git a/NvCloth/samples/SampleBase/scene/scenes/TetherScene.h b/NvCloth/samples/SampleBase/scene/scenes/TetherScene.h new file mode 100644 index 0000000..728286b --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/TetherScene.h @@ -0,0 +1,36 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef TETHER_SCENE_H +#define TETHER_SCENE_H + +#include "scene/Scene.h" +#include <foundation/PxVec3.h> + +class TetherScene : public Scene +{ +public: + + TetherScene(SceneController* sceneController): Scene(sceneController) {} + + void initializeCloth(int index, physx::PxVec3 offset, float tetherStiffness); + virtual void onInitialize() override; + +private: + nv::cloth::Fabric* mFabric[2]; + nv::cloth::Solver* mSolver; + ClothActor* mClothActor[2]; + + float mTime; + +}; + + +#endif
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/scene/scenes/WindScene.cpp b/NvCloth/samples/SampleBase/scene/scenes/WindScene.cpp new file mode 100644 index 0000000..51cec1d --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/WindScene.cpp @@ -0,0 +1,124 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "WindScene.h" +#include "Scene/SceneController.h" +#include <NvClothExt/ClothFabricCooker.h> +#include "ClothMeshGenerator.h" +#include <NvCloth/Fabric.h> +#include <NvCloth/Solver.h> +#include <NvCloth/Cloth.h> +#include <NvCloth/Factory.h> +#include "Renderer.h" +#include "renderer/RenderUtils.h" + +DECLARE_SCENE_NAME(WindScene, "Wind Scene") + +void WindScene::Animate(double dt) +{ + mTime += dt; + + if(mTime > 3.7f) + { + float dvx = 3.f * cos(25.f * mTime); + float vy = max(0.f, 0.9f * cos(11.f * mTime)); + float dvz = 1.5f * sin(19.f * mTime); + for(int i = 0; i < 3; i++) + { + physx::PxVec3 wind = physx::PxVec3(2.5f + dvx, vy, 15.f + dvz); + mClothActor[i]->mCloth->setWindVelocity(wind); + } + } + + doSimulationStep(dt); +} + +void WindScene::initializeCloth(int index, physx::PxVec3 offset) +{ + /////////////////////////////////////////////////////////////////////// + ClothMeshData clothMesh; + + physx::PxMat44 transform = PxTransform(PxVec3(0.f, 13.f, 0.f)+ offset, PxQuat(PxPi / 6.f, PxVec3(1.f, 0.f, 0.f))); + clothMesh.GeneratePlaneCloth(5.f, 6.f, 49, 59, false, transform); + clothMesh.AttachClothPlaneByAngles(49, 59); + clothMesh.SetInvMasses(0.2f + (float)index * 1.4f); + + mClothActor[index] = new ClothActor; + nv::cloth::ClothMeshDesc meshDesc = clothMesh.GetClothMeshDesc(); + { + mClothActor[index]->mClothRenderMesh = new ClothRenderMesh(meshDesc); + mClothActor[index]->mClothRenderable = getSceneController()->getRenderer().createRenderable(*(static_cast<IRenderMesh*>(mClothActor[index]->mClothRenderMesh)), *getSceneController()->getDefaultMaterial()); + mClothActor[index]->mClothRenderable->setColor(getRandomPastelColor()); + } + + nv::cloth::Vector<int32_t>::Type phaseTypeInfo; + mFabric[index] = NvClothCookFabricFromMesh(getSceneController()->getFactory(), meshDesc, physx::PxVec3(0.0f, 0.0f, 1.0f), &phaseTypeInfo, false); + trackFabric(mFabric[index]); + + // Initialize start positions and masses for the actual cloth instance + // (note: the particle/vertex positions do not have to match the mesh description here. Set the positions to the initial shape of this cloth instance) + std::vector<physx::PxVec4> particlesCopy; + particlesCopy.resize(clothMesh.mVertices.size()); + + physx::PxVec3 clothOffset = transform.getPosition(); + for(int i = 0; i < (int)clothMesh.mVertices.size(); i++) + { + // To put attachment point closer to each other + if(clothMesh.mInvMasses[i] < 1e-6) + clothMesh.mVertices[i] = (clothMesh.mVertices[i] - clothOffset)*0.9f + clothOffset; + + particlesCopy[i] = physx::PxVec4(clothMesh.mVertices[i], clothMesh.mInvMasses[i]); // w component is 1/mass, or 0.0f for anchored/fixed particles + } + + // Create the cloth from the initial positions/masses and the fabric + mClothActor[index]->mCloth = getSceneController()->getFactory()->createCloth(nv::cloth::Range<physx::PxVec4>(&particlesCopy[0], &particlesCopy[0] + particlesCopy.size()), *mFabric[index]); + particlesCopy.clear(); particlesCopy.shrink_to_fit(); + + mClothActor[index]->mCloth->setGravity(physx::PxVec3(0.0f, -9.8f, 0.0f)); + + // Setup phase configs + std::vector<nv::cloth::PhaseConfig> phases(mFabric[index]->getNumPhases()); + for(int i = 0; i < (int)phases.size(); i++) + { + phases[i].mPhaseIndex = i; + phases[i].mStiffness = 1.0f; + phases[i].mStiffnessMultiplier = 1.0f; + phases[i].mCompressionLimit = 1.0f; + phases[i].mStretchLimit = 1.0f; + } + mClothActor[index]->mCloth->setPhaseConfig(nv::cloth::Range<nv::cloth::PhaseConfig>(&phases.front(), &phases.back())); + mClothActor[index]->mCloth->setDragCoefficient(0.5f); + mClothActor[index]->mCloth->setLiftCoefficient(0.6f); + + mSolver = getSceneController()->getFactory()->createSolver(); + trackSolver(mSolver); + trackClothActor(mClothActor[index]); + + // Add the cloth to the solver for simulation + addClothToSolver(mClothActor[index], mSolver); +} + +void WindScene::onInitialize() +{ + + initializeCloth(2,physx::PxVec3(-9.0f,0.0f,0.0f)); + initializeCloth(1, physx::PxVec3(-2.0f, 0.0f, 0.0f)); + initializeCloth(0, physx::PxVec3(5.0f, 0.0f, 0.0f)); + + mTime = 0.0f; + + { + IRenderMesh* mesh = getSceneController()->getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Plane); + Renderable* plane = getSceneController()->getRenderer().createRenderable(*mesh, *getSceneController()->getDefaultPlaneMaterial()); + plane->setTransform(PxTransform(PxVec3(0.f, 0.f, 0.f), PxQuat(PxPiDivTwo, PxVec3(0.f, 0.f, 1.f)))); + plane->setScale(PxVec3(1000.f)); + trackRenderable(plane); + } +} diff --git a/NvCloth/samples/SampleBase/scene/scenes/WindScene.h b/NvCloth/samples/SampleBase/scene/scenes/WindScene.h new file mode 100644 index 0000000..d637bed --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/WindScene.h @@ -0,0 +1,37 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef WIND_SCENE_H +#define WIND_SCENE_H + +#include "scene/Scene.h" +#include <foundation/PxVec3.h> + +class WindScene : public Scene +{ +public: + + WindScene(SceneController* sceneController): Scene(sceneController) {} + + virtual void Animate(double dt) override; + void initializeCloth(int index, physx::PxVec3 offset); + virtual void onInitialize() override; + +private: + nv::cloth::Fabric* mFabric[3]; + nv::cloth::Solver* mSolver; + ClothActor* mClothActor[3]; + + float mTime; + +}; + + +#endif
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/ui/CommonUIController.cpp b/NvCloth/samples/SampleBase/ui/CommonUIController.cpp new file mode 100644 index 0000000..0c0cac8 --- /dev/null +++ b/NvCloth/samples/SampleBase/ui/CommonUIController.cpp @@ -0,0 +1,467 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "CommonUIController.h" + +#include "Renderer.h" +#include "SceneController.h" +#include "SampleController.h" +#include "SampleProfiler.h" + +#include <imgui.h> +#include "imgui_impl_dx11.h" +#include "UIHelpers.h" + +#include <cstdio> +#include <inttypes.h> + + +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<int>(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<void()> 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(); + } + + + /////////////////////////////////////////////////////////////////////////////////////////// + // Stats + /////////////////////////////////////////////////////////////////////////////////////////// + if (ImGui::CollapsingHeader("Stats")) + { + // 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(); + +#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")) + { + // 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(); + } + + + /////////////////////////////////////////////////////////////////////////////////////////// + // 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("Restart - R"); + } + + ImGui::PopItemWidth(); + } + ImGui::End(); + + /////////////////////////////////////////////////////////////////////////////////////////// + // Mode Text + /////////////////////////////////////////////////////////////////////////////////////////// + /*{ + ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4()); + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0,0)); + + const char* text = "CENTERED TEXT, REMOVE ME"; + 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<float>(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/NvCloth/samples/SampleBase/ui/CommonUIController.h b/NvCloth/samples/SampleBase/ui/CommonUIController.h new file mode 100644 index 0000000..47953b7 --- /dev/null +++ b/NvCloth/samples/SampleBase/ui/CommonUIController.h @@ -0,0 +1,91 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef COMMON_UI_CONTROLLER_H +#define COMMON_UI_CONTROLLER_H + +#include "SampleManager.h" +#include <DirectXMath.h> +#include <string> +#include <list> +#include <queue> +#include <functional> + + +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<void()> 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<void()> func, float delay = 0.1f); + + void drawUI(); + void drawCodeProfiler(bool*); + + + //////// used controllers //////// + + Renderer& getRenderer() const + { + return getManager()->getRenderer(); + } + + SceneController& getSceneController() const + { + return getManager()->getSceneController(); + } + + SampleController& getSampleController() const + { + return getManager()->getSampleController(); + } + + + //////// internal data //////// + + struct DelayedCall + { + std::function<void()> func; + const char* title; + const char* message; + float delay; + float delayTotal; + }; + + std::queue<DelayedCall> m_delayedCalls; + + float m_dt; + +}; + +#endif
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/ui/imgui_impl_dx11.cpp b/NvCloth/samples/SampleBase/ui/imgui_impl_dx11.cpp new file mode 100644 index 0000000..11f66f0 --- /dev/null +++ b/NvCloth/samples/SampleBase/ui/imgui_impl_dx11.cpp @@ -0,0 +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 <imgui.h> +#include "imgui_impl_dx11.h" + +// DirectX +#include <d3d11.h> +#include <d3dcompiler.h> +#define DIRECTINPUT_VERSION 0x0800 +#include <dinput.h> + +// 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.h> / 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/NvCloth/samples/SampleBase/ui/imgui_impl_dx11.h b/NvCloth/samples/SampleBase/ui/imgui_impl_dx11.h new file mode 100644 index 0000000..7d6f710 --- /dev/null +++ b/NvCloth/samples/SampleBase/ui/imgui_impl_dx11.h @@ -0,0 +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 <windows.h> 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/NvCloth/samples/SampleBase/utils/CallbackImplementations.cpp b/NvCloth/samples/SampleBase/utils/CallbackImplementations.cpp new file mode 100644 index 0000000..0a257ba --- /dev/null +++ b/NvCloth/samples/SampleBase/utils/CallbackImplementations.cpp @@ -0,0 +1,110 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "CallbackImplementations.h" +#include "JobManager.h" +#include <iostream> + +//#if USE_DX11 +#include <d3d11.h> +//#endif + +#include <PsThread.h> + +NvClothEnvironment* NvClothEnvironment::sEnv = nullptr; + + +void ErrorCallback::reportError(physx::PxErrorCode::Enum code, const char* message, const char* file, int line) +{ + const char* codeName = "???"; + switch(code) + { +#define CASE(x) case physx::PxErrorCode::Enum::x : codeName = #x; break; + CASE(eNO_ERROR) + CASE(eDEBUG_INFO) + CASE(eDEBUG_WARNING) + CASE(eINVALID_PARAMETER) + CASE(eINVALID_OPERATION) + CASE(eOUT_OF_MEMORY) + CASE(eINTERNAL_ERROR) + CASE(eABORT) + CASE(ePERF_WARNING) + default: + ; +#undef CASE + } + + std::cout << "Log " << codeName << " from file:" << file << ":" << line << "\n MSG:" << message << std::endl; +} + +//#if USE_DX11 +DxContextManagerCallbackImpl::DxContextManagerCallbackImpl(ID3D11Device* device, bool synchronizeResources) + : + mDevice(device), + mSynchronizeResources(synchronizeResources) +{ + mDevice->AddRef(); + mDevice->GetImmediateContext(&mContext); +#ifdef _DEBUG + mLockCountTls = physx::shdfnd::TlsAlloc(); +#endif +} +DxContextManagerCallbackImpl::~DxContextManagerCallbackImpl() +{ + mContext->Release(); + +#if _DEBUG + ID3D11Debug* debugDevice; + mDevice->QueryInterface(&debugDevice); + if(debugDevice) + { + debugDevice->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL); + debugDevice->Release(); + } +#endif + + mDevice->Release(); + +#if _DEBUG + physx::shdfnd::TlsFree(mLockCountTls); +#endif +} + +void DxContextManagerCallbackImpl::acquireContext() +{ + + mMutex.lock(); +#if _DEBUG + physx::shdfnd::TlsSet(mLockCountTls, reinterpret_cast<void*>(reinterpret_cast<intptr_t>(physx::shdfnd::TlsGet(mLockCountTls)) + 1)); +#endif +} +void DxContextManagerCallbackImpl::releaseContext() +{ +#if _DEBUG + physx::shdfnd::TlsSet(mLockCountTls, reinterpret_cast<void*>(reinterpret_cast<intptr_t>(physx::shdfnd::TlsGet(mLockCountTls)) - 1)); +#endif + mMutex.unlock(); +} +ID3D11Device* DxContextManagerCallbackImpl::getDevice() const +{ + return mDevice; +} +ID3D11DeviceContext* DxContextManagerCallbackImpl::getContext() const +{ +#if _DEBUG + assert(reinterpret_cast<intptr_t>(physx::shdfnd::TlsGet(mLockCountTls)) > 0); +#endif + return mContext; +} +bool DxContextManagerCallbackImpl::synchronizeResources() const +{ + return mSynchronizeResources; +} +//#endif diff --git a/NvCloth/samples/SampleBase/utils/CallbackImplementations.h b/NvCloth/samples/SampleBase/utils/CallbackImplementations.h new file mode 100644 index 0000000..38a4b17 --- /dev/null +++ b/NvCloth/samples/SampleBase/utils/CallbackImplementations.h @@ -0,0 +1,230 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#pragma once +#include <NvCloth/Callbacks.h> +#include <foundation/PxAllocatorCallback.h> +#include <foundation/PxErrorCallback.h> +#include <foundation/PxAssert.h> +#include <foundation/PxProfiler.h> + +#include <vector> +#include <map> + +#if USE_CUDA +#include <cuda.h> +#endif + +#include <string> +#include <sstream> +#include <assert.h> +#include <mutex> + +#include <NvCloth/DxContextManagerCallback.h> + +#ifdef _MSC_VER +#include <Windows.h> +#endif + +class Allocator : public physx::PxAllocatorCallback +{ + public: + Allocator() + { + mEnableLeakDetection = false; + } + virtual void* allocate(size_t size, const char* typeName, const char* filename, int line) + { + #ifdef _MSC_VER + void* ptr = _aligned_malloc(size, 16); + #else + void* ptr; + if(posix_memalign(&ptr, 16, size)) ptr = 0; + #endif + if (mEnableLeakDetection) + { + std::lock_guard<std::mutex> lock(mAllocationsMapLock); + mAllocations[ptr] = Allocation(size, typeName, filename, line); + } + return ptr; + } + virtual void deallocate(void* ptr) + { + if (mEnableLeakDetection && ptr) + { + std::lock_guard<std::mutex> lock(mAllocationsMapLock); + auto i = mAllocations.find(ptr); + if (i == mAllocations.end()) + { + printf("Tried to deallocate %p which was not allocated with this allocator callback.",ptr); + } + else + { + mAllocations.erase(i); + } + } + #ifdef _MSC_VER + _aligned_free(ptr); + #else + free(ptr); + #endif + } + + void StartTrackingLeaks() + { + std::lock_guard<std::mutex> lock(mAllocationsMapLock); + mAllocations.clear(); + mEnableLeakDetection = true; + } + + void StopTrackingLeaksAndReport() + { + std::lock_guard<std::mutex> lock(mAllocationsMapLock); + mEnableLeakDetection = false; + + size_t totalBytes = 0; + std::stringstream message; + message << "Memory leaks detected:\n"; + for (auto it = mAllocations.begin(); it != mAllocations.end(); ++it) + { + const Allocation& alloc = it->second; + message << "* Allocated ptr " << it->first << " of " << alloc.mSize << "bytes (type=" << alloc.mTypeName << ") at " << alloc.mFileName << ":" << alloc.mLine<<"\n"; + totalBytes += alloc.mSize; + } + if (mAllocations.size()>0) + { + message << "=====Total of " << totalBytes << " bytes in " << mAllocations.size() << " allocations leaked====="; + const std::string& tmp = message.str(); +#ifdef _MSC_VER +// OutputDebugString(tmp.c_str()); //Write to visual studio output so we can see it after the application closes +#endif + printf("%s\n", tmp.c_str()); + } + + mAllocations.clear(); + } + private: + bool mEnableLeakDetection; + struct Allocation + { + Allocation(){} + Allocation(size_t size, const char* typeName, const char* filename, int line) + : mSize(size), mTypeName(typeName), mFileName(filename), mLine(line) + { + + } + size_t mSize; + std::string mTypeName; + std::string mFileName; + int mLine; + }; + std::map<void*,Allocation> mAllocations; + std::mutex mAllocationsMapLock; +}; + +class ErrorCallback : public physx::PxErrorCallback +{ + public: + ErrorCallback(){} + virtual void reportError(physx::PxErrorCode::Enum code, const char* message, const char* file, int line); +}; + + +class AssertHandler : public physx::PxAssertHandler +{ + public: + virtual void operator()(const char* exp, const char* file, int line, bool& ignore) + { + PX_UNUSED(ignore); + printf("NV_CLOTH_ASSERT(%s) from file:%s:%d Failed\n", exp, file, line); + assert(("Assertion failed, see log/console for more info.",0)); + } +}; + + +class NvClothEnvironment +{ + NvClothEnvironment() + { + SetUp(); + } + virtual ~NvClothEnvironment() + { + TearDown(); + } + + static NvClothEnvironment* sEnv; + + public: + static void AllocateEnv() + { + sEnv = new NvClothEnvironment; + } + static void FreeEnv(){ delete sEnv; sEnv = nullptr; } + static void ReportEnvFreed(){ sEnv = nullptr; } //google test will free it for us, so we just reset the value + static NvClothEnvironment* GetEnv(){ return sEnv; } + + virtual void SetUp() + { + mAllocator = new Allocator; + mAllocator->StartTrackingLeaks(); + mFoundationAllocator = new Allocator; + mFoundationAllocator->StartTrackingLeaks(); + mErrorCallback = new ErrorCallback; + mAssertHandler = new AssertHandler; + nv::cloth::InitializeNvCloth(mAllocator, mErrorCallback, mAssertHandler, nullptr); +#if USE_CUDA + cuInit(0); +#endif + } + virtual void TearDown() + { + mAllocator->StopTrackingLeaksAndReport(); + mFoundationAllocator->StopTrackingLeaksAndReport(); + delete mErrorCallback; + delete mFoundationAllocator; + delete mAllocator; + delete mAssertHandler; + } + + Allocator* GetAllocator(){ return mAllocator; } + Allocator* GetFoundationAllocator(){ return mFoundationAllocator; } + ErrorCallback* GetErrorCallback(){ return mErrorCallback; } + AssertHandler* GetAssertHandler(){ return mAssertHandler; } + + private: + Allocator* mAllocator; + Allocator* mFoundationAllocator; + ErrorCallback* mErrorCallback; + AssertHandler* mAssertHandler; +}; + +//#if USE_DX11 +class DxContextManagerCallbackImpl : public nv::cloth::DxContextManagerCallback +{ +public: + DxContextManagerCallbackImpl(ID3D11Device* device, bool synchronizeResources = false); + ~DxContextManagerCallbackImpl(); + virtual void acquireContext() override; + virtual void releaseContext() override; + virtual ID3D11Device* getDevice() const override; + virtual ID3D11DeviceContext* getContext() const override; + virtual bool synchronizeResources() const override; + +private: + std::recursive_mutex mMutex; + ID3D11Device* mDevice; + ID3D11DeviceContext* mContext; + bool mSynchronizeResources; +#ifdef _DEBUG + uint32_t mLockCountTls; +#endif +}; +//#endif diff --git a/NvCloth/samples/SampleBase/utils/ClothMeshGenerator.cpp b/NvCloth/samples/SampleBase/utils/ClothMeshGenerator.cpp new file mode 100644 index 0000000..d75bb25 --- /dev/null +++ b/NvCloth/samples/SampleBase/utils/ClothMeshGenerator.cpp @@ -0,0 +1,193 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "ClothMeshGenerator.h" + +void ClothMeshData::Clear() +{ + mVertices.clear(); + mTriangles.clear(); + mQuads.clear(); +} + +void ClothMeshData::GeneratePlaneCloth(float width, float height, int segmentsX, int segmentsY, bool createQuads, physx::PxMat44 transform, bool alternatingDiagonals) +{ + +/* +GeneratePlaneCloth(x,y,2,2) generates: + + v0______v1_____v2 v0______v1_____v2 + | | | |\ |\ | + | Q0 | Q1 | | \t0 | \t2 | + | | | | t1 \ | t3 \ | + v3------v4-----v5 v3-----\v4----\v5 + | | | | \ | \ | + | Q2 | Q3 | | \t4| \t6| + |______|______| |_t5_\_|_t7__\| + v6 v7 v8 v6 v7 v8 +*/ + + +// Submesh submesh; + + Clear(); + mVertices.resize((segmentsX + 1) * (segmentsY + 1)); + mInvMasses.resize((segmentsX + 1) * (segmentsY + 1)); + mTriangles.resize(segmentsX * segmentsY * 2); + if (createQuads) + mQuads.resize(segmentsX * segmentsY); + + mMesh.vertices.resize(mVertices.size()); + mMesh.indices.resize(3 * mTriangles.size()); + + physx::PxVec3 topLeft(-width * 0.5f, 0.f, -height * 0.5f); +// vec3 topLeftGLM(-width * 0.5f, translateUp, -height * 0.5f); + + //calculate uv scale and offset to keep texture aspect ratio 1:1 + float uvSx = width > height ? 1.0f : width / height; + float uvSy = width > height ? height / width : 1.0f; + float uvOx = 0.5f * (1.0f - uvSx); + float uvOy = 0.5f * (1.0f - uvSy); + + // Vertices + for (int y = 0; y < segmentsY + 1; y++) + { + for(int x = 0; x < segmentsX + 1; x++) + { + mVertices[x + y * (segmentsX + 1)] = transform.transform(topLeft + physx::PxVec3( ((float)x / (float)segmentsX) * width, + 0.f, + ((float)y / (float)segmentsY) * height)); + mInvMasses[x + y * (segmentsX + 1)] = 1.0f; + + mMesh.vertices[x + y * (segmentsX + 1)].position = transform.transform(topLeft + physx::PxVec3(((float)x / (float)segmentsX) * width, + 0.f, + ((float)y / (float)segmentsY) * height)); + mMesh.vertices[x + y * (segmentsX + 1)].normal = transform.transform(physx::PxVec3(0.f, 1.f, 0.f)); + + mMesh.vertices[x + y * (segmentsX + 1)].uv = physx::PxVec2(uvOx + uvSx*(float)x / (float)segmentsX, uvOy + uvSy*(1.0f - (float)y / (float)segmentsY)); + } + } + + if (createQuads) + { + // Quads + for (int y = 0; y < segmentsY; y++) + { + for (int x = 0; x < segmentsX; x++) + { + mQuads[(x + y * segmentsX)] = Quad((uint32_t)(x + 0) + (y + 0) * (segmentsX + 1), + (uint32_t)(x + 1) + (y + 0) * (segmentsX + 1), + (uint32_t)(x + 1) + (y + 1) * (segmentsX + 1), + (uint32_t)(x + 0) + (y + 1) * (segmentsX + 1)); + } + } + } + + // Triangles + for (int y = 0; y < segmentsY; y++) + { + for(int x = 0; x < segmentsX; x++) + { + if(alternatingDiagonals && (x^y)&1) + { + //Top right to bottom left + mTriangles[(x + y * segmentsX) * 2 + 0] = Triangle( (uint32_t)(x + 0) + (y + 0) * (segmentsX + 1), + (uint32_t)(x + 1) + (y + 0) * (segmentsX + 1), + (uint32_t)(x + 0) + (y + 1) * (segmentsX + 1)); + + mTriangles[(x + y * segmentsX) * 2 + 1] = Triangle( (uint32_t)(x + 1) + (y + 0) * (segmentsX + 1), + (uint32_t)(x + 1) + (y + 1) * (segmentsX + 1), + (uint32_t)(x + 0) + (y + 1) * (segmentsX + 1)); + } + else + { + //Top left to bottom right + mTriangles[(x + y * segmentsX) * 2 + 0] = Triangle( (uint32_t)(x + 0) + (y + 0) * (segmentsX + 1), + (uint32_t)(x + 1) + (y + 0) * (segmentsX + 1), + (uint32_t)(x + 1) + (y + 1) * (segmentsX + 1)); + + mTriangles[(x + y * segmentsX) * 2 + 1] = Triangle( (uint32_t)(x + 0) + (y + 0) * (segmentsX + 1), + (uint32_t)(x + 1) + (y + 1) * (segmentsX + 1), + (uint32_t)(x + 0) + (y + 1) * (segmentsX + 1)); + } + } + } + + for (int i = 0; i < (int)mTriangles.size(); i++) + { + mMesh.indices[3 * i] = mTriangles[i].a; + mMesh.indices[3 * i + 1] = mTriangles[i].b; + mMesh.indices[3 * i + 2] = mTriangles[i].c; + } +} + +void ClothMeshData::AttachClothPlaneByAngles(int segmentsX, int segmentsY, bool attachByWidth) +{ + for (int y = 0; y < segmentsY + 1; y++) + for (int x = 0; x < segmentsX + 1; x++) + if ((attachByWidth && y == 0) || (!attachByWidth && x == 0)) + if (x == 0 || x == segmentsX) + mInvMasses[x + y * (segmentsX + 1)] = 0.0f; +} + +void ClothMeshData::AttachClothPlaneBySide(int segmentsX, int segmentsY, bool attachByWidth) +{ + for (int y = 0; y < segmentsY + 1; y++) + for (int x = 0; x < segmentsX + 1; x++) + if ((attachByWidth && y == 0) || (!attachByWidth && x == 0)) + mInvMasses[x + y * (segmentsX + 1)] = 0.0f; +} + +void ClothMeshData::SetInvMasses(float invMass) +{ + // Doesn't modify attached vertices + for (int i = 0; i < (int)mInvMasses.size(); ++i) + if (mInvMasses[i] > 1e-6f) + mInvMasses[i] = invMass; +} + +void ClothMeshData::SetInvMassesFromDensity(float density) +{ + // Tempt code, should take into account triangle's areas + // Doesn't modify attached vertices + for (int i = 0; i < (int)mInvMasses.size(); ++i) + if (mInvMasses[i] > 1e-6f) + mInvMasses[i] = 1.f / density; +} + +template <typename T> +nv::cloth::BoundedData ToBoundedData(T& vector) +{ + nv::cloth::BoundedData d; + d.data = &vector[0]; + d.stride = sizeof(vector[0]); + d.count = (physx::PxU32)vector.size(); + + return d; +} + +nv::cloth::ClothMeshDesc ClothMeshData::GetClothMeshDesc() +{ + nv::cloth::ClothMeshDesc d; + d.setToDefault(); + d.points = ToBoundedData(mVertices); + if (mQuads.size() != 0) + d.quads = ToBoundedData(mQuads); + if (mTriangles.size() != 0) + d.triangles = ToBoundedData(mTriangles); + d.invMasses = ToBoundedData(mInvMasses); + + return d; +} + +SimpleMesh ClothMeshData::GetRenderMesh() +{ + return mMesh; +}
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/utils/ClothMeshGenerator.h b/NvCloth/samples/SampleBase/utils/ClothMeshGenerator.h new file mode 100644 index 0000000..0f57230 --- /dev/null +++ b/NvCloth/samples/SampleBase/utils/ClothMeshGenerator.h @@ -0,0 +1,54 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#pragma once +#include <vector> +#include <foundation/PxVec3.h> +#include <foundation/PxVec2.h> +#include "NvClothExt/ClothFabricCooker.h" +#include <foundation/PxMat44.h> +#include "Mesh.h" + +struct ClothMeshData +{ + struct Triangle + { + Triangle(){} + Triangle(uint32_t _a, uint32_t _b, uint32_t _c) : + a(_a), b(_b), c(_c){} + uint32_t a, b, c; + }; + struct Quad + { + Quad(){} + Quad(uint32_t _a, uint32_t _b, uint32_t _c, uint32_t _d) : + a(_a), b(_b), c(_c), d(_d){} + uint32_t a, b, c, d; + }; + std::vector<physx::PxVec3> mVertices; + std::vector<physx::PxVec2> mUvs; + std::vector<Triangle> mTriangles; + std::vector<Quad> mQuads; + std::vector<physx::PxReal> mInvMasses; + + SimpleMesh mMesh; + + void Clear(); + void GeneratePlaneCloth(float width, float height, int segmentsX, int segmentsY, bool createQuads = false, physx::PxMat44 transform = physx::PxIdentity, bool alternatingDiagonals = true); + + void AttachClothPlaneByAngles(int segmentsX, int segmentsY, bool attachByWidth = true); + void AttachClothPlaneBySide(int segmentsX, int segmentsY, bool attachByWidth = true); + + void SetInvMasses(float invMass); + void SetInvMassesFromDensity(float density); // Todo + + nv::cloth::ClothMeshDesc GetClothMeshDesc(); + SimpleMesh GetRenderMesh(); +}; diff --git a/NvCloth/samples/SampleBase/utils/JobManager.cpp b/NvCloth/samples/SampleBase/utils/JobManager.cpp new file mode 100644 index 0000000..093db60 --- /dev/null +++ b/NvCloth/samples/SampleBase/utils/JobManager.cpp @@ -0,0 +1,136 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "JobManager.h" +#define _USE_MATH_DEFINES +#include <math.h> +#include <NvCloth/Solver.h> + +void Job::Initialize(JobManager* parent, std::function<void(Job*)> function, int refcount) +{ + mFunction = function; + mParent = parent; + Reset(refcount); +} + +Job::Job(const Job& job) +{ + mFunction = job.mFunction; + mParent = job.mParent; + mRefCount.store(job.mRefCount); + mFinished = job.mFinished; +} + +void Job::Reset(int refcount) +{ + mRefCount = refcount; + mFinished = false; +} + +void Job::Execute() +{ + if (mFunction) + mFunction(this); + else + ExecuteInternal(); + + mFinishedLock.lock(); + mFinished = true; + mFinishedLock.unlock(); + mFinishedEvent.notify_one(); +} + +void Job::AddReference() +{ + mRefCount++; +} +void Job::RemoveReference() +{ + if (0 == --mRefCount) + { + mParent->Submit(this); + } +} + +void Job::Wait() +{ + std::unique_lock<std::mutex> lock(mFinishedLock); + mFinishedEvent.wait(lock, [this](){return mFinished;} ); + return; +} + +void JobManager::WorkerEntryPoint(JobManager* parrent) +{ + while (true) + { + Job* job; + { + std::unique_lock<std::mutex> lock(parrent->mJobQueueLock); + while (parrent->mJobQueue.size() == 0 && !parrent->mQuit) + parrent->mJobQueueEvent.wait(lock); + + if (parrent->mQuit) + return; + + job = parrent->mJobQueue.front(); + parrent->mJobQueue.pop(); + } + job->Execute(); + } +} + +void JobManager::Submit(Job* job) +{ + mJobQueueLock.lock(); + mJobQueue.push(job); + mJobQueueLock.unlock(); + mJobQueueEvent.notify_one(); +} + +void MultithreadedSolverHelper::Initialize(nv::cloth::Solver* solver, JobManager* jobManager) +{ + mSolver = solver; + mJobManager = jobManager; + mEndSimulationJob.Initialize(mJobManager, [this](Job*) { + mSolver->endSimulation(); + }); + + mStartSimulationJob.Initialize(mJobManager, [this](Job*) { + mSolver->beginSimulation(mDt); + for(int j = 0; j < mSolver->getSimulationChunkCount(); j++) + mSimulationChunkJobs[j].RemoveReference(); + }); +} + +void MultithreadedSolverHelper::StartSimulation(float dt) +{ + mDt = dt; + + if (mSolver->getSimulationChunkCount() != mSimulationChunkJobs.size()) + { + mSimulationChunkJobs.resize(mSolver->getSimulationChunkCount(), Job()); + for (int j = 0; j < mSolver->getSimulationChunkCount(); j++) + mSimulationChunkJobs[j].Initialize(mJobManager, [this, j](Job*) {mSolver->simulateChunk(j); mEndSimulationJob.RemoveReference(); }); + } + else + { + for (int j = 0; j < mSolver->getSimulationChunkCount(); j++) + mSimulationChunkJobs[j].Reset(); + } + mStartSimulationJob.Reset(); + mEndSimulationJob.Reset(mSolver->getSimulationChunkCount()); + mStartSimulationJob.RemoveReference(); + +} + +void MultithreadedSolverHelper::WaitForSimulation() +{ + mEndSimulationJob.Wait(); +}
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/utils/JobManager.h b/NvCloth/samples/SampleBase/utils/JobManager.h new file mode 100644 index 0000000..648fa33 --- /dev/null +++ b/NvCloth/samples/SampleBase/utils/JobManager.h @@ -0,0 +1,175 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#pragma once + +#include <foundation/PxErrorCallback.h> +#include <regex> +#include "CallbackImplementations.h" +#include <mutex> +#include <thread> +#include <condition_variable> + +#include <foundation/PxVec4.h> +#include <foundation/PxVec3.h> +#include <vector> +#include <queue> +#include <atomic> + +#include <task/PxTaskManager.h> +#include <task/PxTask.h> + +namespace nv +{ +namespace cloth +{ +class Solver; +} +} + +///Dummy task that can be used as end node in a task graph. +class DummyTask : public physx::PxTask +{ +public: + DummyTask() { mFinished = false; mTm = nullptr; } + DummyTask(physx::PxTaskManager* tm) { mFinished = false; mTm = tm; mTm->submitUnnamedTask(*this); } + ~DummyTask() { mTm = nullptr; } //Way to catch race conditions. Will usually crash on nullptr if the task gets deleted before the taskmanager is done with it. + + virtual void run() override { } + virtual void release() override { physx::PxTask::release(); mFinished = true; mWaitEvent.notify_all(); } + virtual const char* getName() const override { return "DummyTask"; } + + void Reset(physx::PxTaskManager* tm) { mFinished = false; mTm = tm; mTm->submitUnnamedTask(*this); } + + ///Use Wait to block the calling thread until this task is finished and save to delete + void Wait() + { + std::mutex eventLock; + std::unique_lock<std::mutex> lock(eventLock); + while (!mFinished) { mWaitEvent.wait(lock); } + } + +private: + std::condition_variable mWaitEvent; + bool mFinished; +}; + +class CpuDispatcher : public physx::PxCpuDispatcher +{ + virtual void submitTask(physx::PxBaseTask& task) + { + task.run(); + task.release(); + } + virtual uint32_t getWorkerCount() const { return 1; } +}; + + +class JobManager; +class Job +{ +public: + Job() = default; + Job(const Job&); + void Initialize(JobManager* parent, std::function<void(Job*)> function = std::function<void(Job*)>(), int refcount = 1); + void Reset(int refcount = 1); //Call this before reusing a job that doesn't need to be reinitialized + void Execute(); + void AddReference(); + void RemoveReference(); + void Wait(); //Block until job is finished +private: + virtual void ExecuteInternal() {} + + std::function<void(Job*)> mFunction; + JobManager* mParent; + std::atomic_int mRefCount; + + bool mFinished; + std::mutex mFinishedLock; + std::condition_variable mFinishedEvent; +}; + +class JobManager +{ +public: + JobManager() + { + mWorkerCount = 8; + mWorkerThreads = new std::thread[mWorkerCount]; + mQuit = false; + + for(int i = 0; i < mWorkerCount; i++) + mWorkerThreads[i] = std::thread(JobManager::WorkerEntryPoint, this); + } + ~JobManager() + { + if(!mQuit) + Quit(); + } + + void Quit() + { + std::unique_lock<std::mutex> lock(mJobQueueLock); + mQuit = true; + lock.unlock(); + mJobQueueEvent.notify_all(); + for(int i = 0; i < mWorkerCount; i++) + { + mWorkerThreads[i].join(); + } + delete[] mWorkerThreads; + } + + template <int count, typename F> + void ParallelLoop(F const& function) + { + /*for(int i = 0; i < count; i++) + function(i);*/ + Job finalJob; + finalJob.Initialize(this, std::function<void(Job*)>(), count); + Job jobs[count]; + for(int j = 0; j < count; j++) + { + jobs[j].Initialize(this, [j, &finalJob, function](Job*) {function(j); finalJob.RemoveReference(); }); + jobs[j].RemoveReference(); + } + finalJob.Wait(); + } + + static void WorkerEntryPoint(JobManager* parrent); +private: + friend class Job; + void Submit(Job* job); + + int mWorkerCount; + std::thread* mWorkerThreads; + + std::mutex mJobQueueLock; + std::queue<Job*> mJobQueue; + std::condition_variable mJobQueueEvent; + bool mQuit; +}; + +class MultithreadedSolverHelper +{ +public: + void Initialize(nv::cloth::Solver* solver, JobManager* jobManager); + void StartSimulation(float dt); + void WaitForSimulation(); +private: + Job mStartSimulationJob; + Job mEndSimulationJob; + std::vector<Job> mSimulationChunkJobs; + + float mDt; + + nv::cloth::Solver* mSolver; + JobManager* mJobManager; +}; diff --git a/NvCloth/samples/SampleBase/utils/SampleProfiler.cpp b/NvCloth/samples/SampleBase/utils/SampleProfiler.cpp new file mode 100644 index 0000000..0438b06 --- /dev/null +++ b/NvCloth/samples/SampleBase/utils/SampleProfiler.cpp @@ -0,0 +1,223 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + + +#include "SampleProfiler.h" +#include <map> +#include <iostream> +#include <fstream> +#include <stack> + +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<const char*, Node> childs; + Node* parent; +}; + +static std::map<const char*, Node> 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<microseconds>(steady_clock::now() - start); +} + +void SampleProfilerEnd() +{ + auto start = steady_clock::now(); + { + if (s_currentNode) + { + auto& data = s_currentNode->data; + data.time += duration_cast<microseconds>(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<microseconds>(steady_clock::now() - start); +} + +struct SampleProfilerTreeIteratorImpl final : public SampleProfilerTreeIterator +{ + struct StackNode + { + Node* node; + const char* name; + }; + + SampleProfilerTreeIteratorImpl(std::map<const char*, Node>& 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<StackNode > 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/NvCloth/samples/SampleBase/utils/SampleProfiler.h b/NvCloth/samples/SampleBase/utils/SampleProfiler.h new file mode 100644 index 0000000..af0002c --- /dev/null +++ b/NvCloth/samples/SampleBase/utils/SampleProfiler.h @@ -0,0 +1,79 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef SAMPLEPROFILER_H +#define SAMPLEPROFILER_H + +#include <chrono> + +#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/NvCloth/samples/SampleBase/utils/SampleTime.h b/NvCloth/samples/SampleBase/utils/SampleTime.h new file mode 100644 index 0000000..eac895d --- /dev/null +++ b/NvCloth/samples/SampleBase/utils/SampleTime.h @@ -0,0 +1,58 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef SAMPLE_TIME_H +#define SAMPLE_TIME_H + +#include <stdint.h> + +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/NvCloth/samples/SampleBase/utils/UIHelpers.h b/NvCloth/samples/SampleBase/utils/UIHelpers.h new file mode 100644 index 0000000..5c4dfee --- /dev/null +++ b/NvCloth/samples/SampleBase/utils/UIHelpers.h @@ -0,0 +1,56 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#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<int valuesCount = 90> +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/NvCloth/samples/SampleBase/utils/Utils.cpp b/NvCloth/samples/SampleBase/utils/Utils.cpp new file mode 100644 index 0000000..a271137 --- /dev/null +++ b/NvCloth/samples/SampleBase/utils/Utils.cpp @@ -0,0 +1,13 @@ +#include "Utils.h" + +#include <string> +#include <cstdarg> + +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/NvCloth/samples/SampleBase/utils/Utils.h b/NvCloth/samples/SampleBase/utils/Utils.h new file mode 100644 index 0000000..5e84e8e --- /dev/null +++ b/NvCloth/samples/SampleBase/utils/Utils.h @@ -0,0 +1,89 @@ +#ifndef UTILS_H +#define UTILS_H + +#include <DeviceManager.h> +#include <assert.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 |