/* * 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 #include #include "Renderable.h" #include "Mesh.h" /** SkinnedRenderMesh: bonde indices are passed as vertex input, bone transforms are stored in texture max bone meshes count: SkinnedRenderMesh::MeshesCountMax */ class SkinnedRenderMesh : public IRenderMesh { public: //////// ctor //////// SkinnedRenderMesh(const std::vector& meshes); ~SkinnedRenderMesh(); //////// const //////// static const uint32_t MeshesCountMax = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; //////// public API //////// void updateVisibleMeshes(const std::vector& visibleMeshes); void updateVisibleMeshTransforms(std::vector& transforms); //////// IRenderMesh implementation //////// virtual const std::vector& getInputElementDesc() const { return m_inputDesc; } virtual void render(ID3D11DeviceContext& context, int submesh) const; private: //////// internal data //////// struct MeshInfo { uint32_t firstIndex; uint32_t indicesCount; uint32_t firstVertex; uint32_t verticesCount; }; std::vector m_inputDesc; ID3D11Device* m_device; ID3D11Buffer* m_vertexBuffer; ID3D11Buffer* m_boneIndexBuffer; ID3D11Buffer* m_indexBuffer; ID3D11Texture2D* m_boneTexture; ID3D11ShaderResourceView* m_boneTextureSRV; uint32_t m_indexCount; std::vector m_meshesInfo; std::vector m_indices; }; #endif //SKINNED_RENDER_MESH_H