/* * 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" #include "Model.h" class Model; struct ModelInstance; /** WeightedSkinRenderMesh: bone indices are passed as vertex input, bone transforms are stored in texture max bone meshes count: WeightedSkinRenderMesh::MeshesCountMax */ class WeightedSkinRenderMesh : public IRenderMesh { public: //////// ctor //////// WeightedSkinRenderMesh(const Model* model); ~WeightedSkinRenderMesh(); //////// const //////// static const uint32_t MeshesCountMax = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; //////// public API //////// //void updateVisibleMeshes(const std::vector& visibleMeshes); void updateVisibleMeshTransforms(float deltatime, physx::PxMat44 transform = physx::PxMat44(physx::PxIdentity)); int getBoneCount() const override; //////// IRenderMesh implementation //////// virtual const std::vector& getInputElementDesc() const { return m_inputDesc; } virtual void render(ID3D11DeviceContext& context, int submesh) const; virtual physx::PxMat44 getRenderSubmeshTransform(int submesh); virtual bool isRenderSubmeshHidden(int submesh); ModelInstance const * getModelInstance() const { return &m_modelInstance; } ModelInstance * getModelInstance() { return &m_modelInstance; } 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; const Model* m_model; //we do not own this ModelInstance m_modelInstance; }; #endif //SKINNED_RENDER_MESH_H