1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
|
/*
* 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 cloth 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, int submesh) const;
void setSubmeshOffsets(std::vector<uint32_t>const & offsets)
{
mSubmeshOffsets = offsets;
m_submeshCount = (int)offsets.size();
mSubmeshOffsets.push_back((uint32_t)mIndices.size());
}
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;
std::vector<uint32_t> mSubmeshOffsets;
uint32_t mNumFaces;
uint32_t mNumVertices;
uint32_t mVertexSize;
std::vector<D3D11_INPUT_ELEMENT_DESC> mInputDesc;
};
#endif //CLOTH_RENDER_MESH_H
|