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/*
* 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, int submesh) 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
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