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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.
*/
#include "WeightedSkinRenderMesh.h"
#include "Renderer.h"
#include "Model.h"
WeightedSkinRenderMesh::WeightedSkinRenderMesh(const Model* model)
{
PX_ASSERT_WITH_MESSAGE(meshes.size() <= MeshesCountMax, "meshes.size() have to be <= WeightedSkinRenderMesh::MeshesCountMax");
m_model = model;
m_modelInstance.mAnimationIndex = 0;
m_modelInstance.mAnimationTime = 0.0f;
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 }); //uv
m_inputDesc.push_back({ "TEXCOORD", 1, DXGI_FORMAT_R32G32B32A32_UINT, 0, 48, D3D11_INPUT_PER_VERTEX_DATA, 0 }); //bone Indices
m_inputDesc.push_back({ "TEXCOORD", 2, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0}); //bone weights
ID3D11DeviceContext* context;
m_device->GetImmediateContext(&context);
// reserve VB
uint32_t verticesTotal = model->getTotalVertexCount();
std::vector<SkinnedMesh::Vertex> vertexBuffer;
vertexBuffer.reserve(verticesTotal);
// reserve IB
uint32_t indicesTotal = model->getTotalIndexCount();
m_indices.reserve(indicesTotal);
// fill VB, IB, MeshInfo
m_meshesInfo.resize(model->getSubMeshCount());
m_submeshCount = model->getTotalSubmeshInstanceCount();
for (int meshIndex = 0; meshIndex < m_submeshCount; ++meshIndex)
{
const SkinnedMesh* mesh = &model->getSubMesh(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);
}
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(SkinnedMesh::Vertex) * vertexBuffer.size());
bufferDesc.CPUAccessFlags = 0;
bufferDesc.MiscFlags = 0;
bufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_vertexBuffer));
}
// 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)model->getNodeCount()*(1+model->getSubMeshCount()); //transforms and bind pose transforms
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));
}
// 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(const MeshInfo& info : m_meshesInfo)
{
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);
}
}
WeightedSkinRenderMesh::~WeightedSkinRenderMesh()
{
SAFE_RELEASE(m_vertexBuffer);
SAFE_RELEASE(m_indexBuffer);
SAFE_RELEASE(m_boneTexture);
SAFE_RELEASE(m_boneTextureSRV);
}
void WeightedSkinRenderMesh::updateVisibleMeshTransforms(float deltatime, physx::PxMat44 transform)
{
m_modelInstance.mAnimationTime += deltatime;
m_model->updateModelInstance(m_modelInstance, transform);
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 < m_modelInstance.mNodes.size(); ++i)
{
std::memcpy((uint8_t*)mappedRead.pData + i * mappedRead.RowPitch, &m_modelInstance.mNodes[i].mTransform, sizeof(PxMat44));
}
//probably should separate this in to a different texture as it doesn't change
for(int submeshId = 0; submeshId < m_model->getSubMeshCount(); submeshId++)
{
auto& submesh = m_model->getSubMesh(submeshId);
int offset = (1 + submeshId) * (int)m_modelInstance.mNodes.size();
for(int i = 0; i < m_model->getNodeCount(); ++i)
{
std::memcpy((uint8_t*)mappedRead.pData + (i+offset) * mappedRead.RowPitch, &submesh.mBoneOffsets[i], sizeof(PxMat44));
}
}
context->Unmap(m_boneTexture, 0);
}
}
int WeightedSkinRenderMesh::getBoneCount() const
{
return (int)m_modelInstance.mNodes.size();
}
void WeightedSkinRenderMesh::render(ID3D11DeviceContext& context, int submesh) const
{
Model::SubmeshInstance submeshInstance = m_model->getSubMeshInstance(submesh);
context.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
UINT strides[1] = { sizeof(SkinnedMesh::Vertex)};
UINT offsets[1] = { 0 };
ID3D11Buffer* buffers[1] = { m_vertexBuffer };
context.IASetVertexBuffers(0, 1, buffers, strides, offsets);
context.IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
context.VSSetShaderResources(1, 1, &m_boneTextureSRV);
context.DrawIndexed(m_meshesInfo[submeshInstance.mSubmeshId].indicesCount, m_meshesInfo[submeshInstance.mSubmeshId].firstIndex, m_meshesInfo[submeshInstance.mSubmeshId].firstVertex);
}
physx::PxMat44 WeightedSkinRenderMesh::getRenderSubmeshTransform(int submesh)
{
Model::SubmeshInstance submeshInstance = m_model->getSubMeshInstance(submesh);
return m_modelInstance.mNodes[submeshInstance.mParrentNodeId].mTransform;
}
bool WeightedSkinRenderMesh::isRenderSubmeshHidden(int submesh)
{
Model::SubmeshInstance submeshInstance = m_model->getSubMeshInstance(submesh);
return m_modelInstance.mNodes[submeshInstance.mParrentNodeId].mHidden;
}
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