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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"
#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<uint32_t>& visibleMeshes);
	void updateVisibleMeshTransforms(float deltatime, physx::PxMat44 transform = physx::PxMat44(physx::PxIdentity));

	int getBoneCount() const override;


	//////// IRenderMesh implementation ////////

	virtual const std::vector<D3D11_INPUT_ELEMENT_DESC>& 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<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;


	const Model* m_model; //we do not own this
	ModelInstance m_modelInstance;
};



#endif //SKINNED_RENDER_MESH_H