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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/SampleFramework/renderer/src/RendererMeshShape.cpp | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Samples/SampleFramework/renderer/src/RendererMeshShape.cpp')
| -rw-r--r-- | PhysX_3.4/Samples/SampleFramework/renderer/src/RendererMeshShape.cpp | 171 |
1 files changed, 171 insertions, 0 deletions
diff --git a/PhysX_3.4/Samples/SampleFramework/renderer/src/RendererMeshShape.cpp b/PhysX_3.4/Samples/SampleFramework/renderer/src/RendererMeshShape.cpp new file mode 100644 index 00000000..94e167bb --- /dev/null +++ b/PhysX_3.4/Samples/SampleFramework/renderer/src/RendererMeshShape.cpp @@ -0,0 +1,171 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and 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. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved. + +#include <RendererMeshShape.h> + +#include <Renderer.h> + +#include <RendererVertexBuffer.h> +#include <RendererVertexBufferDesc.h> + +#include <RendererIndexBuffer.h> +#include <RendererIndexBufferDesc.h> + +#include <RendererMesh.h> +#include <RendererMeshDesc.h> + +#include <RendererMemoryMacros.h> + +using namespace SampleRenderer; + +RendererMeshShape::RendererMeshShape( Renderer& renderer, + const PxVec3* verts, PxU32 numVerts, + const PxVec3* normals, + const PxReal* uvs, + const PxU16* faces16, const PxU32* faces32, PxU32 numFaces, bool flipWinding) : +RendererShape(renderer) +{ + RENDERER_ASSERT((faces16 || faces32), "Needs either 16bit or 32bit indices."); + RendererVertexBufferDesc vbdesc; + vbdesc.hint = RendererVertexBuffer::HINT_STATIC; + vbdesc.semanticFormats[RendererVertexBuffer::SEMANTIC_POSITION] = RendererVertexBuffer::FORMAT_FLOAT3; + vbdesc.semanticFormats[RendererVertexBuffer::SEMANTIC_NORMAL] = RendererVertexBuffer::FORMAT_FLOAT3; + vbdesc.semanticFormats[RendererVertexBuffer::SEMANTIC_TEXCOORD0] = RendererVertexBuffer::FORMAT_FLOAT2; + vbdesc.maxVertices = numVerts; + m_vertexBuffer = m_renderer.createVertexBuffer(vbdesc); + RENDERER_ASSERT(m_vertexBuffer, "Failed to create Vertex Buffer."); + if(m_vertexBuffer) + { + PxU32 positionStride = 0; + void* vertPositions = m_vertexBuffer->lockSemantic(RendererVertexBuffer::SEMANTIC_POSITION, positionStride); + + PxU32 normalStride = 0; + void* vertNormals = m_vertexBuffer->lockSemantic(RendererVertexBuffer::SEMANTIC_NORMAL, normalStride); + + PxU32 uvStride = 0; + void* vertUVs = m_vertexBuffer->lockSemantic(RendererVertexBuffer::SEMANTIC_TEXCOORD0, uvStride); + + if(vertPositions && vertNormals && vertUVs) + { + for(PxU32 i=0; i<numVerts; i++) + { + memcpy(vertPositions, verts+i, sizeof(PxVec3)); + if(normals) + memcpy(vertNormals, normals+i, sizeof(PxVec3)); + else + memset(vertNormals, 0, sizeof(PxVec3)); + + if(uvs) + memcpy(vertUVs, uvs+i*2, sizeof(PxReal)*2); + else + memset(vertUVs, 0, sizeof(PxReal)*2); + + vertPositions = (void*)(((PxU8*)vertPositions) + positionStride); + vertNormals = (void*)(((PxU8*)vertNormals) + normalStride); + vertUVs = (void*)(((PxU8*)vertUVs) + uvStride); + } + } + m_vertexBuffer->unlockSemantic(RendererVertexBuffer::SEMANTIC_NORMAL); + m_vertexBuffer->unlockSemantic(RendererVertexBuffer::SEMANTIC_POSITION); + m_vertexBuffer->unlockSemantic(RendererVertexBuffer::SEMANTIC_TEXCOORD0); + } + + const PxU32 numIndices = numFaces*3; + + RendererIndexBufferDesc ibdesc; + ibdesc.hint = RendererIndexBuffer::HINT_STATIC; + ibdesc.format = faces16 ? RendererIndexBuffer::FORMAT_UINT16 : RendererIndexBuffer::FORMAT_UINT32; + ibdesc.maxIndices = numIndices; + m_indexBuffer = m_renderer.createIndexBuffer(ibdesc); + RENDERER_ASSERT(m_indexBuffer, "Failed to create Index Buffer."); + if(m_indexBuffer) + { + if(faces16) + { + PxU16* indices = (PxU16*)m_indexBuffer->lock(); + if(indices) + { + if(flipWinding) + { + for(PxU32 i=0;i<numFaces;i++) + { + indices[i*3+0] = faces16[i*3+0]; + indices[i*3+1] = faces16[i*3+2]; + indices[i*3+2] = faces16[i*3+1]; + } + } + else + { + memcpy(indices, faces16, sizeof(*faces16)*numFaces*3); + } + } + } + else + { + PxU32* indices = (PxU32*)m_indexBuffer->lock(); + if(indices) + { + if(flipWinding) + { + for(PxU32 i=0;i<numFaces;i++) + { + indices[i*3+0] = faces32[i*3+0]; + indices[i*3+1] = faces32[i*3+2]; + indices[i*3+2] = faces32[i*3+1]; + } + } + else + { + memcpy(indices, faces32, sizeof(*faces32)*numFaces*3); + } + } + } + m_indexBuffer->unlock(); + } + + if(m_vertexBuffer && m_indexBuffer) + { + RendererMeshDesc meshdesc; + meshdesc.primitives = RendererMesh::PRIMITIVE_TRIANGLES; + meshdesc.vertexBuffers = &m_vertexBuffer; + meshdesc.numVertexBuffers = 1; + meshdesc.firstVertex = 0; + meshdesc.numVertices = numVerts; + meshdesc.indexBuffer = m_indexBuffer; + meshdesc.firstIndex = 0; + meshdesc.numIndices = numIndices; + m_mesh = m_renderer.createMesh(meshdesc); + RENDERER_ASSERT(m_mesh, "Failed to create Mesh."); + } +} + +RendererMeshShape::~RendererMeshShape(void) +{ + SAFE_RELEASE(m_vertexBuffer); + SAFE_RELEASE(m_indexBuffer); + SAFE_RELEASE(m_mesh); +} |