// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #include "ApexDefs.h" #include "ClothingRenderProxyImpl.h" #include "ClothingAssetImpl.h" #include "ClothingActorParam.h" #include "RenderMeshActorDesc.h" #include "RenderMeshAssetIntl.h" #include "ClothingScene.h" namespace nvidia { namespace clothing { ClothingRenderProxyImpl::ClothingRenderProxyImpl(RenderMeshAssetIntl* rma, bool useFallbackSkinning, bool useCustomVertexBuffer, const HashMap& overrideMaterials, const PxVec3* morphTargetNewPositions, const uint32_t* morphTargetVertexOffsets, ClothingScene* scene) : renderingDataPosition(NULL), renderingDataNormal(NULL), renderingDataTangent(NULL), mBounds(), mPose(PxMat44(PxIdentity)), mRenderMeshActor(NULL), mRenderMeshAsset(rma), mScene(scene), mUseFallbackSkinning(useFallbackSkinning), mMorphTargetNewPositions(morphTargetNewPositions), mTimeInPool(0) { // create renderMeshActor RenderMeshActorDesc desc; desc.keepVisibleBonesPacked = false; desc.forceFallbackSkinning = mUseFallbackSkinning; // prepare material names array and copy the map with override names const uint32_t numSubmeshes = rma->getSubmeshCount(); Array overrideMaterialNames; for (uint32_t si = 0; si < numSubmeshes; ++si) { const Pair* overrideMat = overrideMaterials.find(si); if (overrideMat != NULL) { overrideMaterialNames.pushBack(overrideMat->second.c_str()); mOverrideMaterials[si] = overrideMat->second; } else { overrideMaterialNames.pushBack(rma->getMaterialName(si)); } } desc.overrideMaterialCount = numSubmeshes; desc.overrideMaterials = &overrideMaterialNames[0]; mRenderMeshActor = DYNAMIC_CAST(RenderMeshActorIntl*)(mRenderMeshAsset->createActor(desc)); // Necessary for clothing mRenderMeshActor->setSkinningMode(RenderMeshActorSkinningMode::AllBonesPerPart); if (useCustomVertexBuffer) { // get num verts and check if we need tangents ClothingGraphicalMeshAssetWrapper meshAsset(rma); uint32_t numRenderVertices = meshAsset.getNumTotalVertices(); bool renderTangents = meshAsset.hasChannel(NULL, RenderVertexSemantic::TANGENT); // allocate aligned buffers and init to 0 const uint32_t alignedNumRenderVertices = (numRenderVertices + 15) & 0xfffffff0; const uint32_t renderingDataSize = sizeof(PxVec3) * alignedNumRenderVertices * 2 + sizeof(PxVec4) * alignedNumRenderVertices * (renderTangents ? 1 : 0); renderingDataPosition = (PxVec3*)PX_ALLOC(renderingDataSize, PX_DEBUG_EXP("SimulationAbstract::renderingDataPositions")); renderingDataNormal = renderingDataPosition + alignedNumRenderVertices; if (renderTangents) { renderingDataTangent = reinterpret_cast(renderingDataNormal + alignedNumRenderVertices); PX_ASSERT(((size_t)renderingDataTangent & 0xf) == 0); } memset(renderingDataPosition, 0, renderingDataSize); // update rma to use the custom buffers uint32_t submeshOffset = 0; for (uint32_t i = 0; i < meshAsset.getSubmeshCount(); i++) { PxVec3* position = renderingDataPosition + (renderingDataPosition != NULL ? submeshOffset : 0); PxVec3* normal = renderingDataNormal + (renderingDataNormal != NULL ? submeshOffset : 0); PxVec4* tangent = renderingDataTangent + (renderingDataTangent != NULL ? submeshOffset : 0); mRenderMeshActor->addVertexBuffer(i, true, position, normal, tangent); // morph targets if (mMorphTargetNewPositions != NULL) { const PxVec3* staticPosition = mMorphTargetNewPositions + morphTargetVertexOffsets[i]; mRenderMeshActor->setStaticPositionReplacement(i, staticPosition); } submeshOffset += meshAsset.getNumVertices(i); } } } ClothingRenderProxyImpl::~ClothingRenderProxyImpl() { mRMALock.lock(); if (mRenderMeshActor != NULL) { mRenderMeshActor->release(); mRenderMeshActor = NULL; } mRMALock.unlock(); if (renderingDataPosition != NULL) { PX_FREE(renderingDataPosition); renderingDataPosition = NULL; renderingDataNormal = NULL; renderingDataTangent = NULL; } } // from ApexInterface void ClothingRenderProxyImpl::release() { WRITE_ZONE(); setTimeInPool(1); if(mScene == NULL || mRenderMeshActor == NULL) { PX_DELETE(this); } } // from Renderable void ClothingRenderProxyImpl::dispatchRenderResources(UserRenderer& api) { mRMALock.lock(); if (mRenderMeshActor != NULL) { mRenderMeshActor->dispatchRenderResources(api, mPose); } mRMALock.unlock(); } // from RenderDataProvider.h void ClothingRenderProxyImpl::updateRenderResources(bool rewriteBuffers, void* userRenderData) { URR_SCOPE; mRMALock.lock(); if (mRenderMeshActor != NULL) { mRenderMeshActor->updateRenderResources(renderingDataPosition == NULL, rewriteBuffers, userRenderData); } mRMALock.unlock(); } void ClothingRenderProxyImpl::lockRenderResources() { // no need to lock anything, as soon as the user can access the proxy, we don't write it anymore // until he calls release } void ClothingRenderProxyImpl::unlockRenderResources() { } bool ClothingRenderProxyImpl::hasSimulatedData() const { READ_ZONE(); return renderingDataPosition != NULL; } RenderMeshActorIntl* ClothingRenderProxyImpl::getRenderMeshActor() { return mRenderMeshActor; } RenderMeshAssetIntl* ClothingRenderProxyImpl::getRenderMeshAsset() { return mRenderMeshAsset; } void ClothingRenderProxyImpl::setOverrideMaterial(uint32_t submeshIndex, const char* overrideMaterialName) { mOverrideMaterials[submeshIndex] = overrideMaterialName; mRMALock.lock(); if (mRenderMeshActor != NULL) { mRenderMeshActor->setOverrideMaterial(submeshIndex, overrideMaterialName); } mRMALock.unlock(); } bool ClothingRenderProxyImpl::overrideMaterialsEqual(const HashMap& overrideMaterials) { uint32_t numEntries = mOverrideMaterials.size(); if (overrideMaterials.size() != numEntries) return false; for(HashMap::Iterator iter = mOverrideMaterials.getIterator(); !iter.done(); ++iter) { uint32_t submeshIndex = iter->first; const Pair* overrideMat = overrideMaterials.find(submeshIndex); // submeshIndex not found if (overrideMat == NULL) return false; // name is different if (overrideMat->second != iter->second) return false; } return true; } uint32_t ClothingRenderProxyImpl::getTimeInPool() const { return mTimeInPool; } void ClothingRenderProxyImpl::setTimeInPool(uint32_t time) { mTimeInPool = time; } void ClothingRenderProxyImpl::notifyAssetRelease() { mRMALock.lock(); if (mRenderMeshActor != NULL) { mRenderMeshActor->release(); mRenderMeshActor = NULL; } mRenderMeshAsset = NULL; mRMALock.unlock(); } } } // namespace nvidia