// 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) 2008-2017 NVIDIA Corporation. All rights reserved. #include #include #include #include #include #include #include #include #include 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; iunlockSemantic(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;ilock(); if(indices) { if(flipWinding) { for(PxU32 i=0;iunlock(); } 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); }