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// 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) 2008-2018 NVIDIA Corporation. All rights reserved.
//
// RendererTerrainShape : convenience class for generating a box mesh.
//
#include <RendererTerrainShape.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;
RendererTerrainShape::RendererTerrainShape(Renderer &renderer,
PxVec3 *verts, PxU32 numVerts,
PxVec3 *normals, PxU32 numNorms,
PxU16 *faces, PxU32 numFaces,
PxF32 uvScale) :
RendererShape(renderer)
{
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)
{
for(PxU32 i=0; i<numVerts; i++)
{
memcpy(vertPositions, verts+i, sizeof(PxVec3));
memcpy(vertNormals, normals+i, sizeof(PxVec3));
((PxF32*)vertUVs)[0] = verts[i].x * uvScale;
((PxF32*)vertUVs)[1] = verts[i].z * uvScale;
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);
}
PxU32 numIndices = numFaces*3;
RendererIndexBufferDesc ibdesc;
ibdesc.hint = RendererIndexBuffer::HINT_STATIC;
ibdesc.format = RendererIndexBuffer::FORMAT_UINT16;
ibdesc.maxIndices = numIndices;
m_indexBuffer = m_renderer.createIndexBuffer(ibdesc);
RENDERER_ASSERT(m_indexBuffer, "Failed to create Index Buffer.");
if(m_indexBuffer)
{
PxU16 *indices = (PxU16*)m_indexBuffer->lock();
if(indices)
{
memcpy(indices, faces, sizeof(*faces)*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.");
}
}
RendererTerrainShape::~RendererTerrainShape(void)
{
SAFE_RELEASE(m_vertexBuffer);
SAFE_RELEASE(m_indexBuffer);
SAFE_RELEASE(m_mesh);
}
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