private void PopulateCommandListsForVisualDebugDrawing() { m_CommandList.CommandAllocator.Reset(); m_CommandList.CommandList.Reset(m_CommandList.CommandAllocator, m_PipelineState); // set viewport and scissors m_CommandList.CommandList.SetGraphicsRootSignature(m_RootSignature); // @TODO - redesign this section m_TransformationCBPointer = m_ConstantBuffer.Map(0); //Utilities.Write(m_TransformationCBPointer, ref m_TransformationCB); List <Matrix> dataToCopy = new List <Matrix>(); dataToCopy.Add(m_TransformationCB.viewProjectionMatrix); foreach (Matrix mtx in m_TransformationCB.BoneMatrices) { dataToCopy.Add(mtx); } Utilities.Write(m_TransformationCBPointer, dataToCopy.ToArray(), 0, dataToCopy.Count); m_ConstantBuffer.Unmap(0); m_CommandList.CommandList.SetDescriptorHeaps(1, new DescriptorHeap[] { m_ConstantBufferViewHeap }); //m_CommandList.SetDescriptorHeaps(2, new DescriptorHeap[] { m_ConstantBufferViewHeap, m_srvDescriptorHeap }); GpuDescriptorHandle hDescriptor = m_ConstantBufferViewHeap.GPUDescriptorHandleForHeapStart; m_CommandList.CommandList.SetGraphicsRootDescriptorTable(0, hDescriptor); hDescriptor += m_ConstantBufferDescriptorSize; //Int32 sizeInBytes = (Utilities.SizeOf<TransformationCB>() + 255) & ~255; //hDescriptor += sizeInBytes; m_CommandList.CommandList.SetGraphicsRootDescriptorTable(1, hDescriptor); m_CommandList.CommandList.SetViewport(m_Viewport); m_CommandList.CommandList.SetScissorRectangles(m_SissorRect); // use barrier to notify we are using the m_RenderTarget Resource rtvBackBuffer = m_SwapChainDX12.GetBackBuffer(m_FrameIndex); m_CommandList.CommandList.ResourceBarrierTransition(rtvBackBuffer, ResourceStates.Present, ResourceStates.RenderTarget); //CpuDescriptorHandle rtvHandle = m_RenderTargetViewHeap.CPUDescriptorHandleForHeapStart; //rtvHandle += m_FrameIndex * m_RTVDescriptorSize; //CpuDescriptorHandle dsvHandle = m_DepthStencilViewHeap.CPUDescriptorHandleForHeapStart; CpuDescriptorHandle rtvHandle = m_DeviceContext.Dx12Device.RenderTargetDescriptorCache.GetCpuAddressByOffset(m_FrameIndex); // @TODO - need to set the depth value consistent with frame counts! CpuDescriptorHandle dsvHandle = m_DeviceContext.Dx12Device.DepthStencilDescriptorCache.GetCpuAddressByOffset(0); m_CommandList.CommandList.SetRenderTargets(rtvHandle, dsvHandle); // clear the render target & depth stencil m_CommandList.CommandList.ClearRenderTargetView(rtvHandle, new Color4(0, 0.2f, 0.4f, 1), 0, null); m_CommandList.CommandList.ClearDepthStencilView(dsvHandle, ClearFlags.FlagsDepth, 1.0f, 0, 0, null); // record commands //m_CommandList.CommandList.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList; //m_CommandList.SetVertexBuffer(0, m_VertexBufferView); // @TODO - I need to wrap command list separately! //H1StaticMeshLODResource resource = m_TempStaticMesh.StaticMeshData.GetLODResource(0); //H1StaticMeshLODResource resource = H1Global<H1World>.Instance.PersistentLevel.GetActor(0).GetActorComponent<H1StaticMeshComponent>().StaticMesh.StaticMeshData.GetLODResource(1); //resource.LocalVertexFactory.setVertexBuffers(m_CommandList.CommandList); //m_CommandList.DrawInstanced(3, 1, 0, 0); //m_CommandList.SetIndexBuffer(m_IndexBufferView); //m_CommandList.CommandList.SetIndexBuffer(resource.IndexBuffer.View); //int instanceCount = Convert.ToInt32(resource.IndexBuffer.Count); //m_CommandList.CommandList.DrawIndexedInstanced(instanceCount, 1, 0, 0, 0); //H1RenderUtils.DrawBox(m_CommandList.CommandList, new H1Transform()); //H1RenderUtils.DrawPlane10x10(m_CommandList.CommandList, new Vector2(0, 0), new Vector2(1, 1)); //H1RenderUtils.DrawSphere(m_CommandList.CommandList, new Vector3(0, 0, 0), new Vector3(1), 8, 6); //AngleSingle angle1 = new AngleSingle(10.0f, AngleType.Degree); //H1RenderUtils.DrawCone(m_CommandList.CommandList, angle1.Radians, angle1.Radians, 24, false, new Vector4(1)); //H1RenderUtils.DrawCylinder(m_CommandList.CommandList, new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), 1, 3, 10); //H1RenderUtils.DrawCapsule(m_CommandList.CommandList, new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), 1, 3, 10); H1RenderUtils.DrawDisc(m_CommandList.CommandList, new Vector3(0), new Vector3(1, 0, 0), new Vector3(0, 1, 0), 1, 10); //H1RenderUtils.DrawFlatArrow(m_CommandList.CommandList, new Vector3(0), new Vector3(1, 0, 0), new Vector3(0, 1, 0), 10, 1, 0.1f); //H1RenderUtils.DrawWireBox(m_CommandList.CommandList, Matrix.Identity, new Vector3(-1, -1, -1), new Vector3(1), 1, 0, 0); //H1RenderUtils.DrawWireSphere(m_CommandList.CommandList, new Vector3(0), 2.0f, 24); //H1RenderUtils.DrawWireCylinder(m_CommandList.CommandList, new Vector3(0), new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), 1.0f, 3, 10); //H1RenderUtils.DrawWireCapsule(m_CommandList.CommandList, new Vector3(0), new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), 1.0f, 3, 10); //H1RenderUtils.DrawWireCone(m_CommandList.CommandList, Matrix.Identity, 1.0f, 15.0f, 10); //H1RenderUtils.DrawWireSphereCappedCone(m_CommandList.CommandList, Matrix.Identity, 1.0f, 15.0f, 16, 4, 10); //H1RenderUtils.DrawOrientedWireBox(m_CommandList.CommandList, new Vector3(0), new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), new Vector3(2)); //H1RenderUtils.DrawCoordinateSystem(m_CommandList.CommandList, new Vector3(0), Matrix.Identity, 2.0f); //H1RenderUtils.DrawDirectionalArrow(m_CommandList.CommandList, Matrix.Identity, 2.0f, 0.2f); //H1RenderUtils.DrawWireStar(m_CommandList.CommandList, new Vector3(0), 1.0f); //H1RenderUtils.DrawDashedLine(m_CommandList.CommandList, new Vector3(-1), new Vector3(1), 0.2f); //H1RenderUtils.DrawWireDiamond(m_CommandList.CommandList, Matrix.Identity, 0.2f); //H1SkeletalMeshComponent skeletalMeshComponent = H1Global<H1World>.Instance.PersistentLevel.GetActor(0).GetActorComponent<H1SkeletalMeshComponent>(); //skeletalMeshComponent.SkeletalMesh.SkeletonDebugDrawing(m_CommandList.CommandList); // execute commands H1Global <Commands.H1CommandManager> .Instance.ExecuteCommands(); // use barrier to notify that we are going to present the render target m_CommandList.CommandList.ResourceBarrierTransition(rtvBackBuffer, ResourceStates.RenderTarget, ResourceStates.Present); // execute the command m_CommandList.CommandList.Close(); }
// @TODO - change this delivering directly command list from the renderer after implementing overall rendering system public void SkeletonDebugDrawing(SharpDX.Direct3D12.GraphicsCommandList commandList, Boolean bDebugDraw = true) { // @TODO - temporary to check if animation is working H1SkeletalMeshComponent skeletalMeshComponent = H1Global <H1World> .Instance.PersistentLevel.GetActor(0).GetActorComponent <H1SkeletalMeshComponent>(); List <H1AnimInstance.InterpolatedLocalTransform> interpolatedLocalTransforms = new List <H1AnimInstance.InterpolatedLocalTransform>(); for (Int32 boneIndex = 0; boneIndex < m_Skeleton.RefSkeleton.RefBoneInfoList.Count; ++boneIndex) { H1AnimInstance.InterpolatedLocalTransform interpolatedLocalTransform = new H1AnimInstance.InterpolatedLocalTransform(); H1MeshBoneInfo meshBoneInfo = m_Skeleton.RefSkeleton.RefBoneInfoList[boneIndex]; interpolatedLocalTransform.BoneName = meshBoneInfo.Name; interpolatedLocalTransform.LocalTransform = m_Skeleton.RefSkeleton.RefBoneBases[boneIndex]; interpolatedLocalTransforms.Add(interpolatedLocalTransform); } // extract interpolated local transforms skeletalMeshComponent.AnimScriptInstance.ExtractInterpolatedLocalTransform(0.0f, ref interpolatedLocalTransforms); H1Transform[] globalTransforms = new H1Transform[m_Skeleton.RefSkeleton.RefBoneBases.Count]; // tracking only upper parent index by one Int32[] transformParentIndices = new Int32[m_Skeleton.RefSkeleton.RefBoneBases.Count]; for (Int32 boneIndex = 0; boneIndex < m_Skeleton.RefSkeleton.RefBoneInfoList.Count; ++boneIndex) { H1MeshBoneInfo meshBoneInfo = m_Skeleton.RefSkeleton.RefBoneInfoList[boneIndex]; //H1Transform localTransform = m_Skeleton.RefSkeleton.RefBoneBases[boneIndex]; H1Transform localTransform = interpolatedLocalTransforms[boneIndex].LocalTransform; // extract parent locals List <H1Transform> parentLocalTransforms = new List <H1Transform>(); H1MeshBoneInfo currMeshBoneInfo = meshBoneInfo; while (currMeshBoneInfo.ParentIndex != -1) { //parentLocalTransforms.Add(m_Skeleton.RefSkeleton.RefBoneBases[currMeshBoneInfo.ParentIndex]); parentLocalTransforms.Add(interpolatedLocalTransforms[currMeshBoneInfo.ParentIndex].LocalTransform); currMeshBoneInfo = m_Skeleton.RefSkeleton.RefBoneInfoList[currMeshBoneInfo.ParentIndex]; } // generate global transform for current bone space // 1. start to transform current local transformation matrix Matrix globalTransformMtx = localTransform.Transformation; // 2. from curr bone space to root space by going up to each parent node space for (Int32 index = 0; index < parentLocalTransforms.Count; ++index) { Matrix parentLocalTransformMtx = parentLocalTransforms[index].Transformation; globalTransformMtx = Matrix.Multiply(globalTransformMtx, parentLocalTransformMtx); } // decompose global matrix and generate H1Transform Vector3 translation; Vector3 scale; Quaternion rotate; globalTransformMtx.Decompose(out scale, out rotate, out translation); H1Transform globalTransform = new H1Transform(); globalTransform.Translation = translation; globalTransform.Scaling = scale; globalTransform.Rotation = rotate; globalTransforms[boneIndex] = globalTransform; transformParentIndices[boneIndex] = meshBoneInfo.ParentIndex; } // set bone matrices Int32 currGlobalBoneIndex = 0; foreach (H1Transform boneTransform in globalTransforms) { // @TODO - temporary scaling to match when we importing vertices in H1AssimpImporter //boneTransform.Scaling = boneTransform.Scaling * 0.01f; // get global offset matrices Matrix globalOffsetMatrix = m_Skeleton.RefSkeleton.RefOffsetBases[currGlobalBoneIndex].Transformation; // pass multiplied global offset matrices and animated global matrices H1Global <H1ManagedRenderer> .Instance.SetBoneMatrix(currGlobalBoneIndex, Matrix.Multiply(globalOffsetMatrix, boneTransform.Transformation)); currGlobalBoneIndex++; } // when debug draw is enabled if (bDebugDraw == true) { for (Int32 boneIndex = 0; boneIndex < globalTransforms.Count(); ++boneIndex) { Int32 parentIndex = transformParentIndices[boneIndex]; if (parentIndex < 0) { continue; } H1Transform parentBoneTransform = globalTransforms[parentIndex]; H1Transform boneTransform = globalTransforms[boneIndex]; Vector3 parentLoc = parentBoneTransform.Translation * 0.005f; Vector3 currLoc = boneTransform.Translation * 0.005f; float length = (currLoc - parentLoc).Length(); if (length < 0.001f) { continue; } Vector3 zAxis = Vector3.Normalize(currLoc - parentLoc); Matrix pitchMtx = Matrix.RotationYawPitchRoll(0, 0.1f, 0); Vector4 rotatedZAxis = Vector3.Transform(zAxis, pitchMtx); rotatedZAxis /= rotatedZAxis.W; Vector3 yAxis = Vector3.Normalize(Vector3.Cross(zAxis, Vector3.Normalize(new Vector3(rotatedZAxis.X, rotatedZAxis.Y, rotatedZAxis.Z)))); Vector3 xAxis = Vector3.Normalize(Vector3.Cross(zAxis, yAxis)); //H1RenderUtils.DrawCapsule(commandList, parentLoc, xAxis, yAxis, zAxis, 0.03f, length / 2.0f, 16); H1RenderUtils.DrawDashedLine(commandList, parentLoc, currLoc, 2.0f); //H1RenderUtils.DrawWireStar(commandList, currLoc, 0.03f); } } }