Esempio n. 1
0
        private void PopulateCommandListsForSkeletalMesh()
        {
            m_CommandList.CommandAllocator.Reset();
            //m_DeviceContext.MainCommandListPool

            m_CommandList.CommandList.Reset(m_CommandList.CommandAllocator, m_PipelineState);

            // set viewport and sissors
            m_CommandList.CommandList.SetGraphicsRootSignature(m_RootSignature);

            // @TODO - redesign this section
            // extract and update bone matrix
            H1SkeletalMeshComponent skeletalMeshComponent = H1Global <H1World> .Instance.PersistentLevel.GetActor(0).GetActorComponent <H1SkeletalMeshComponent>();

            skeletalMeshComponent.SkeletalMesh.SkeletonDebugDrawing(m_CommandList.CommandList, false);

            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, 101);
            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;

            H1SkeletalMeshObjectGPUSkin skeletalMeshObject = H1Global <H1World> .Instance.PersistentLevel.GetActor(0).GetActorComponent <H1SkeletalMeshComponent>().SkeletalMeshObjectGPUSkin;

            H1SkeletalMeshObjectGPUSkin.H1SkeletalMeshObjectLOD skeletalMeshObjectLOD_0 = skeletalMeshObject.GetSkeletalMeshObjectLODByIndex(0);

            SharpDX.Direct3D12.IndexBufferView rawIBV = ((Gen2Layer.H1IndexBufferView)skeletalMeshObjectLOD_0.IndexBuffer.View).View;
            m_CommandList.CommandList.SetIndexBuffer(rawIBV);

            H1SkeletalMesh skeletalMesh = H1Global <H1World> .Instance.PersistentLevel.GetActor(0).GetActorComponent <H1SkeletalMeshComponent>().SkeletalMesh;

            List <H1SkelMeshSection> skelSections = skeletalMesh.SkeletalMeshResource.GetLODModel(0).Sections;

            Int32 sectionIndex          = 0;
            Int32 currIndexBufferOffset = 0;
            Int32 totalCount            = skeletalMeshObjectLOD_0.GPUSkinVertexFactories.VertexFactories.Count;

            for (Int32 vertexfactoryIndex = 0; vertexfactoryIndex < totalCount; ++vertexfactoryIndex)
            {
                var vertexfactory = skeletalMeshObjectLOD_0.GPUSkinVertexFactories.VertexFactories[vertexfactoryIndex];
                vertexfactory.setVertexBuffers(m_CommandList.CommandList);

                H1SkelMeshSection currSkelMeshSection = skelSections[sectionIndex];
                Int32             indexCount          = Convert.ToInt32(currSkelMeshSection.NumTriangles) * 3;

                m_CommandList.CommandList.DrawIndexedInstanced(indexCount, 1, currIndexBufferOffset, 0, 0);

                currIndexBufferOffset += indexCount;
                sectionIndex++;
            }

            // 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();
        }
Esempio n. 2
0
        public Boolean ProcessAssetContext(H1StaticLODModel staticLODModel, H1MeshContext[] meshContexts, H1SkeletalContext skeletalContext)
        {
            if (m_Skeleton == null)
            {
                return(false);
            }

            // 1. process skeletalContext (H1SkeletalContext)
            H1SkeletalContext.JointNode rootNode    = skeletalContext.Root;
            H1ReferenceSkeleton         refSkeleton = m_Skeleton.RefSkeleton;

            #region Disabled
            // process recursively from root node
            //Dictionary<String, H1SkeletalContext.JointNode> mapNodeNameToJointNode = new Dictionary<string, H1SkeletalContext.JointNode>();
            //if (!ProcessAssetContextRecursive(rootNode, ref refSkeleton, ref mapNodeNameToJointNode))
            //    return false; // failed to process nodes from root nodes
            #endregion

            // 2. process meshContexts (H1MeshContext)
            // collect all vertices for all different mesh contexts
            Int32[] meshContextOffsetsList = new Int32[meshContexts.Count()];

            List <Vector3> positionsList = new List <Vector3>();
            List <Vector3> tangentXList  = new List <Vector3>();
            List <Vector3> tangentYList  = new List <Vector3>();
            List <Vector3> tangentZList  = new List <Vector3>();
            List <Vector2> texcoordsList = new List <Vector2>();

            Int32 currMeshContextIndex = 0;
            foreach (H1MeshContext meshContext in meshContexts)
            {
                meshContextOffsetsList[currMeshContextIndex] = positionsList.Count;

                positionsList.AddRange(meshContext.Positions);
                tangentXList.AddRange(meshContext.Tangents);
                tangentYList.AddRange(meshContext.Normals);
                tangentZList.AddRange(meshContext.BiTangents);
                texcoordsList.AddRange(meshContext.UVBuffers[0].Buffer);

                currMeshContextIndex++;
            }

            Vector3[] positions = positionsList.ToArray();
            Vector3[] tangentX  = tangentXList.ToArray();
            Vector3[] tangentY  = tangentYList.ToArray();
            Vector3[] tangentZ  = tangentZList.ToArray();
            Vector2[] texcoords = texcoordsList.ToArray();

            Int32 numPositions = positions.Count();
            if (numPositions != texcoords.Count())
            {
                return(false);
            }

            // create the list of vertex info
            List <VertexInfo> vertexInfoList = new List <VertexInfo>();
#if DEBUG
            List <Boolean> taggedVertexInfoList = new List <Boolean>();
#endif

            for (Int32 i = 0; i < numPositions; ++i)
            {
                vertexInfoList.Add(new VertexInfo());
                vertexInfoList[i].VertexIndex = i;
#if DEBUG
                taggedVertexInfoList.Add(false);
#endif
            }

            // set the triangle index
            // create collection of index for all mesh contexts
            List <UInt32> indexList        = new List <UInt32>();
            Int32         meshContextIndex = 0;
            foreach (H1MeshContext meshContext in meshContexts)
            {
                // using meshContextOffsetsList information, remap indices correctly
                foreach (UInt32 vertexIndex in meshContext.Indices)
                {
                    indexList.Add(Convert.ToUInt32(meshContextOffsetsList[meshContextIndex]) + vertexIndex);
                }

                meshContextIndex++;
            }

            UInt32[] indices = indexList.ToArray();
#if DEBUG
            Boolean[] taggedIndices = new Boolean[indexList.Count];
#endif

            // looping index, set triangle index for each vertexInfoList
            Int32 indexOfIndex = 0;
            foreach (UInt32 index in indices)
            {
                Int32 vertexIndex   = Convert.ToInt32(index);
                Int32 triangleIndex = indexOfIndex / 3;

                // set the triangle index
                vertexInfoList[vertexIndex].TriangleIndices.Add(triangleIndex);
#if DEBUG
                taggedIndices[indexOfIndex] = false;
#endif
                indexOfIndex++;
            }

            // process vertex weights and bone index in advance by looping all H1MeshBoneInfo
            Int32 meshBoneInfoIndex = 0;
            foreach (H1MeshBoneInfo meshBoneInfo in refSkeleton.RefBoneInfoList)
            {
                Int32 jointNodeIndex             = skeletalContext.JointNodes.FindIndex(x => x.JointName == meshBoneInfo.Name);
                H1SkeletalContext.JointNode node = skeletalContext.JointNodes[jointNodeIndex];

                foreach (H1SkeletalContext.Joint nodeData in node.JointDataList)
                {
                    // looping weighted vertices
                    Int32 vertexIndexOffset = nodeData.MeshContextIndex == -1 ? 0 : meshContextOffsetsList[nodeData.MeshContextIndex];
                    // process vertex weights and bone index
                    foreach (H1SkeletalContext.WeightedVertex weightedVertex in nodeData.WeightedVertices)
                    {
                        VertexInfo.InfluenceBoneData influencedBoneData = new VertexInfo.InfluenceBoneData();
                        influencedBoneData.BoneIndex  = meshBoneInfoIndex;
                        influencedBoneData.BoneWeight = weightedVertex.Weight;

                        vertexInfoList[vertexIndexOffset + weightedVertex.VertexIndex].InfluencedBones.Add(influencedBoneData);
                    }
                }
                meshBoneInfoIndex++;
            }

#if DEBUG
            // verification code for vertex weights
            List <float> taggedVertexWeights = new List <float>();
            foreach (VertexInfo vertexInfo in vertexInfoList)
            {
                float totalWeight = 0.0f;
                foreach (VertexInfo.InfluenceBoneData influencedBoneData in vertexInfo.InfluencedBones)
                {
                    totalWeight += influencedBoneData.BoneWeight;
                }
                taggedVertexWeights.Add(totalWeight);
            }

            List <Int32> invalidVertexIndices = new List <Int32>();
            Int32        currVertexIndex      = 0;
            foreach (float totalWeight in taggedVertexWeights)
            {
                if (totalWeight < 0.99f)
                {
                    invalidVertexIndices.Add(currVertexIndex);
                }
                currVertexIndex++;
            }

            if (invalidVertexIndices.Count > 0)
            {
                return(false);
            }
#endif

            // looping meshBoneInfo, set bone index and bone weight
            foreach (H1MeshBoneInfo meshBoneInfo in refSkeleton.RefBoneInfoList)
            {
                Int32 jointNodeIndex             = skeletalContext.JointNodes.FindIndex(x => x.JointName == meshBoneInfo.Name);
                H1SkeletalContext.JointNode node = skeletalContext.JointNodes[jointNodeIndex];
                List <UInt32> ChunkVertexIndices = new List <UInt32>(); // vertex indices for this chunk (bone node)

                foreach (H1SkeletalContext.Joint nodeData in node.JointDataList)
                {
                    // looping weighted vertices
                    Int32 vertexIndexOffset = nodeData.MeshContextIndex == -1 ? 0 : meshContextOffsetsList[nodeData.MeshContextIndex];
                    // add chunk vertex indices
                    foreach (H1SkeletalContext.WeightedVertex weightedVertex in nodeData.WeightedVertices)
                    {
                        ChunkVertexIndices.Add(Convert.ToUInt32(vertexIndexOffset + weightedVertex.VertexIndex));
                    }
                }

                // exceptional handling for MeshBoneInfo which doesn't contain any mesh data, no need to generate chunk for this BasePose
                if (ChunkVertexIndices.Count == 0)
                {
                    continue;
                }

                // process skeletal mesh chunk
                H1SkelMeshChunk skelMeshChunk = new H1SkelMeshChunk();
                // calculate triangles for this mesh chunk
                List <UInt32> triangles = new List <UInt32>();

                foreach (Int32 vertexIndex in ChunkVertexIndices)
                {
                    VertexInfo vertexInfo = vertexInfoList[vertexIndex];

                    H1SoftSkinVertex newSoftSkinVertex = new H1SoftSkinVertex();
                    newSoftSkinVertex.Position = positions[vertexInfo.VertexIndex];
                    newSoftSkinVertex.TangentX = tangentX[vertexInfo.VertexIndex];
                    newSoftSkinVertex.TangentY = tangentY[vertexInfo.VertexIndex];
                    newSoftSkinVertex.TangentZ = tangentZ[vertexInfo.VertexIndex];

                    // @TODO - in the future, it could increase texcoords (ex. light map texcoord)
                    newSoftSkinVertex.UVs[0] = texcoords[vertexInfo.VertexIndex];

                    for (Int32 i = 0; i < H1ObjectGlobalDefinitions.MAX_TOTAL_INFLUENCES; ++i)
                    {
                        if (vertexInfo.InfluencedBones.Count <= i)
                        {
                            // insert the default value
                            newSoftSkinVertex.InfluenceWeights[i] = 0;
                            newSoftSkinVertex.InfluenceBones[i]   = 0;
                            continue;
                        }

                        VertexInfo.InfluenceBoneData boneData = vertexInfo.InfluencedBones[i];
                        newSoftSkinVertex.InfluenceWeights[i] = Convert.ToByte(boneData.BoneWeight * 255.0f);
                        // @TODO - for this bone index, we can replace with 'm_BoneMap'
                        newSoftSkinVertex.InfluenceBones[i] = Convert.ToByte(boneData.BoneIndex);
                    }

                    skelMeshChunk.SoftVertices.Add(newSoftSkinVertex);

                    // process triangle indices
                    foreach (Int32 triangleIndex in vertexInfo.TriangleIndices)
                    {
                        UInt32 triangleIndexUInt32 = Convert.ToUInt32(triangleIndex);
                        if (!triangles.Exists(x => { return(x == triangleIndexUInt32); }))
                        {
                            triangles.Add(triangleIndexUInt32);
                        }
                    }
                }

                // build vertex buffers
                List <Vector4> chunkPositions   = new List <Vector4>();
                List <Vector4> chunkTangentZs   = new List <Vector4>();
                List <Vector4> chunkTangentXs   = new List <Vector4>();
                List <Vector2> chunkTexcoords   = new List <Vector2>();
                List <Int4>    chunkBoneIndices = new List <Int4>();
                List <Vector4> chunkBoneWeights = new List <Vector4>();
                List <Vector4> chunkColors      = new List <Vector4>();

                Dictionary <Int32, Int32> vertexToChunkVertexMap = new Dictionary <Int32, Int32>();
                foreach (Int32 triangleIndex in triangles)
                {
                    for (Int32 faceIndex = 0; faceIndex < 3; ++faceIndex)
                    {
                        Int32 vertexIndex = Convert.ToInt32(indices[triangleIndex * 3 + faceIndex]);

#if DEBUG
                        taggedVertexInfoList[vertexIndex] = true;
#endif

                        // determine if the same vertex exists based on chunkPositions
                        //if (chunkPositions.Contains(new Vector4(positions[vertexIndex], 1.0f)))
                        if (vertexToChunkVertexMap.ContainsKey(vertexIndex))
                        {
                            continue;
                        }

                        // position index is base-index
                        Int32 newIndex = chunkPositions.Count;
                        vertexToChunkVertexMap.Add(vertexIndex, newIndex);

                        chunkPositions.Add(new Vector4(positions[vertexIndex], 1.0f));
                        chunkTangentZs.Add(new Vector4(tangentZ[vertexIndex], 1.0f));
                        chunkTangentXs.Add(new Vector4(tangentX[vertexIndex], 1.0f));
                        chunkTexcoords.Add(new Vector2(texcoords[vertexIndex].X, texcoords[vertexIndex].Y));

                        VertexInfo vertexInfo        = vertexInfoList[vertexIndex];
                        Int4       influencedBones   = new Int4(0);
                        Vector4    influencedWeights = new Vector4(0.0f);

                        Int32 insertedIndex = 0;
                        foreach (VertexInfo.InfluenceBoneData boneData in vertexInfo.InfluencedBones)
                        {
                            influencedBones[insertedIndex]   = boneData.BoneIndex;
                            influencedWeights[insertedIndex] = boneData.BoneWeight;
                            insertedIndex++;
                        }

                        chunkBoneIndices.Add(influencedBones);
                        chunkBoneWeights.Add(influencedWeights);

                        //@TODO - temporary set it as 'RED'
                        chunkColors.Add(new Vector4(1.0f, 0.0f, 0.0f, 1.0f));
                    }
                }

                // create skeletal mesh vertex data
                // 1. position
                H1SkeletalMeshVertexData <Vector4> positionVertexData = new H1SkeletalMeshVertexData <Vector4>();
                positionVertexData.SetVertexData(chunkPositions.ToArray(), H1SkeletalMeshVertexDataInterface.VertexDataType.Position, false);
                // 2. tangentZ
                H1SkeletalMeshVertexData <Vector4> tangentZVertexData = new H1SkeletalMeshVertexData <Vector4>();
                tangentZVertexData.SetVertexData(chunkTangentZs.ToArray(), H1SkeletalMeshVertexDataInterface.VertexDataType.TangentZ, false);
                // 3. tangentX
                H1SkeletalMeshVertexData <Vector4> tangentXVertexData = new H1SkeletalMeshVertexData <Vector4>();
                tangentXVertexData.SetVertexData(chunkTangentXs.ToArray(), H1SkeletalMeshVertexDataInterface.VertexDataType.TangentX, false);
                // 4. bone indices
                H1SkeletalMeshVertexData <Int4> boneIndicesVertexData = new H1SkeletalMeshVertexData <Int4>();
                boneIndicesVertexData.SetVertexData(chunkBoneIndices.ToArray(), H1SkeletalMeshVertexDataInterface.VertexDataType.InfluencedBones, false);
                // 5. bone weights
                H1SkeletalMeshVertexData <Vector4> boneWeightsVertexData = new H1SkeletalMeshVertexData <Vector4>();
                boneWeightsVertexData.SetVertexData(chunkBoneWeights.ToArray(), H1SkeletalMeshVertexDataInterface.VertexDataType.InfluencedWeights, false);
                // 6. texcoord
                H1SkeletalMeshVertexData <Vector2> texcoordVertexData = new H1SkeletalMeshVertexData <Vector2>();
                texcoordVertexData.SetVertexData(chunkTexcoords.ToArray(), H1SkeletalMeshVertexDataInterface.VertexDataType.Texcoord, false);
                // 7. colors
                H1SkeletalMeshVertexData <Vector4> colorVertexData = new H1SkeletalMeshVertexData <Vector4>();
                colorVertexData.SetVertexData(chunkColors.ToArray(), H1SkeletalMeshVertexDataInterface.VertexDataType.Color);

                Int32 newSkelMeshChunkIndex = staticLODModel.VertexBufferGPUSkin.SkeletalMeshVertexBuffers.Count;
                staticLODModel.VertexBufferGPUSkin.SkeletalMeshVertexBuffers.Add(new H1SkeletalMeshVertexBuffers(newSkelMeshChunkIndex));
                staticLODModel.VertexBufferGPUSkin.SkeletalMeshVertexBuffers[newSkelMeshChunkIndex].AddSkeletalMeshVertexData(positionVertexData);
                staticLODModel.VertexBufferGPUSkin.SkeletalMeshVertexBuffers[newSkelMeshChunkIndex].AddSkeletalMeshVertexData(tangentZVertexData);
                staticLODModel.VertexBufferGPUSkin.SkeletalMeshVertexBuffers[newSkelMeshChunkIndex].AddSkeletalMeshVertexData(tangentXVertexData);
                staticLODModel.VertexBufferGPUSkin.SkeletalMeshVertexBuffers[newSkelMeshChunkIndex].AddSkeletalMeshVertexData(boneIndicesVertexData);
                staticLODModel.VertexBufferGPUSkin.SkeletalMeshVertexBuffers[newSkelMeshChunkIndex].AddSkeletalMeshVertexData(boneWeightsVertexData);
                staticLODModel.VertexBufferGPUSkin.SkeletalMeshVertexBuffers[newSkelMeshChunkIndex].AddSkeletalMeshVertexData(texcoordVertexData);
                staticLODModel.VertexBufferGPUSkin.SkeletalMeshVertexBuffers[newSkelMeshChunkIndex].AddSkeletalMeshVertexData(colorVertexData);

                // build index buffer
                List <UInt32> chunkIndices = new List <UInt32>();
                foreach (Int32 triangleIndex in triangles)
                {
                    for (Int32 faceIndex = 0; faceIndex < 3; ++faceIndex)
                    {
#if DEBUG
                        taggedIndices[triangleIndex * 3 + faceIndex] = true;
#endif
                        Int32 vertexIndex = Convert.ToInt32(indices[triangleIndex * 3 + faceIndex]);
                        chunkIndices.Add(Convert.ToUInt32(vertexToChunkVertexMap[vertexIndex]));
                    }
                }

                staticLODModel.MultiSizeIndexContainer.Indices.AddRange(chunkIndices.ToArray());

                // add new chunk
                Int32 newChunkIndex = staticLODModel.Chunks.Count;
                staticLODModel.Chunks.Add(skelMeshChunk);

                // process skeletal mesh section
                H1SkelMeshSection skelMeshSection = new H1SkelMeshSection();
                skelMeshSection.ChunkIndex = Convert.ToUInt16(newChunkIndex);

                // @TODO - fix this num triangle inconsistency
                //skelMeshSection.NumTriangles = Convert.ToUInt16(triangles.Count);
                skelMeshSection.NumTriangles = Convert.ToUInt16(chunkIndices.Count / 3);

                //@TODO - add material index

                // add skeletal sections
                staticLODModel.Sections.Add(skelMeshSection);
            }

#if DEBUG
            // debugging code for detecting missing vertex to draw meshes
            List <Int32> notTaggedVertexIndex  = new List <Int32>();
            Int32        currTaggedVertexIndex = 0;
            foreach (Boolean isTaggedVertex in taggedVertexInfoList)
            {
                if (isTaggedVertex == false)
                {
                    notTaggedVertexIndex.Add(currTaggedVertexIndex);
                }
                currTaggedVertexIndex++;
            }
            if (notTaggedVertexIndex.Count > 0)
            {
                return(false);
            }

            // debugging code for detecting missing index to draw meshes
            List <Int32> notTaggedIndex   = new List <Int32>();
            Int32        currIndexOfIndex = 0;
            foreach (Boolean isTaggedIndex in taggedIndices)
            {
                if (isTaggedIndex == false)
                {
                    notTaggedIndex.Add(currIndexOfIndex);
                }
                currIndexOfIndex++;
            }
            if (notTaggedIndex.Count > 0)
            {
                return(false);
            }
#endif

            return(true);
        }