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(); }
public Boolean GenerateSkeleltalMeshObjectGpuSkin() { // allocate new instance of SkeletalMeshGpuSkin m_SkeletalMeshObject = new H1SkeletalMeshObjectGPUSkin(m_SkeletalMesh.SkeletalMeshResource); H1SkeletalMeshObjectGPUSkin refSkeletalMeshObject = m_SkeletalMeshObject as H1SkeletalMeshObjectGPUSkin; // process soft vertices for each chunk to separate vertex buffers // @TODO - handle LOD variation List <H1SkelMeshChunk> skelChunks = SkeletalMesh.SkeletalMeshResource.GetLODModel(0).Chunks; // @TODO - temporary add LOD_0 H1SkeletalMeshObjectGPUSkin.H1SkeletalMeshObjectLOD skeletalMeshObjectLOD_0 = refSkeletalMeshObject.AddSkeletalMeshObjectLOD(); Int32 skelChunkIndex = 0; foreach (H1SkelMeshChunk skelChunk in skelChunks) { H1SkeletalMeshVertexBuffers skeletalMeshVBsRef = skeletalMeshObjectLOD_0.SkelMeshResourceRef.GetLODModel(0).VertexBufferGPUSkin.SkeletalMeshVertexBuffers[skelChunkIndex]; // add GPUSkinFactory skeletalMeshObjectLOD_0.GPUSkinVertexFactories.VertexFactories.Add(new H1GpuSkinVertexFactory()); H1GpuSkinVertexFactory newGpuSkinVertexFactoryRef = skeletalMeshObjectLOD_0.GPUSkinVertexFactories.VertexFactories.Last(); // offset tracking Int32 currOffset = 0; Int32 skelMeshVBsCount = skeletalMeshVBsRef.GetSkeletalMeshVertexDataCount(); for (Int32 skelMeshVBIndex = 0; skelMeshVBIndex < skelMeshVBsCount; ++skelMeshVBIndex) { H1SkeletalMeshVertexDataInterface skeletalMeshVertexData = skeletalMeshVBsRef.GetSkeletalMeshVertexData(skelMeshVBIndex); switch (skeletalMeshVertexData.DataType) { case H1SkeletalMeshVertexDataInterface.VertexDataType.Position: { H1SkeletalMeshVertexData <Vector4> positionVertexData = skeletalMeshVertexData as H1SkeletalMeshVertexData <Vector4>; newGpuSkinVertexFactoryRef.ShaderData.PositionBuffer = H1VertexBuffer.ProcessVertexBuffer(positionVertexData.VertexBuffer); newGpuSkinVertexFactoryRef.PositionStreamComponent = new H1VertexStreamComponent(H1VertexStreamSematicType.Position, H1VertexElementType.Float4, currOffset++); break; } case H1SkeletalMeshVertexDataInterface.VertexDataType.TangentZ: { H1SkeletalMeshVertexData <Vector4> tangentZVertexData = skeletalMeshVertexData as H1SkeletalMeshVertexData <Vector4>; newGpuSkinVertexFactoryRef.ShaderData.TangentZBuffer = H1VertexBuffer.ProcessVertexBuffer(tangentZVertexData.VertexBuffer); newGpuSkinVertexFactoryRef.TangentZStreamComponent = new H1VertexStreamComponent(H1VertexStreamSematicType.TangentZ, H1VertexElementType.Float4, currOffset++); break; } case H1SkeletalMeshVertexDataInterface.VertexDataType.TangentX: { H1SkeletalMeshVertexData <Vector4> tangentXVertexData = skeletalMeshVertexData as H1SkeletalMeshVertexData <Vector4>; newGpuSkinVertexFactoryRef.ShaderData.TangentXBuffer = H1VertexBuffer.ProcessVertexBuffer(tangentXVertexData.VertexBuffer); newGpuSkinVertexFactoryRef.TangentXStreamComponent = new H1VertexStreamComponent(H1VertexStreamSematicType.TangentX, H1VertexElementType.Float4, currOffset++); break; } case H1SkeletalMeshVertexDataInterface.VertexDataType.InfluencedBones: { H1SkeletalMeshVertexData <Int4> boneIndicesVertexData = skeletalMeshVertexData as H1SkeletalMeshVertexData <Int4>; newGpuSkinVertexFactoryRef.ShaderData.BoneIndices = H1VertexBuffer.ProcessVertexBuffer(boneIndicesVertexData.VertexBuffer); newGpuSkinVertexFactoryRef.BoneIndicesStreamComponent = new H1VertexStreamComponent(H1VertexStreamSematicType.BoneIndices, H1VertexElementType.Int4, currOffset++); break; } case H1SkeletalMeshVertexDataInterface.VertexDataType.InfluencedWeights: { H1SkeletalMeshVertexData <Vector4> blendWeightsVertexData = skeletalMeshVertexData as H1SkeletalMeshVertexData <Vector4>; newGpuSkinVertexFactoryRef.ShaderData.BoneWeights = H1VertexBuffer.ProcessVertexBuffer(blendWeightsVertexData.VertexBuffer); newGpuSkinVertexFactoryRef.BoneWeightsStreamComponent = new H1VertexStreamComponent(H1VertexStreamSematicType.BoneWeights, H1VertexElementType.Float4, currOffset++); break; } // @TODO - support multiple texcoords case H1SkeletalMeshVertexDataInterface.VertexDataType.Texcoord: { H1SkeletalMeshVertexData <Vector2> texcoordVertexData = skeletalMeshVertexData as H1SkeletalMeshVertexData <Vector2>; newGpuSkinVertexFactoryRef.ShaderData.TexcoordBuffers.Add(H1VertexBuffer.ProcessVertexBuffer(texcoordVertexData.VertexBuffer)); newGpuSkinVertexFactoryRef.TexcoordStreamComponents.Add(new H1VertexStreamComponent(H1VertexStreamSematicType.Texcoord, H1VertexElementType.Float2, currOffset++)); break; } case H1SkeletalMeshVertexDataInterface.VertexDataType.Color: { H1SkeletalMeshVertexData <Vector4> colorVertexData = skeletalMeshVertexData as H1SkeletalMeshVertexData <Vector4>; newGpuSkinVertexFactoryRef.ShaderData.ColorBuffer = H1VertexBuffer.ProcessVertexBuffer(colorVertexData.VertexBuffer); newGpuSkinVertexFactoryRef.ColorStreamComponent = new H1VertexStreamComponent(H1VertexStreamSematicType.Color, H1VertexElementType.Float4, currOffset++); break; } } } // generate RHIVertexFormat Declaration newGpuSkinVertexFactoryRef.GenerateVertexDeclaration(); skelChunkIndex++; } // add index buffer (containing multiple skeletal mesh chunks's indices) List <UInt32> indices = SkeletalMesh.SkeletalMeshResource.GetLODModel(0).MultiSizeIndexContainer.Indices; UInt32 bufferSize = Convert.ToUInt32(Utilities.SizeOf <UInt32>() * indices.Count); skeletalMeshObjectLOD_0.IndexBuffer = H1Global <H1ManagedRenderer> .Instance.CreateIndexBuffer(bufferSize); // write indices data skeletalMeshObjectLOD_0.IndexBuffer.WriteData(indices.ToArray()); return(true); }