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JointsRenderPass.h
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#pragma once
#include <donut/engine/View.h>
#include <nvrhi/nvrhi.h>
#include <memory>
#include <vector>
namespace donut::engine
{
class ShaderFactory;
class SceneGraph;
}
namespace donut::render
{
// A rasterization pass that draws lines for each joint
// of all the animated skeletons in a SceneGraph
// (debugging feature)
class JointsRenderPass
{
protected:
nvrhi::DeviceHandle m_Device;
nvrhi::BufferHandle m_VertexBuffer;
nvrhi::BufferHandle m_ConstantsBuffer;
nvrhi::ShaderHandle m_VertexShader;
nvrhi::ShaderHandle m_PixelShader;
nvrhi::InputLayoutHandle m_InputLayout;
nvrhi::BindingSetHandle m_BindingSet;
nvrhi::BindingLayoutHandle m_BindingLayout;
nvrhi::GraphicsPipelineHandle m_Pipeline;
nvrhi::BufferHandle CreateVertexBuffer(uint32_t numVertices) const;
protected:
struct Vertex {
dm::float3 position;
uint32_t color;
};
std::vector<Vertex> m_Vertices;
void UpdateVertices(const engine::SceneGraph& sceneGraph);
public:
JointsRenderPass(nvrhi::IDevice* device);
void Init(donut::engine::ShaderFactory& shaderFactory);
void ResetCaches();
void RenderView(
nvrhi::ICommandList* commandList,
const engine::IView* view,
nvrhi::IFramebuffer* framebuffer,
std::shared_ptr<engine::SceneGraph const> sceneGraph);
};
} // end namespace donut::render