Bone weights to GPU in vectors - c++

I've been working on skeletal animation using OPenGL and sending bone weight influences to the GPU in a struct containing a pair of arrays, however changing these arrays to vectors doesn't seem to work (as in the model ceases to render, as if the bone information was missing or wrong in some manner).
Asides from the declaration of the vectors within the struct, the code path is identical. I've debugged through and ensured the size/values of the elements are okay. The only thing I can think of is that C++ is freeing the contents of the vectors before it can be uploaded to the GPU, but I've seen no evidence to support that claim.
It's worth noting that the resizes used are to make the structure compatible with the existing array functionality and will be removed to allow for dynamic scaling after this issue is resolved.
Here's the structure as it stands, using vectors:
struct VertexBoneData
{
std::vector<glm::uint> IDs;
std::vector<float> weights;
VertexBoneData()
{
Reset();
IDs.resize(NUM_BONES_PER_VEREX);
weights.resize(NUM_BONES_PER_VEREX);
};
void Reset()
{
IDs.clear();
weights.clear();
}
void AddBoneData(glm::uint p_boneID, float p_weight);
};
Edit: Additional information.
Here's the loop to get the bone information in to the struct:
void Skeleton::LoadBones(glm::uint baseVertex, const aiMesh* mesh, std::vector<VertexBoneData>& bones)
{
for (glm::uint i = 0; i < p_mesh->mNumBones; i++) {
glm::uint boneIndex = 0;
std::string boneName(mesh->mBones[i]->mName.data);
if (_boneMap.find(boneName) == _boneMap.end()) {
//Allocate an index for a new bone
boneIndex = _numBones;
_numBones++;
BoneInfo bi;
_boneInfo.push_back(bi);
SetMat4x4(_boneInfo[boneIndex].boneOffset, mesh->mBones[i]->mOffsetMatrix);
_boneMap[boneName] = boneIndex;
}
else {
boneIndex = _boneMap[boneName];
}
for (glm::uint j = 0; j < mesh->mBones[i]->mNumWeights; j++) {
glm::uint vertId = baseVertex + mesh->mBones[i]->mWeights[j].mVertexId;
float weight = mesh->mBones[i]->mWeights[j].mWeight;
bones[vertId].AddBoneData(boneIndex, weight);
}
}
}
The code to add the ID/weights to the vertex:
void VertexBoneData::AddBoneData(glm::uint p_boneID, float p_weight)
{
for (glm::uint i = 0; i < ARRAY_SIZE_IN_ELEMENTS(IDs); i++) {
if (weights[i] == 0.0) {
IDs[i] = p_boneID;
weights[i] = p_weight;
return;
}
}
assert(0); //Should never get here - more bones than we have space for
}
Loop to load the Skeleton and insert to the VBO object from the Mesh class:
if (_animator.HasAnimations())
{
bones.resize(totalIndices);
for (unsigned int i = 0; i < _scene->mNumMeshes; ++i){
_animator.LoadSkeleton(_subMeshes[i].baseVertex, _scene->mMeshes[i], bones);
}
_vertexBuffer[2].AddData(&bones);
}
Insert to the VBO object:
void VertexBufferObject::AddData(void* ptr_data)
{
data = *static_cast<std::vector<BYTE>*>(ptr_data);
}
Finally the code to add the information to the GPU from the Mesh class:
_vertexBuffer[2].BindVBO();
_vertexBuffer[2].UploadDataToGPU(GL_STATIC_DRAW);
glEnableVertexAttribArray(BONE_ID_LOCATION);
glVertexAttribIPointer(BONE_ID_LOCATION, 4, GL_INT, sizeof(VertexBoneData), (const GLvoid*)0);
glEnableVertexAttribArray(BONE_WEIGHT_LOCATION);
glVertexAttribPointer(BONE_WEIGHT_LOCATION, 4, GL_FLOAT, GL_FALSE, sizeof(VertexBoneData), (const GLvoid*)(sizeof(VertexBoneData) / 2));

This can't possibly work. A std::vector instance is an object that internally contains a pointer to dynamically allocated data.
So with this definition:
struct VertexBoneData
{
std::vector<glm::uint> IDs;
std::vector<float> weights;
The values for the IDs and weights aren't stored directly in the structure. The are in dynamically allocated heap memory. The structure only contains the vector objects, which contain pointers and some bookkeeping attributes.
You can't store these structs directly in an OpenGL buffer, and have the GPU access the data. OpenGL won't know what do with vector objects.

Related

How To Use Vectors in OpenGL VBO [duplicate]

I'm trying to pass a vector into the last argument of glDrawElements(). If I used array, it worked fine. However, when I switched to a vector, it only rendered a portion of the object.
This worked just fine:
//TA_CartesianSys.h
class TA_CartesianSys
{
private:
int drawOrder[86];
//the rest of the class
}
//---------------------------------
//TA_CartesianSys.cpp
TA_CartesianSys::TA_CartesianSys()
{
GLfloat CartesianVertices[] = { ... };
int tempOrder[] = { ... };
for(int i = 0; i < sizeof(tempOrder) / sizeof(int); i++)
{
drawOrder[i] = tempOrder[i];
}
//Code to generate and bind vertex array and buffer
glDrawElements(GL_LINES, sizeof(drawOrder)/sizeof(int), GL_UNSIGNED_INT, drawOrder);
}
It worked as expected, and this was how it looked like:
Now, I decided to use vector instead of array for drawOrder[]. This is the new code:
//TA_CartesianSys.h
class TA_CartesianSys
{
private:
std::vector<int> drawOrder; //***NOTE: This is the change
//the rest of the class
}
//---------------------------------
//TA_CartesianSys.cpp
TA_CartesianSys::TA_CartesianSys()
{
GLfloat CartesianVertices[] = { ... };
int tempOrder[] = { ... };
drawOrder.resize(sizeof(tempOrder) / sizeof(int));
for(int i = 0; i < (sizeof(tempOrder) / sizeof(int)); i++)
{
drawOrder[i] = tempOrder[i];
}
//Code to generate and bind vertex array and buffer - Same as above
glDrawElements(GL_LINES, sizeof(drawOrder)/sizeof(int), GL_UNSIGNED_INT, &drawOrder[0]);
}
And this was what I got when I ran the program:
NOTE: the square in the middle was not part of this object. It belonged to a totally different class.
So, basically, when I changed the drawOrder[] to vector instead of array, only a small part of my object was rendered (the 2 lines). The rest were no seen.
I put a break point right at the draw() function, and it showed that the drawOrder vector was initialized properly, with the exact same value as its array counter part.
So, why am I only getting 2 lines instead of the whole grids? What am I missing?
sizeof on a vector object just tells you the size of the vector class instance, not the number of elements. What you want is the size member fucction of std::vector, which tells you the number of elements (i.e. you must not divide the number returned by std::vector::size by the element sizeof).
glDrawElements(
GL_LINES,
drawOrder.size(), // <<<<<
GL_UNSIGNED_INT,
&drawOrder[0] );

OpenGL VBO Indexing ( How to compute Index Array)

We are migrating OpenGL to newer version ( ES 2.0 ). Application actually renders Vector images ( i.e CGM files). I have successfully rendered the graphics using vertices using VBO. But the problem is performance. DisplayList performance is way better than VBO. So I am thinking using VBO indexing.
How to come up the indices array ? Will Indexing improve performance?
Please find my code below
//This is my data structure
struct DisplayIndexID {
int idx;
DrawStateT drawState;
//Every display Index ID has its own draw models.
std::vector<std::unique_ptr<vertexModel>> readytoDrawModels;
};
//Initializing the VBO
void initVbo(std::vector<DisplayIndexID> & v)
{
glBindVertexArray(geomVAO);
glBindBuffer(GL_ARRAY_BUFFER, geomVBO);
std::vector<QVector3D> vecToDraw;
std::vector<QVector3D> finalVecToDraw;
for (int j = 0; j < v.size(); j++)
for (auto& vModel : v[j].readytoDrawModels)
{
if (vModel) {
vecToDraw = vModel->getVertices();
finalVecToDraw.insert(finalVecToDraw.end(), vecToDraw.begin(), vecToDraw.end());
}
}
glBufferData(GL_ARRAY_BUFFER, sizeof(QVector3D) * finalVecToDraw.size(), &finalVecToDraw[0],GL_STATIC_DRAW );
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
//Rendering function
void drawDisplayLists(std::vector<DisplayIndexID> & v)
{
GLintptr offset = 0;
initVbo(v);
for (int i = 0; i < v.size(); i++)
{
//***********PRINT AREA***********************/
for (auto& vModel : v[i].readytoDrawModels)
{
glBindBuffer(GL_ARRAY_BUFFER, geomVBO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(QVector3D), (GLvoid*)offset);
switch (vModel->getDrawMode())
{
case 0: //GL_POINTS
glDrawArrays(GL_POINTS, 0, vModel->getVertices().size());
break;
case 1: //GL_LINES
glDrawArrays(GL_LINES, 0, vModel->getVertices().size());
break;
case 3: // GL_TRIANGLE
...
}
offset += sizeof(QVector3D) * vModel->getVertices().size();
}
}
I never worked with vector graphics but this is just on how to create indices from some vertices. So if I read your code right, your vertices are stored in the finalVecToDraw vector. First create a vector for the indices, the supported types are unsigned char up to unsigned int.
Then resize that vector to the size of your vertex array (this will save you much time resizing the vector).
Fill the vector, so that the element at index n has the value n. So
for example with this code:
for(int i = 0; i < indices.size(); i++) {
indices[i] = i;
}
This will do what you already do, but using indices.
Now we need to remove the duplicate entries in the vertices vector and adjust the indices. I don't know what algorithm would be the best to find duplicates for your case, but you need to do this.
The duplicate is at the index d and the first time this value showed up was at o. d must be bigger than o:
Delete the vertex at d.
Iterate over your indices and if an element has a value bigger than d, subtract one from it.
Set the value of the index at d to o.

In FBX, how do you know which vert indexes correspond to which control point indexes?

I am currently trying to load an FBX mesh for use with DirectX, but my FBX file has it's UVs stored by vert index and the normals stored by control point index. How do I know which vertexes have which control point's values?
My code for loading positions, uvs and normals is ripped straight from the fbx example code, but I can post it if needed.
edit: as requested, here are the parts of my code I am talking about.
The UV code will go into the if statement for mapping mode by vert index, while the normal code is set to mapping mode by ctrl point
//load uvs
if (lUVElement->GetMappingMode() == FbxGeometryElement::eByControlPoint)
{
for (int lPolyIndex = 0; lPolyIndex < lPolyCount; ++lPolyIndex)
{
// build the max index array that we need to pass into MakePoly
const int lPolySize = mesh->GetPolygonSize(lPolyIndex);
for (int lVertIndex = 0; lVertIndex < lPolySize; ++lVertIndex)
{
//get the index of the current vertex in control points array
int lPolyVertIndex = mesh->GetPolygonVertex(lPolyIndex, lVertIndex);
//the UV index depends on the reference mode
int lUVIndex = lUseIndex ? lUVElement->GetIndexArray().GetAt(lPolyVertIndex) : lPolyVertIndex;
lUVValue = lUVElement->GetDirectArray().GetAt(lUVIndex);
_floatVec->push_back((float)lUVValue.mData[0]);
_floatVec->push_back((float)lUVValue.mData[1]);
}
}
}
else if (lUVElement->GetMappingMode() == FbxGeometryElement::eByPolygonVertex)
{
int lPolyIndexCounter = 0;
for (int lPolyIndex = 0; lPolyIndex < lPolyCount; ++lPolyIndex)
{
// build the max index array that we need to pass into MakePoly
const int lPolySize = mesh->GetPolygonSize(lPolyIndex);
for (int lVertIndex = 0; lVertIndex < lPolySize; ++lVertIndex)
{
if (lPolyIndexCounter < lIndexCount)
{
//the UV index depends on the reference mode
int lUVIndex = lUseIndex ? lUVElement->GetIndexArray().GetAt(lPolyIndexCounter) : lPolyIndexCounter;
lUVValue = lUVElement->GetDirectArray().GetAt(lUVIndex);
_floatVec->push_back((float)lUVValue.mData[0]);
_floatVec->push_back((float)lUVValue.mData[1]);
lPolyIndexCounter++;
}
}
}
}
//and now normals
if (lNormalElement->GetMappingMode() == FbxGeometryElement::eByControlPoint)
{
//Let's get normals of each vertex, since the mapping mode of normal element is by control point
for (int lVertexIndex = 0; lVertexIndex < mesh->GetControlPointsCount(); lVertexIndex++)
{
int test = mesh->GetControlPointsCount();
int lNormalIndex = 0;
//reference mode is direct, the normal index is same as vertex index.
//get normals by the index of control vertex
if (lNormalElement->GetReferenceMode() == FbxGeometryElement::eDirect)
lNormalIndex = lVertexIndex;
//reference mode is index-to-direct, get normals by the index-to-direct
if (lNormalElement->GetReferenceMode() == FbxGeometryElement::eIndexToDirect)
lNormalIndex = lNormalElement->GetIndexArray().GetAt(lVertexIndex);
//Got normals of each vertex.
FbxVector4 lNormal = lNormalElement->GetDirectArray().GetAt(lNormalIndex);
_floatVec->push_back((float)lNormal[0]);
_floatVec->push_back((float)lNormal[1]);
_floatVec->push_back((float)lNormal[2]);
}
}
else if (lNormalElement->GetMappingMode() == FbxGeometryElement::eByPolygonVertex)
{
//etc... code wont go here
}
}
}
}
So how can I know which vertexes will have which normals?

Problems loading .dae files, indices and vertices load correct

So after reading this I thought it would be better to change to format i load my files in and decided to use .dae files. After writing this very simple xml-loader:
void Model::loadModelFromDae(std::string source)
{
using namespace std;
string name = source.substr(0,source.find("."));
cout<<"+++LOADING::"<<name<<"+++"<<endl;
ifstream file;
file.open(source);
string line;
size =0;
indexSize=0;
while(getline(file,line))
{
/*possible float_array's: vertices and normal*/
if(std::string::npos != line.find("<float_array"))
{
if(std::string::npos != line.find("positions"))
{
//get the size of the vertices float_array
int loc_count = line.find("count");
// to explain the hardcoded values: count=" is 7 char's
string cout_substr = line.substr(line.find("count"),line.find(">"));
cout_substr = cout_substr.substr(7,cout_substr.find("\""));
size = atoi(cout_substr.c_str());
cout<<"\tSIZE:"<<size<<endl;
vertices = new float[size];
memset(vertices,0.0f,sizeof(float)*size);
string values = line.substr(line.find("count")+11,line.size());
values = values.substr(0,values.size()-14);
std::stringstream converter(values);
vector<float> temp;
// Iterate over the istream, using >> to grab floats
// and push_back to store them in the vector
std::copy(std::istream_iterator<float>(converter),
std::istream_iterator<float>(),
std::back_inserter(temp));
for(int i=0;i<temp.size();i++) vertices[i] = temp.at(i);
}
//TODO: handle normal array
}
/*Handling indices*/
if(std::string::npos != line.find("<p>"))
{
string values = line.substr(line.find(">")+1,line.length());
values = values.substr(0,values.length()-4);
std::stringstream converter(values);
vector<short> temp;
// Iterate over the istream, using >> to grab shorts
// and push_back to store them in the vector
std::copy(std::istream_iterator<short>(converter),
std::istream_iterator<short>(),
std::back_inserter(temp));
indices = new short[temp.size()];
indexSize = temp.size();
cout<<"\tINDEXSIZE:"<<indexSize<<endl;
for(int i=0;i<temp.size();i++) indices[i] = temp.at(i);
}
}
cout<<"+++ENDED LOADING +DAE+ FILE:"<<name<<"+++"<<endl;
}
I still have a few problems: I'm trying to load a cube, and checked each vertex/index and they exactly match the XML-file but the output is not at all what i expect: the cube renders the triangles, but not in the order they should be. So I got a few questions:
Does .dae save it's indices in a different format then openGL takes
it?
(Optional because it requires a lot of debugging) Can you spot my mistake, my initial thought was that the facing of the vertices is
wrong but putting glFrontFace(GL_CCW); or glFrontFace(GL_CW);
doesn't change anything.
After messing around with the indices, I came to this conclusion: the indices are not only the indices of the vertices, but also of the normals and the UV's. So, when loading the indices you should be carefull which index belongs to which element.

Trying to make an array of DirectX vertex with out knowing until run time what type they will be

Bit of background for those who don't know DirectX. A vertex is not just an XYZ position, it can have other data in it as well. DirectX uses a system known as Flexible Vertex Format, FVF, to let you define what format you want your vertexs to be in. You define these by passing a number to DirectX that use bitwise or to build it up, eg (D3DFVF_XYZ | D3DFVF_DIFFUSE)means you are going to start using (from when you tell DirectX) vertexs that have an XYZ (three floats) and a RGB components (DWORD / unsigned long).
In order to pass your vertexs to the graphics card, you basicaly lock the memory in the graphics card where your buffer is, and use memcpy to transfer your array over.
Your array is an array of a struct you deffine your self, so in this case you would have made a struct like...
struct CUSTOMVERTEX {
FLOAT X, Y, Z;
DWORD COLOR;
};
You then make an array of type CUSTOMVERTEX and fill in the data fields.
I think my best appraoch is let my class build up an array of each component type, so an array of struct pos{ flaot x,y,z;}; an array of struct colour{ DWROD colour;}; etc.
But I will then need to merge these together so that I have an array structs like CUSTOMVERTEX.
Now, I think I have made a function that will merge to arrays together, but I am not sure if it is going to work as intended, here it is (currently missing the abilaty to actually return this 'interlaced' array)
void Utils::MergeArrays(char *ArrayA, char *ArrayB, int elementSizeA, int elementSizeB, int numElements)
{
char *packedElements = (char*)malloc(numElements* (elementSizeA, elementSizeB));
char *nextElement = packedElements;
for(int i = 0; i < numElements; ++i)
{
memcpy(nextElement, (void*)ArrayA[i], elementSizeA);
nextElement += elementSizeA;
memcpy(nextElement, (void*)ArrayB[i], elementSizeB);
nextElement += elementSizeB;
}
}
when calling this function, you will pass in the two arrays you want merged, and size of the elements in each array and the number of elements in your array.
I was asking about this in chat for a while whilst SO was down. A few things to say.
I am dealing with fairly small data sets, like 100 tops, and this (in theory) is more of an initialisation task, so should only get done once, so a bit of time is ok by me.
My final array that I want to be able to use memcpy on to transfer into the graphics card needs to have no padding, it has to be contiguous data.
EDIT The combined array of vertex data will be transfered to the GPU, this is first done by requesting the GPU to set a void* to the start of the memory I have access to and requesting space the size of my customVertex * NumOfVertex. So if my mergeArray function does loose what the types are within it, that is ok, just a long as I get my single combined array to transfer in one block /EDIT
Finally, their is a dam good chance I am barking up the wrong tree with this, so their may well be a much simpler way to just not have this problem in the first place, but part of me has dug my heals in and wants to get this system working, so I would appreciate knowing how to get such a system to work (the interlacing arrays thing)
Thank you so much... I need to sooth my head now, so I look forward to hearing any ideas on the problem.
No, no, no. The FVF system has been deprecated for years and isn't even available in D3D10 or later. D3D9 uses the VertexElement system. Sample code:
D3DVERTEXELEMENT9 VertexColElements[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END(),
};
The FVF system has a number of fundamental flaws - for example, which order the bytes go in.
On top of that, if you want to make a runtime-variant vertex data format, then you will need to write a shader for every possible variant that you may want to have, and compile them all, and spend your life swapping them around. And, the effects on the final product would be insane - for example, how could you possibly write a competitive rendering engine if you decide to take out the lighting data you need to Phong shade?
The reality is that a runtime-variant vertex format is more than a tad insane.
However, I guess I'd better lend a hand. What you really need is a polymorphic function object and some plain memory- D3D takes void*s or somesuch so that's not a big deal. When you call the function object, it adds to the FVF declaration and copies data into the memory.
class FunctionBase {
public:
virtual ~FunctionBase() {}
virtual void Call(std::vector<std::vector<char>>& vertices, std::vector<D3DVERTEXELEMENT9>& vertexdecl, int& offset) = 0;
};
// Example implementation
class Position : public FunctionBase {
virtual void Call(std::vector<std::vector<char>>& vertices, std::vector<D3DVERTEXELEMENT9>& vertexdecl, int& offset) {
std::for_each(vertices.begin(), vertices.end(), [&](std::vector<char>& data) {
float x[3] = {0};
char* ptr = (char*)x;
for(int i = 0; i < sizeof(x); i++) {
data.push_back(ptr[i]);
}
}
vertexdecl.push_back({0, offset, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0});
offset += sizeof(x);
}
};
std::vector<std::vector<char>> vertices;
std::vector<D3DVERTEXELEMENT9> vertexdecl;
vertices.resize(vertex_count);
std::vector<std::shared_ptr<FunctionBase>> functions;
// add to functions here
int offset = 0;
std::for_each(functions.begin(), functions.end(), [&](std::shared_ptr<FunctionBase>& ref) {
ref->Call(vertices, vertexdecl, offset);
});
vertexdecl.push_back(D3DDECL_END());
Excuse my use of lambdas, I use a C++0x compiler.
Your solution looks fine. But if you want something a bit more C++ish, you could try something like this:
Edit My previous solution basically recreated something that already existed, std::pair. I don't know what I was thinking, here's the even more C++ish solution:
template<typename InIt_A, typename InIt_B, typename OutIt>
void MergeArrays(InIt_A ia, InIt_B ib, OutIt out, std::size_t size)
{
for(std::size_t i=0; i<size; i++)
{
*out = make_pair(*ia,*ib);
++out;
++ia;
++ib;
}
}
int main()
{
pos p[100];
color c[100];
typedef pair<pos,color> CustomVertex;
CustomVertex cv[100];
MergeArrays(p,c,cv,100);
}
You shouldn't have to worry about padding, because all elements in a D3D vertex are either 32 bit floats, or 32 bit integers.
Edit
Here's a solution that might work. It will do all your mergings at once, and you don't need to worry about passing around the size:
// declare a different struct for each possible vertex element
struct Position { FLOAT x,y,z; };
struct Normal { FLOAT x,y,z; };
struct Diffuse { BYTE a,r,g,b; };
struct TextureCoordinates { FLOAT u,v; };
// etc...
// I'm not all too sure about all the different elements you can have in a vertex
// But you would want a parameter for each one in this function. Any element that
// you didn't use, you would just pass in a null pointer. Since it's properly
// typed, you won't be able to pass in an array of the wrong type without casting.
std::vector<char> MergeArrays(Position * ppos, Normal * pnorm, Diffuse * pdif, TextureCoordinates * ptex, int size)
{
int element_size = 0;
if(ppos) element_size += sizeof(Position);
if(pnorm) element_size += sizeof(Normal);
if(pdif) element_size += sizeof(Diffuse);
if(ptex) element_size += sizeof(TextureCoordinates);
vector<char> packed(element_size * size);
vector<char>::iterator it = packed.begin();
while(it != packed.end())
{
if(ppos)
{
it = std::copy_n(reinterpret_cast<char*>(ppos), sizeof(Position), it);
ppos++;
}
if(pnorm)
{
it = std::copy_n(reinterpret_cast<char*>(pnorm), sizeof(Normal), it);
pnorm++;
}
if(pdif)
{
it = std::copy_n(reinterpret_cast<char*>(pdif), sizeof(Diffuse), it);
pdif++;
}
if(ptex)
{
it = std::copy_n(reinterpret_cast<char*>(ptex), sizeof(TextureCoordinates), it);
ptex++;
}
}
return packed;
}
// Testing it out. We'll create an array of 10 each of some of the elements.
// We'll use Position, Normal, and Texture Coordinates. We'll pass in a NULL
// for Diffuse.
int main()
{
Position p[10];
Normal n[10];
TextureCoordinates tc[10];
// Fill in the arrays with dummy data that we can easily read. In this
// case, what we'll do is cast each array to a char*, and fill in each
// successive element with an incrementing value.
for(int i=0; i<10*sizeof(Position); i++)
{
reinterpret_cast<char*>(p)[i] = i;
}
for(int i=0; i<10*sizeof(Normal); i++)
{
reinterpret_cast<char*>(n)[i] = i;
}
for(int i=0; i<10*sizeof(TextureCoordinates); i++)
{
reinterpret_cast<char*>(tc)[i] = i;
}
vector<char> v = MergeArrays(p,n,NULL,tc,10);
// Output the vector. It should be interlaced:
// Position-Normal-TexCoordinates-Position-Normal-TexCoordinates-etc...
for_each(v.begin(), v.end(),
[](const char & c) { cout << (int)c << endl; });
cout << endl;
}
Altering your code, this should do it:
void* Utils::MergeArrays(char *ArrayA, char *ArrayB, int elementSizeA, int elementSizeB, int numElements)
{
char *packedElements = (char*)malloc(numElements* (elementSizeA + elementSizeB));
char *nextElement = packedElements;
for(int i = 0; i < numElements; ++i)
{
memcpy(nextElement, ArrayA + i*elementSizeA, elementSizeA);
nextElement += elementSizeA;
memcpy(nextElement, ArrayB + i*elementSizeB, elementSizeB);
nextElement += elementSizeB;
}
return packedElements;
}
Note that you probably want some code that merges all the attributes at once, rather than 2 at a time (think position+normal+texture coordinate+color+...). Also note that you can do that merging at the time you fill out your vertex buffer, so that you don't ever need to allocate packedElements.
Something like:
//pass the Locked buffer in as destArray
void Utils::MergeArrays(char* destArray, char **Arrays, int* elementSizes, int numArrays, int numElements)
{
char* nextElement = destArray;
for(int i = 0; i < numElements; ++i)
{
for (int array=0; array<numArrays; ++array)
{
int elementSize = elementSizes[array];
memcpy(nextElement, Arrays[array] + i*elementSize, elementSize);
nextElement += elementSize;
}
}
}
I don't know DirectX, but the exact same sort of concept exists in OpenGL, and in OpenGL you can specify the location and stride of each vertex attribute. You can have alternating attributes (like your first struct) or you scan store them in different blocks. In OpenGL you use glVertexPointer to set these things up. Considering that DirectX is ultimately running on the same hardware underneath, I suspect there's some way to do the same thing in DirectX, but I don't know what it is.
Some Googling with DirectX and glVertexPointer as keywords turns up SetFVF and SetVertexDeclaration
MSDN on SetFVF, gamedev discussion comparing them