// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2014-2021 NVIDIA Corporation. All rights reserved. #pragma once #include #define MESH_API extern "C" __declspec(dllexport) /// ****************** Mesh Context Public ******************************* typedef unsigned int MeshUint; typedef unsigned char MeshUint8; struct MeshContext; struct MeshContextDesc; MESH_API MeshContext* MeshContextCreate(const MeshContextDesc* desc); MESH_API void MeshContextUpdate(MeshContext* context, const MeshContextDesc* desc); MESH_API void MeshContextRelease(MeshContext* context); /// ****************** Mesh Interface Public ********************** struct Mesh; enum MeshRenderMode { MESH_RENDER_SOLID = 0 }; struct MeshDrawParams { MeshUint renderMode; DirectX::XMMATRIX projection; DirectX::XMMATRIX view; DirectX::XMMATRIX model; }; struct MeshData { MeshUint numVertices; float* positions; MeshUint positionStride; float* normals; MeshUint normalStride; MeshUint numIndices; MeshUint* indices; float boundsMin[3]; float boundsMax[3]; }; MESH_API Mesh* MeshCreate(MeshContext* context); MESH_API void MeshLoadFromFile(Mesh* mesh, const char* filename); MESH_API void MeshGetData(Mesh* mesh, MeshData* data); MESH_API void MeshDraw(Mesh* mesh, const MeshDrawParams* params); MESH_API void MeshRelease(Mesh* mesh); /// ****************** Mesh Context Implementation ******************************* struct MeshVertex { float x, y, z; float nx, ny, nz; }; struct MeshIndexBuffer; struct MeshVertexBuffer; MESH_API MeshIndexBuffer* MeshIndexBufferCreate(MeshContext* context, MeshUint* indices, MeshUint numIndices); MESH_API void MeshIndexBufferRelease(MeshIndexBuffer* buffer); MESH_API MeshVertexBuffer* MeshVertexBufferCreate(MeshContext* context, MeshVertex* vertices, MeshUint numVertices); MESH_API void MeshVertexBufferRelease(MeshVertexBuffer* buffer); struct MeshContextDrawParams { const MeshDrawParams* params; MeshIndexBuffer* indexBuffer; MeshVertexBuffer* vertexBuffer; }; MESH_API void MeshContextDraw(MeshContext* context, const MeshContextDrawParams* params);