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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/include/VertexFormat.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+/*
+ * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+ *
+ * NVIDIA CORPORATION and its licensors retain all intellectual property
+ * and proprietary rights in and to this software, 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.
+ */
+
+
+#ifndef VERTEX_FORMAT_H
+#define VERTEX_FORMAT_H
+
+/*!
+\file
+\brief class VertexFormat and struct VertexFormatFlag
+*/
+
+#include "ApexUsingNamespace.h"
+#include "UserRenderResourceManager.h"
+#include "UserRenderVertexBufferDesc.h"
+
+namespace nvidia
+{
+namespace apex
+{
+
+PX_PUSH_PACK_DEFAULT
+
+/**
+\brief Color stored in 32 bits
+*/
+struct ColorRGBA
+{
+ ///Constructor
+ ColorRGBA() : r(0xFF), g(0xFF), b(0xFF), a(0xFF) {}
+ ///Constructor
+ ColorRGBA(uint8_t _r, uint8_t _g, uint8_t _b, uint8_t _a) : r(_r), g(_g), b(_b), a(_a) {}
+
+ ///color
+ uint8_t r;
+ ///color
+ uint8_t g;
+ ///color
+ uint8_t b;
+ ///color
+ uint8_t a;
+};
+
+/**
+\brief Type of render data
+*/
+struct RenderDataAccess
+{
+ /**
+ \brief Enum of type of render data
+ */
+ enum Enum
+ {
+ STATIC = 0,
+ DYNAMIC,
+ STREAMING,
+
+ ACCESS_TYPE_COUNT
+ };
+};
+
+/**
+\brief Describes the format of an VertexBuffer.
+*/
+class VertexFormat
+{
+public:
+
+ enum
+ {
+ MAX_UV_COUNT = 4,
+ MAX_BONE_PER_VERTEX_COUNT = 4,
+ };
+
+ /** \brief Buffer ID */
+ typedef uint32_t BufferID;
+
+
+ /** \brief Resets the format to the initial state */
+ virtual void reset() = 0;
+
+
+ /** \brief Sets the winding (cull mode) for this format */
+ virtual void setWinding(RenderCullMode::Enum winding) = 0;
+
+ /** \brief Sets whether or not a separate bone buffer is used */
+ virtual void setHasSeparateBoneBuffer(bool hasSeparateBoneBuffer) = 0;
+
+ /** \brief Accessor to read winding (cull mode) */
+ virtual RenderCullMode::Enum getWinding() const = 0;
+
+ /** \brief Accessor to read if a seperate vertex buffer for bone indices and weights is generated */
+ virtual bool hasSeparateBoneBuffer() const = 0;
+
+
+ /** \brief Returns a buffer name for a semantic. Returns NULL if the semantic is invalid */
+ virtual const char* getSemanticName(RenderVertexSemantic::Enum semantic) const = 0;
+
+ /** \brief Returns a buffer ID for a semantic. For custom buffers, use the getID() function. */
+ virtual BufferID getSemanticID(RenderVertexSemantic::Enum semantic) const = 0;
+
+ /** \brief Returns a buffer ID for a named buffer. For standard semantics, the getSemanticID( semantic ) function is faster, but
+ is equivalent to getID( getSemanticName( semantic ) ). Returns 0 if name == NULL */
+ virtual BufferID getID(const char* name) const = 0;
+
+
+ /** \brief Adds a vertex buffer channel to this format
+ \param [in] name the name of a new buffer (use getSemanticName for standard semantics)
+ \return The buffer index. If the buffer for the semantic already exists, the index of the existing buffer is returned. Returns -1 if there is an error (e.g. name == NULL).
+ */
+ virtual int32_t addBuffer(const char* name) = 0;
+
+ /** \brief Removes a buffer
+ \param [in] index the buffer to remove
+ \return True if successful, false otherwise (if the buffer index was invalid)
+ */
+ virtual bool bufferReplaceWithLast(uint32_t index) = 0;
+
+
+ /** \brief Set the format for a semantic
+ \return True if successful, false otherwise (if the buffer index was invalid)
+ */
+ virtual bool setBufferFormat(uint32_t index, RenderDataFormat::Enum format) = 0;
+
+ /** \brief Set the access type for a buffer (static, dynamic, etc.)
+ \return True if successful, false otherwise (if the buffer index was invalid)
+ */
+ virtual bool setBufferAccess(uint32_t index, RenderDataAccess::Enum access) = 0;
+
+ /** \brief Set whether or not the buffer should be serialized
+ \return True if successful, false otherwise (if the buffer index was invalid)
+ */
+ virtual bool setBufferSerialize(uint32_t index, bool serialize) = 0;
+
+
+ /** \brief Accessor to read the name of a given buffer
+ \return The buffer name if successful, NULL otherwise.
+ */
+ virtual const char* getBufferName(uint32_t index) const = 0;
+
+ /** \brief Accessor to read the semantic of a given buffer
+ \return The buffer semantic if successful, RenderVertexSemantic::NUM_SEMANTICS otherwise.
+ */
+ virtual RenderVertexSemantic::Enum getBufferSemantic(uint32_t index) const = 0;
+
+ /** \brief Accessor to read the ID of a given buffer
+ \return The buffer semantic if successful, 0 otherwise.
+ */
+ virtual BufferID getBufferID(uint32_t index) const = 0;
+
+ /** \brief Get the format for a buffer
+ \return The buffer format if successful, RenderDataFormat::UNSPECIFIED otherwise.
+ */
+ virtual RenderDataFormat::Enum getBufferFormat(uint32_t index) const = 0;
+
+ /** \brief Get the access type for a buffer (static, dynamic, etc.)
+ \return The buffer access if successful, RenderDataAccess::ACCESS_TYPE_COUNT otherwise.
+ */
+ virtual RenderDataAccess::Enum getBufferAccess(uint32_t index) const = 0;
+
+ /** \brief Get whether or not the buffer should be serialized
+ \return Whether or not the buffer should be serialized if successful, false otherwise.
+ */
+ virtual bool getBufferSerialize(uint32_t index) const = 0;
+
+
+ /** \brief Accessor to read the number of buffers */
+ virtual uint32_t getBufferCount() const = 0;
+
+ /** \brief Returns the number of buffers that are user-specified */
+ virtual uint32_t getCustomBufferCount() const = 0;
+
+ /** \brief Accessor to get the buffer index
+ If the buffer is not found, -1 is returned
+ */
+ virtual int32_t getBufferIndexFromID(BufferID id) const = 0;
+
+
+protected:
+ VertexFormat() {}
+ virtual ~VertexFormat() {}
+};
+
+PX_POP_PACK
+
+}
+} // end namespace nvidia::apex
+
+#endif // VERTEX_FORMAT_H