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diff --git a/APEX_1.4/framework/include/ApexRenderSubmesh.h b/APEX_1.4/framework/include/ApexRenderSubmesh.h
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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 APEX_RENDER_SUBMESH_H
+#define APEX_RENDER_SUBMESH_H
+
+#include "RenderMeshAssetIntl.h"
+#include "ApexVertexBuffer.h"
+#include "SubmeshParameters.h"
+
+namespace nvidia
+{
+namespace apex
+{
+
+class ApexRenderSubmesh : public RenderSubmeshIntl, public UserAllocated
+{
+public:
+ ApexRenderSubmesh() : mParams(NULL) {}
+ ~ApexRenderSubmesh() {}
+
+ // from RenderSubmesh
+ virtual uint32_t getVertexCount(uint32_t partIndex) const
+ {
+ return mParams->vertexPartition.buf[partIndex + 1] - mParams->vertexPartition.buf[partIndex];
+ }
+
+ virtual const VertexBufferIntl& getVertexBuffer() const
+ {
+ return mVertexBuffer;
+ }
+
+ virtual uint32_t getFirstVertexIndex(uint32_t partIndex) const
+ {
+ return mParams->vertexPartition.buf[partIndex];
+ }
+
+ virtual uint32_t getIndexCount(uint32_t partIndex) const
+ {
+ return mParams->indexPartition.buf[partIndex + 1] - mParams->indexPartition.buf[partIndex];
+ }
+
+ virtual const uint32_t* getIndexBuffer(uint32_t partIndex) const
+ {
+ return mParams->indexBuffer.buf + mParams->indexPartition.buf[partIndex];
+ }
+
+ virtual const uint32_t* getSmoothingGroups(uint32_t partIndex) const
+ {
+ return mParams->smoothingGroups.buf != NULL ? (mParams->smoothingGroups.buf + mParams->indexPartition.buf[partIndex]/3) : NULL;
+ }
+
+
+ // from RenderSubmeshIntl
+ virtual VertexBufferIntl& getVertexBufferWritable()
+ {
+ return mVertexBuffer;
+ }
+
+ virtual uint32_t* getIndexBufferWritable(uint32_t partIndex)
+ {
+ return mParams->indexBuffer.buf + mParams->indexPartition.buf[partIndex];
+ }
+
+ virtual void applyPermutation(const Array<uint32_t>& old2new, const Array<uint32_t>& new2old);
+
+ // own methods
+
+ uint32_t getTotalIndexCount() const
+ {
+ return (uint32_t)mParams->indexBuffer.arraySizes[0];
+ }
+
+ uint32_t* getIndexBufferWritable(uint32_t partIndex) const
+ {
+ return mParams->indexBuffer.buf + mParams->indexPartition.buf[partIndex];
+ }
+
+ bool createFromParameters(SubmeshParameters* params);
+
+ void setParams(SubmeshParameters* submeshParams, VertexBufferParameters* vertexBufferParams);
+
+ void addStats(RenderMeshAssetStats& stats) const;
+
+ void buildVertexBuffer(const VertexFormat& format, uint32_t vertexCount);
+
+ SubmeshParameters* mParams;
+
+private:
+ ApexVertexBuffer mVertexBuffer;
+
+ // No assignment
+ ApexRenderSubmesh& operator = (const ApexRenderSubmesh&);
+};
+
+} // namespace apex
+} // namespace nvidia
+
+#endif // APEX_RENDER_SUBMESH_H