// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef __APEX_CUSTOM_BUFFER_ITERARTOR_H__ #define __APEX_CUSTOM_BUFFER_ITERARTOR_H__ #include "CustomBufferIterator.h" #include #include #include namespace nvidia { namespace apex { class ApexCustomBufferIterator : public CustomBufferIterator, public UserAllocated { public: ApexCustomBufferIterator(); // CustomBufferIterator methods virtual void setData(void* data, uint32_t elemSize, uint32_t maxTriangles); virtual void addCustomBuffer(const char* name, RenderDataFormat::Enum format, uint32_t offset); virtual void* getVertex(uint32_t triangleIndex, uint32_t vertexIndex) const; virtual int32_t getAttributeIndex(const char* attributeName) const; virtual void* getVertexAttribute(uint32_t triangleIndex, uint32_t vertexIndex, const char* attributeName, RenderDataFormat::Enum& outFormat) const; virtual void* getVertexAttribute(uint32_t triangleIndex, uint32_t vertexIndex, uint32_t attributeIndex, RenderDataFormat::Enum& outFormat, const char*& outName) const; private: uint8_t* mData; uint32_t mElemSize; uint32_t mMaxTriangles; struct CustomBuffer { const char* name; uint32_t offset; RenderDataFormat::Enum format; }; physx::Array mCustomBuffers; }; } } // end namespace nvidia::apex #endif // __APEX_CUSTOM_BUFFER_ITERARTOR_H__