// // 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_VERTEX_BUFFER_H #define APEX_VERTEX_BUFFER_H #include "RenderMeshAssetIntl.h" #include "ApexVertexFormat.h" #include "VertexBufferParameters.h" #include #include "ApexSharedUtils.h" #include "ApexInteropableBuffer.h" namespace nvidia { namespace apex { class ApexVertexBuffer : public VertexBufferIntl, public ApexInteropableBuffer, public NvParameterized::SerializationCallback { public: ApexVertexBuffer(); ~ApexVertexBuffer(); // from VertexBuffer const VertexFormat& getFormat() const { return mFormat; } uint32_t getVertexCount() const { return mParams->vertexCount; } void* getBuffer(uint32_t bufferIndex); void* getBufferAndFormatWritable(RenderDataFormat::Enum& format, uint32_t bufferIndex) { return getBufferAndFormat(format, bufferIndex); } void* getBufferAndFormat(RenderDataFormat::Enum& format, uint32_t bufferIndex) { format = getFormat().getBufferFormat(bufferIndex); return getBuffer(bufferIndex); } bool getBufferData(void* dstBuffer, nvidia::RenderDataFormat::Enum dstBufferFormat, uint32_t dstBufferStride, uint32_t bufferIndex, uint32_t startVertexIndex, uint32_t elementCount) const; PX_INLINE const void* getBuffer(uint32_t bufferIndex) const { return (const void*)((ApexVertexBuffer*)this)->getBuffer(bufferIndex); } PX_INLINE const void* getBufferAndFormat(RenderDataFormat::Enum& format, uint32_t bufferIndex) const { return (const void*)((ApexVertexBuffer*)this)->getBufferAndFormat(format, bufferIndex); } // from VertexBufferIntl void build(const VertexFormat& format, uint32_t vertexCount); VertexFormat& getFormatWritable() { return mFormat; } void applyTransformation(const PxMat44& transformation); void applyScale(float scale); bool mergeBinormalsIntoTangents(); void copy(uint32_t dstIndex, uint32_t srcIndex, ApexVertexBuffer* srcBufferPtr = NULL); void resize(uint32_t vertexCount); // from NvParameterized::SerializationCallback void preSerialize(void* userData_); void setParams(VertexBufferParameters* param); VertexBufferParameters* getParams() { return mParams; } uint32_t getAllocationSize() const; void applyPermutation(const Array& permutation); protected: VertexBufferParameters* mParams; ApexVertexFormat mFormat; // Wrapper class for mParams->vertexFormat }; } // namespace apex } // namespace nvidia #endif // APEX_VERTEX_BUFFER_H