/* * Copyright (c) 2008-2017, 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_VERTEX_FORMAT_H__ #define __APEX_VERTEX_FORMAT_H__ #include "VertexFormat.h" #include "PsUserAllocated.h" #include "PsArray.h" #include "VertexFormatParameters.h" #include "ApexSharedUtils.h" namespace nvidia { namespace apex { class ApexVertexFormat : public VertexFormat, public UserAllocated { public: ApexVertexFormat(); ApexVertexFormat(VertexFormatParameters* params); ~ApexVertexFormat(); explicit ApexVertexFormat(const ApexVertexFormat& f); // VertexFormat methods /** \brief Resets the format to the initial state */ virtual void reset(); /** \brief Sets the winding (cull mode) for this format */ virtual void setWinding(RenderCullMode::Enum winding); /** \brief Sets whether or not a separate bone buffer is used */ virtual void setHasSeparateBoneBuffer(bool hasSeparateBoneBuffer); /** \brief Accessor to read winding (cull mode) */ virtual RenderCullMode::Enum getWinding() const; /** \brief Accessor to read if a seperate vertex buffer for bone indices and weights is generated */ virtual bool hasSeparateBoneBuffer() const; /** \brief Returns a buffer name for a semantic. Returns NULL if the semantic is invalid. */ virtual const char* getSemanticName(RenderVertexSemantic::Enum semantic) const; /** \brief Returns a buffer ID for a semantic. For custom buffers, use the getID() function. */ virtual BufferID getSemanticID(RenderVertexSemantic::Enum semantic) const; /** \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; /** \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); /** \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); /** \brief Set the format for a buffer \return True if successful, false otherwise (if the buffer index was invalid) */ virtual bool setBufferFormat(uint32_t index, RenderDataFormat::Enum format); /** \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); /** \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); /** \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; /** \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; /** \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; /** \brief Get the format for a buffer \return The buffer format if successful, RenderDataFormat::UNSPECIFIED otherwise. */ virtual RenderDataFormat::Enum getBufferFormat(uint32_t index) const; /** \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; /** \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; /** \brief Accessor to read the number of buffers */ virtual uint32_t getBufferCount() const; /** \brief Returns the number of buffers that are user-specified */ virtual uint32_t getCustomBufferCount() const; /** \brief Accessor to get the buffer index If the buffer is not found, -1 is returned */ virtual int32_t getBufferIndexFromID(BufferID id) const; // ApexVertexFormat internal methods bool operator == (const VertexFormat& format) const; bool operator != (const VertexFormat& format) const { return !(*this == format); } void copy(const ApexVertexFormat& other); private: void clearBuffers(); ApexVertexFormat& operator = (const ApexVertexFormat&) { return *this; // No assignment } struct CustomBuffer { char* name; RenderDataFormat::Enum format; bool serialize; }; VertexFormatParameters* mParams; bool mOwnsParams; friend class ApexVertexBuffer; }; } } // end namespace nvidia::apex #endif // __APEX_VERTEX_FORMAT_H__