// // 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 CUSTOM_BUFFER_ITERATOR_H #define CUSTOM_BUFFER_ITERATOR_H /*! \file \brief class CustomBufferIterator */ #include "RenderMesh.h" namespace nvidia { namespace apex { PX_PUSH_PACK_DEFAULT /** \brief This class is used to access specific elements in an untyped chunk of memory */ class CustomBufferIterator { public: /** \brief Returns the memory start of a specific vertex. All custom buffers are stored interleaved, so this is also the memory start of the first attribute of this vertex. */ virtual void* getVertex(uint32_t triangleIndex, uint32_t vertexIndex) const = 0; /** \brief Returns the index of a certain custom buffer. \note This is constant throughout the existence of this class. */ virtual int32_t getAttributeIndex(const char* attributeName) const = 0; /** \brief Returns a pointer to a certain attribute of the specified vertex/triangle. \param [in] triangleIndex Which triangle \param [in] vertexIndex Which of the vertices of this triangle (must be either 0, 1 or 2) \param [in] attributeName The name of the attribute you wish the data for \param [out] outFormat The format of the attribute, reinterpret_cast the void pointer accordingly. */ virtual void* getVertexAttribute(uint32_t triangleIndex, uint32_t vertexIndex, const char* attributeName, RenderDataFormat::Enum& outFormat) const = 0; /** \brief Returns a pointer to a certain attribute of the specified vertex/triangle. \note This is the faster method than the one above since it won't do any string comparisons \param [in] triangleIndex Which triangle \param [in] vertexIndex Which of the vertices of this triangle (must be either 0, 1 or 2) \param [in] attributeIndex The indexof the attribute you wish the data for (use CustomBufferIterator::getAttributeIndex to find the index to a certain attribute name \param [out] outFormat The format of the attribute, reinterpret_cast the void pointer accordingly. \param [out] outName The name associated with the attribute */ virtual void* getVertexAttribute(uint32_t triangleIndex, uint32_t vertexIndex, uint32_t attributeIndex, RenderDataFormat::Enum& outFormat, const char*& outName) const = 0; protected: CustomBufferIterator() {} virtual ~CustomBufferIterator() {} }; PX_POP_PACK } } // end namespace nvidia::apex #endif // CUSTOM_BUFFER_ITERATOR_H