/* * 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 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