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/*
* 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_CUSTOM_BUFFER_ITERARTOR_H__
#define __APEX_CUSTOM_BUFFER_ITERARTOR_H__
#include "CustomBufferIterator.h"
#include <PsUserAllocated.h>
#include <PsArray.h>
#include <ApexUsingNamespace.h>
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<CustomBuffer> mCustomBuffers;
};
}
} // end namespace nvidia::apex
#endif // __APEX_CUSTOM_BUFFER_ITERARTOR_H__
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