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//
// 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_RENDER_SUBMESH_H
#define APEX_RENDER_SUBMESH_H
#include "RenderMeshAssetIntl.h"
#include "ApexVertexBuffer.h"
#include "SubmeshParameters.h"
namespace nvidia
{
namespace apex
{
class ApexRenderSubmesh : public RenderSubmeshIntl, public UserAllocated
{
public:
ApexRenderSubmesh() : mParams(NULL) {}
~ApexRenderSubmesh() {}
// from RenderSubmesh
virtual uint32_t getVertexCount(uint32_t partIndex) const
{
return mParams->vertexPartition.buf[partIndex + 1] - mParams->vertexPartition.buf[partIndex];
}
virtual const VertexBufferIntl& getVertexBuffer() const
{
return mVertexBuffer;
}
virtual uint32_t getFirstVertexIndex(uint32_t partIndex) const
{
return mParams->vertexPartition.buf[partIndex];
}
virtual uint32_t getIndexCount(uint32_t partIndex) const
{
return mParams->indexPartition.buf[partIndex + 1] - mParams->indexPartition.buf[partIndex];
}
virtual const uint32_t* getIndexBuffer(uint32_t partIndex) const
{
return mParams->indexBuffer.buf + mParams->indexPartition.buf[partIndex];
}
virtual const uint32_t* getSmoothingGroups(uint32_t partIndex) const
{
return mParams->smoothingGroups.buf != NULL ? (mParams->smoothingGroups.buf + mParams->indexPartition.buf[partIndex]/3) : NULL;
}
// from RenderSubmeshIntl
virtual VertexBufferIntl& getVertexBufferWritable()
{
return mVertexBuffer;
}
virtual uint32_t* getIndexBufferWritable(uint32_t partIndex)
{
return mParams->indexBuffer.buf + mParams->indexPartition.buf[partIndex];
}
virtual void applyPermutation(const Array<uint32_t>& old2new, const Array<uint32_t>& new2old);
// own methods
uint32_t getTotalIndexCount() const
{
return (uint32_t)mParams->indexBuffer.arraySizes[0];
}
uint32_t* getIndexBufferWritable(uint32_t partIndex) const
{
return mParams->indexBuffer.buf + mParams->indexPartition.buf[partIndex];
}
bool createFromParameters(SubmeshParameters* params);
void setParams(SubmeshParameters* submeshParams, VertexBufferParameters* vertexBufferParams);
void addStats(RenderMeshAssetStats& stats) const;
void buildVertexBuffer(const VertexFormat& format, uint32_t vertexCount);
SubmeshParameters* mParams;
private:
ApexVertexBuffer mVertexBuffer;
// No assignment
ApexRenderSubmesh& operator = (const ApexRenderSubmesh&);
};
} // namespace apex
} // namespace nvidia
#endif // APEX_RENDER_SUBMESH_H
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