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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_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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