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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_VERTEX_BUFFER_H
#define APEX_VERTEX_BUFFER_H
#include "RenderMeshAssetIntl.h"
#include "ApexVertexFormat.h"
#include "VertexBufferParameters.h"
#include <nvparameterized/NvParameterized.h>
#include "ApexSharedUtils.h"
#include "ApexInteropableBuffer.h"
namespace nvidia
{
namespace apex
{
class ApexVertexBuffer : public VertexBufferIntl, public ApexInteropableBuffer, public NvParameterized::SerializationCallback
{
public:
ApexVertexBuffer();
~ApexVertexBuffer();
// from VertexBuffer
const VertexFormat& getFormat() const
{
return mFormat;
}
uint32_t getVertexCount() const
{
return mParams->vertexCount;
}
void* getBuffer(uint32_t bufferIndex);
void* getBufferAndFormatWritable(RenderDataFormat::Enum& format, uint32_t bufferIndex)
{
return getBufferAndFormat(format, bufferIndex);
}
void* getBufferAndFormat(RenderDataFormat::Enum& format, uint32_t bufferIndex)
{
format = getFormat().getBufferFormat(bufferIndex);
return getBuffer(bufferIndex);
}
bool getBufferData(void* dstBuffer, nvidia::RenderDataFormat::Enum dstBufferFormat, uint32_t dstBufferStride, uint32_t bufferIndex,
uint32_t startVertexIndex, uint32_t elementCount) const;
PX_INLINE const void* getBuffer(uint32_t bufferIndex) const
{
return (const void*)((ApexVertexBuffer*)this)->getBuffer(bufferIndex);
}
PX_INLINE const void* getBufferAndFormat(RenderDataFormat::Enum& format, uint32_t bufferIndex) const
{
return (const void*)((ApexVertexBuffer*)this)->getBufferAndFormat(format, bufferIndex);
}
// from VertexBufferIntl
void build(const VertexFormat& format, uint32_t vertexCount);
VertexFormat& getFormatWritable()
{
return mFormat;
}
void applyTransformation(const PxMat44& transformation);
void applyScale(float scale);
bool mergeBinormalsIntoTangents();
void copy(uint32_t dstIndex, uint32_t srcIndex, ApexVertexBuffer* srcBufferPtr = NULL);
void resize(uint32_t vertexCount);
// from NvParameterized::SerializationCallback
void preSerialize(void* userData_);
void setParams(VertexBufferParameters* param);
VertexBufferParameters* getParams()
{
return mParams;
}
uint32_t getAllocationSize() const;
void applyPermutation(const Array<uint32_t>& permutation);
protected:
VertexBufferParameters* mParams;
ApexVertexFormat mFormat; // Wrapper class for mParams->vertexFormat
};
} // namespace apex
} // namespace nvidia
#endif // APEX_VERTEX_BUFFER_H
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