1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
|
//
// 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_FORMAT_H__
#define __APEX_VERTEX_FORMAT_H__
#include "VertexFormat.h"
#include "PsUserAllocated.h"
#include "PsArray.h"
#include "VertexFormatParameters.h"
#include "ApexSharedUtils.h"
namespace nvidia
{
namespace apex
{
class ApexVertexFormat : public VertexFormat, public UserAllocated
{
public:
ApexVertexFormat();
ApexVertexFormat(VertexFormatParameters* params);
~ApexVertexFormat();
explicit ApexVertexFormat(const ApexVertexFormat& f);
// VertexFormat methods
/** \brief Resets the format to the initial state */
virtual void reset();
/** \brief Sets the winding (cull mode) for this format */
virtual void setWinding(RenderCullMode::Enum winding);
/** \brief Sets whether or not a separate bone buffer is used */
virtual void setHasSeparateBoneBuffer(bool hasSeparateBoneBuffer);
/** \brief Accessor to read winding (cull mode) */
virtual RenderCullMode::Enum getWinding() const;
/** \brief Accessor to read if a seperate vertex buffer for bone indices and weights is generated */
virtual bool hasSeparateBoneBuffer() const;
/** \brief Returns a buffer name for a semantic. Returns NULL if the semantic is invalid. */
virtual const char* getSemanticName(RenderVertexSemantic::Enum semantic) const;
/** \brief Returns a buffer ID for a semantic. For custom buffers, use the getID() function. */
virtual BufferID getSemanticID(RenderVertexSemantic::Enum semantic) const;
/** \brief Returns a buffer ID for a named buffer. For standard semantics, the getSemanticID( semantic ) function is faster, but
is equivalent to getID( getSemanticName( semantic ) ). Returns 0 if name == NULL */
virtual BufferID getID(const char* name) const;
/** \brief Adds a vertex buffer channel to this format
\param [in] name the name of a new buffer (use getSemanticName for standard semantics)
\return The buffer index. If the buffer for the semantic already exists, the index of the existing buffer is returned. Returns -1 if there is an error (e.g. name == NULL).
*/
virtual int32_t addBuffer(const char* name);
/** \brief Removes a buffer
\param [in] index the buffer to remove
\return True if successful, false otherwise (if the buffer index was invalid)
*/
virtual bool bufferReplaceWithLast(uint32_t index);
/** \brief Set the format for a buffer
\return True if successful, false otherwise (if the buffer index was invalid)
*/
virtual bool setBufferFormat(uint32_t index, RenderDataFormat::Enum format);
/** \brief Set the access type for a buffer (static, dynamic, etc.)
\return True if successful, false otherwise (if the buffer index was invalid)
*/
virtual bool setBufferAccess(uint32_t index, RenderDataAccess::Enum access);
/** \brief Set whether or not the buffer should be serialized
\return True if successful, false otherwise (if the buffer index was invalid)
*/
virtual bool setBufferSerialize(uint32_t index, bool serialize);
/** \brief Accessor to read the name of a given buffer
\return The buffer name if successful, NULL otherwise.
*/
virtual const char* getBufferName(uint32_t index) const;
/** \brief Accessor to read the semantic of a given buffer
\return The buffer semantic if successful, RenderVertexSemantic::NUM_SEMANTICS otherwise.
*/
virtual RenderVertexSemantic::Enum getBufferSemantic(uint32_t index) const;
/** \brief Accessor to read the ID of a given buffer
\return The buffer semantic if successful, 0 otherwise.
*/
virtual BufferID getBufferID(uint32_t index) const;
/** \brief Get the format for a buffer
\return The buffer format if successful, RenderDataFormat::UNSPECIFIED otherwise.
*/
virtual RenderDataFormat::Enum getBufferFormat(uint32_t index) const;
/** \brief Get the access type for a buffer (static, dynamic, etc.)
\return The buffer access if successful, RenderDataAccess::ACCESS_TYPE_COUNT otherwise.
*/
virtual RenderDataAccess::Enum getBufferAccess(uint32_t index) const;
/** \brief Get whether or not the buffer should be serialized
\return Whether or not the buffer should be serialized if successful, false otherwise.
*/
virtual bool getBufferSerialize(uint32_t index) const;
/** \brief Accessor to read the number of buffers */
virtual uint32_t getBufferCount() const;
/** \brief Returns the number of buffers that are user-specified */
virtual uint32_t getCustomBufferCount() const;
/** \brief Accessor to get the buffer index
If the buffer is not found, -1 is returned
*/
virtual int32_t getBufferIndexFromID(BufferID id) const;
// ApexVertexFormat internal methods
bool operator == (const VertexFormat& format) const;
bool operator != (const VertexFormat& format) const
{
return !(*this == format);
}
void copy(const ApexVertexFormat& other);
private:
void clearBuffers();
ApexVertexFormat& operator = (const ApexVertexFormat&)
{
return *this; // No assignment
}
struct CustomBuffer
{
char* name;
RenderDataFormat::Enum format;
bool serialize;
};
VertexFormatParameters* mParams;
bool mOwnsParams;
friend class ApexVertexBuffer;
};
}
} // end namespace nvidia::apex
#endif // __APEX_VERTEX_FORMAT_H__
|