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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_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__
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