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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.
*/
#include "ApexRenderSubmesh.h"
//#include "ApexStream.h"
//#include "ApexSharedSerialization.h"
#include "ApexSDKIntl.h"
namespace nvidia
{
namespace apex
{
PX_INLINE uint32_t findIndexedNeighbors(uint32_t indexedNeighbors[3], uint32_t triangleIndex,
const uint32_t* indexBuffer, const uint32_t* vertexTriangleRefs, const uint32_t* vertexToTriangleMap)
{
uint32_t indexedNeighborCount = 0;
const uint32_t* triangleVertexIndices = indexBuffer + 3 * triangleIndex;
for (uint32_t v = 0; v < 3; ++v)
{
const uint32_t vertexIndex = triangleVertexIndices[v];
const uint32_t prevVertexIndex = triangleVertexIndices[(3 >> v) ^ 1];
// Find all other triangles which have this vertex
const uint32_t mapStart = vertexTriangleRefs[vertexIndex];
const uint32_t mapStop = vertexTriangleRefs[vertexIndex + 1];
for (uint32_t i = mapStart; i < mapStop; ++i)
{
const uint32_t neighborTriangleIndex = vertexToTriangleMap[i];
// See if the previous vertex on the triangle matches the next vertex on the neighbor. (This will
// automatically exclude the triangle itself, so no check to exclude a self-check is made.)
const uint32_t* neighborTriangleVertexIndices = indexBuffer + 3 * neighborTriangleIndex;
const uint8_t indexMatch = (uint8_t)((uint8_t)(neighborTriangleVertexIndices[0] == vertexIndex) |
(uint8_t)(neighborTriangleVertexIndices[1] == vertexIndex) << 1 |
(uint8_t)(neighborTriangleVertexIndices[2] == vertexIndex) << 2);
const uint32_t nextNeighborVertexIndex = neighborTriangleVertexIndices[indexMatch & 3];
if (nextNeighborVertexIndex == prevVertexIndex)
{
// Found a neighbor
indexedNeighbors[indexedNeighborCount++] = neighborTriangleIndex;
}
}
}
return indexedNeighborCount;
}
void ApexRenderSubmesh::applyPermutation(const Array<uint32_t>& old2new, const Array<uint32_t>& new2old)
{
if (mParams->vertexPartition.arraySizes[0] == 2)
{
mVertexBuffer.applyPermutation(new2old);
}
const uint32_t numIndices = (uint32_t)mParams->indexBuffer.arraySizes[0];
for (uint32_t i = 0; i < numIndices; i++)
{
PX_ASSERT(mParams->indexBuffer.buf[i] < old2new.size());
mParams->indexBuffer.buf[i] = old2new[mParams->indexBuffer.buf[i]];
}
}
bool ApexRenderSubmesh::createFromParameters(SubmeshParameters* params)
{
mParams = params;
if (mParams->vertexBuffer == NULL)
{
NvParameterized::Traits* traits = GetInternalApexSDK()->getParameterizedTraits();
mParams->vertexBuffer = traits->createNvParameterized(VertexBufferParameters::staticClassName());
}
mVertexBuffer.setParams(static_cast<VertexBufferParameters*>(mParams->vertexBuffer));
return true;
}
void ApexRenderSubmesh::setParams(SubmeshParameters* submeshParams, VertexBufferParameters* vertexBufferParams)
{
if (vertexBufferParams == NULL && submeshParams != NULL)
{
vertexBufferParams = static_cast<VertexBufferParameters*>(submeshParams->vertexBuffer);
PX_ASSERT(vertexBufferParams != NULL);
}
else if (submeshParams != NULL && submeshParams->vertexBuffer == NULL)
{
submeshParams->vertexBuffer = vertexBufferParams;
}
else if (mParams == NULL)
{
// Only emit this warning if mParams is empty yet (not on destruction of the object)
APEX_INTERNAL_ERROR("Confliciting parameterized objects!");
}
mParams = submeshParams;
mVertexBuffer.setParams(vertexBufferParams);
}
void ApexRenderSubmesh::addStats(RenderMeshAssetStats& stats) const
{
stats.vertexCount += mVertexBuffer.getVertexCount();
stats.indexCount += mParams->indexBuffer.arraySizes[0];
const uint32_t submeshVertexBytes = mVertexBuffer.getAllocationSize();
stats.vertexBufferBytes += submeshVertexBytes;
stats.totalBytes += submeshVertexBytes;
const uint32_t submeshIndexBytes = mParams->indexBuffer.arraySizes[0] * sizeof(uint32_t);
stats.indexBufferBytes += submeshIndexBytes;
stats.totalBytes += submeshIndexBytes;
stats.totalBytes += mParams->smoothingGroups.arraySizes[0] * sizeof(uint32_t);
}
void ApexRenderSubmesh::buildVertexBuffer(const VertexFormat& format, uint32_t vertexCount)
{
mVertexBuffer.build(format, vertexCount);
}
} // namespace apex
} // namespace nvidia
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