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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 CUSTOM_BUFFER_ITERATOR_H
#define CUSTOM_BUFFER_ITERATOR_H
/*!
\file
\brief class CustomBufferIterator
*/
#include "RenderMesh.h"
namespace nvidia
{
namespace apex
{
PX_PUSH_PACK_DEFAULT
/**
\brief This class is used to access specific elements in an untyped chunk of memory
*/
class CustomBufferIterator
{
public:
/**
\brief Returns the memory start of a specific vertex.
All custom buffers are stored interleaved, so this is also the memory start of the first attribute of this vertex.
*/
virtual void* getVertex(uint32_t triangleIndex, uint32_t vertexIndex) const = 0;
/**
\brief Returns the index of a certain custom buffer.
\note This is constant throughout the existence of this class.
*/
virtual int32_t getAttributeIndex(const char* attributeName) const = 0;
/**
\brief Returns a pointer to a certain attribute of the specified vertex/triangle.
\param [in] triangleIndex Which triangle
\param [in] vertexIndex Which of the vertices of this triangle (must be either 0, 1 or 2)
\param [in] attributeName The name of the attribute you wish the data for
\param [out] outFormat The format of the attribute, reinterpret_cast the void pointer accordingly.
*/
virtual void* getVertexAttribute(uint32_t triangleIndex, uint32_t vertexIndex, const char* attributeName, RenderDataFormat::Enum& outFormat) const = 0;
/**
\brief Returns a pointer to a certain attribute of the specified vertex/triangle.
\note This is the faster method than the one above since it won't do any string comparisons
\param [in] triangleIndex Which triangle
\param [in] vertexIndex Which of the vertices of this triangle (must be either 0, 1 or 2)
\param [in] attributeIndex The indexof the attribute you wish the data for (use CustomBufferIterator::getAttributeIndex to find the index to a certain attribute name
\param [out] outFormat The format of the attribute, reinterpret_cast the void pointer accordingly.
\param [out] outName The name associated with the attribute
*/
virtual void* getVertexAttribute(uint32_t triangleIndex, uint32_t vertexIndex, uint32_t attributeIndex, RenderDataFormat::Enum& outFormat, const char*& outName) const = 0;
protected:
CustomBufferIterator() {}
virtual ~CustomBufferIterator() {}
};
PX_POP_PACK
}
} // end namespace nvidia::apex
#endif // CUSTOM_BUFFER_ITERATOR_H
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