00001 // 00002 // Redistribution and use in source and binary forms, with or without 00003 // modification, are permitted provided that the following conditions 00004 // are met: 00005 // * Redistributions of source code must retain the above copyright 00006 // notice, this list of conditions and the following disclaimer. 00007 // * Redistributions in binary form must reproduce the above copyright 00008 // notice, this list of conditions and the following disclaimer in the 00009 // documentation and/or other materials provided with the distribution. 00010 // * Neither the name of NVIDIA CORPORATION nor the names of its 00011 // contributors may be used to endorse or promote products derived 00012 // from this software without specific prior written permission. 00013 // 00014 // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY 00015 // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 00016 // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 00017 // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR 00018 // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 00019 // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 00020 // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 00021 // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY 00022 // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 00023 // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 00024 // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 00025 // 00026 // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. 00027 00028 00029 00030 #ifndef RENDER_MESH_H 00031 #define RENDER_MESH_H 00032 00038 #include "ApexUsingNamespace.h" 00039 #include "VertexFormat.h" 00040 00041 namespace nvidia 00042 { 00043 namespace apex 00044 { 00045 00046 PX_PUSH_PACK_DEFAULT 00047 00048 class RenderMeshActor; 00049 class Context; 00050 struct VertexUV; 00051 00052 00056 class VertexBuffer 00057 { 00058 public: 00062 virtual uint32_t getVertexCount() const = 0; 00063 00067 virtual const VertexFormat& getFormat() const = 0; 00068 00072 virtual VertexFormat& getFormatWritable() = 0; 00073 00078 virtual const void* getBuffer(uint32_t bufferIndex) const = 0; 00079 00083 virtual const void* getBufferAndFormat(RenderDataFormat::Enum& format, uint32_t bufferIndex) const = 0; 00084 00088 virtual void* getBufferAndFormatWritable(RenderDataFormat::Enum& format, uint32_t bufferIndex) = 0; 00089 00097 virtual bool getBufferData(void* dstBuffer, nvidia::RenderDataFormat::Enum dstBufferFormat, uint32_t dstBufferStride, uint32_t bufferIndex, 00098 uint32_t startVertexIndex, uint32_t elementCount) const = 0; 00099 00100 protected: 00101 /* Do not allow class to be created directly */ 00102 VertexBuffer() {} 00103 }; 00104 00105 00109 class RenderSubmesh 00110 { 00111 public: 00112 virtual ~RenderSubmesh() {} 00113 00117 virtual uint32_t getVertexCount(uint32_t partIndex) const = 0; 00118 00122 virtual const VertexBuffer& getVertexBuffer() const = 0; 00123 00127 virtual VertexBuffer& getVertexBufferWritable() = 0; 00128 00133 virtual uint32_t getFirstVertexIndex(uint32_t partIndex) const = 0; 00134 00138 virtual uint32_t getIndexCount(uint32_t partIndex) const = 0; 00139 00143 virtual const uint32_t* getIndexBuffer(uint32_t partIndex) const = 0; 00144 00150 virtual const uint32_t* getSmoothingGroups(uint32_t partIndex) const = 0; 00151 00152 protected: 00153 RenderSubmesh() {} 00154 }; 00155 00156 PX_POP_PACK 00157 00158 } 00159 } // end namespace nvidia::apex 00160 00161 #endif // RENDER_MESH_H