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/*
Copyright ( c ) 2014 , Conor Stokes
All rights reserved .
Redistribution and use in source and binary forms , with or without
modification , are permitted provided that the following conditions are met :
1. Redistributions of source code must retain the above copyright notice , this
list of conditions and the following disclaimer .
2. 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 .
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS " 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 .
*/
# ifndef INDEX_BUFFER_COMPRESSION_H__
# define INDEX_BUFFER_COMPRESSION_H__
# pragma once
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# include <stdint.h>
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# include "writebitstream.h"
# include "indexbuffercompressionformat.h"
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// Compress an index buffer, writing the results out to a bitstream and providing a vertex remapping (which will be in pre-transform cache optimised
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// order).
//
// It works by outputting a code (along with any required index symbols) per vertex.
//
// Parameters:
// [in] triangles - A typical triangle list index buffer (3 indices to vertices per triangle). 16 bit indices.
// [in] triangle count - The number of triangles to process.
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// [out] vertexRemap - This will be populated with re-mappings that map old vertices to new vertex locations (a new ordering),
// where indexing with the old vertex index will get you the new one. Vertices that are unused will
// be mapped to 0xFFFFFFFF.
// You should re-order the vertices and removed unused ones based on the vertex remap, instead of storing
// the remap.
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// It should be allocated as a with at least vertexCount entries.
// [in] vertexCount - The number of vertices in the mesh. This should be less than 0xFFFFFFFF/2^32 - 1.
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// [in] format - The compression format to use for encoding - note the format will be encoded with the compressed data so the decompressor can select the correct algorithm.
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// [in] output - The stream that the compressed data will be written to. Note that we will not flush/finish the stream
// in case something else is going to be written after, so WriteBitstream::Finish will need to be called after this.
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void CompressIndexBuffer ( const uint16_t * triangles , uint32_t triangleCount , uint32_t * vertexRemap , uint32_t vertexCount , IndexBufferCompressionFormat format , WriteBitstream & output ) ;
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// Same as above but 32bit indices.
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void CompressIndexBuffer ( const uint32_t * triangles , uint32_t triangleCount , uint32_t * vertexRemap , uint32_t vertexCount , IndexBufferCompressionFormat format , WriteBitstream & output ) ;
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# endif // -- INDEX_BUFFER_COMPRESSION_H__