/* 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 class WriteBitstream; #include // Compress an index buffer, writing the results out to a bitstream and providing a vertex remapping (which will be in pre-transform cache optimised // order. // // Parameters: // [in] triangles - A typical triangle list index buffer (3 indices to vertices per triangle). // [in] triangle count - The number of triangles to process. // [out] vertexRemap - This will be populated with re-mappings that map old vertices to new vertices, // where indexing with the old vertex index will get you the new one. // 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. // [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. void CompressIndexBuffer( const uint32_t* triangles, uint32_t triangleCount, uint32_t* vertexRemap, uint32_t vertexCount, WriteBitstream& output ); #endif // -- INDEX_BUFFER_COMPRESSION_H__