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56 lines
No EOL
3.5 KiB
C
56 lines
No EOL
3.5 KiB
C
/*
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Copyright (c) 2014-2015, Conor Stokes
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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1. Redistributions of source code must retain the above copyright notice, this
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list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef INDEX_BUFFER_COMPRESSION_H__
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#define INDEX_BUFFER_COMPRESSION_H__
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#pragma once
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#include <stdint.h>
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#include "writebitstream.h"
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#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).
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//
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// It works by outputting a code (along with any required index symbols) per vertex.
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//
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// Parameters:
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// [in] triangles - A typical triangle list index buffer (3 indices to vertices per triangle). 16 bit indices.
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// [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),
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// where indexing with the old vertex index will get you the new one. Vertices that are unused will
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// be mapped to 0xFFFFFFFF.
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// You should re-order the vertices and removed unused ones based on the vertex remap, instead of storing
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// the remap.
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// It should be allocated as a with at least vertexCount entries.
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// [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
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// 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__
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