增加第三方库NvTriStrip
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141
3rdpty/NvTriStrip/NvTriStrip.h
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141
3rdpty/NvTriStrip/NvTriStrip.h
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#ifndef NVTRISTRIP_H
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#define NVTRISTRIP_H
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namespace NvTriStrip
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{
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////////////////////////////////////////////////////////////////////////////////////////
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// Public interface for stripifier
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////////////////////////////////////////////////////////////////////////////////////////
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//GeForce1 and 2 cache size
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#define CACHESIZE_GEFORCE1_2 16
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//GeForce3 and 4,5,6 cache size
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#define CACHESIZE_GEFORCE3_6 24
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enum PrimType
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{
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PT_LIST,
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PT_STRIP,
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PT_FAN
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};
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struct PrimitiveGroup
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{
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PrimType type;
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unsigned int numIndices;
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unsigned short* indices;
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////////////////////////////////////////////////////////////////////////////////////////
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PrimitiveGroup() : type(PT_STRIP), numIndices(0), indices(nullptr) {}
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~PrimitiveGroup()
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{
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if(indices)
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delete[] indices;
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indices = nullptr;
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}
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};
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////////////////////////////////////////////////////////////////////////////////////////
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// EnableRestart()
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//
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// For GPUs that support primitive restart, this sets a value as the restart index
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//
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// Restart is meaningless if strips are not being stitched together, so enabling restart
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// makes NvTriStrip forcing stitching. So, you'll get back one strip.
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//
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// Default value: disabled
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//
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void EnableRestart(const unsigned int restartVal);
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////////////////////////////////////////////////////////////////////////////////////////
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// DisableRestart()
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//
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// For GPUs that support primitive restart, this disables using primitive restart
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//
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void DisableRestart();
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////////////////////////////////////////////////////////////////////////////////////////
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// SetCacheSize()
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//
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// Sets the cache size which the stripfier uses to optimize the data.
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// Controls the length of the generated individual strips.
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// This is the "actual" cache size, so 24 for GeForce3 and 16 for GeForce1/2
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// You may want to play around with this number to tweak performance.
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//
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// Default value: 16
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//
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void SetCacheSize(const unsigned int cacheSize);
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////////////////////////////////////////////////////////////////////////////////////////
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// SetStitchStrips()
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//
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// bool to indicate whether to stitch together strips into one huge strip or not.
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// If set to true, you'll get back one huge strip stitched together using degenerate
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// triangles.
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// If set to false, you'll get back a large number of separate strips.
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//
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// Default value: true
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//
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void SetStitchStrips(const bool bStitchStrips);
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////////////////////////////////////////////////////////////////////////////////////////
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// SetMinStripSize()
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//
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// Sets the minimum acceptable size for a strip, in triangles.
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// All strips generated which are shorter than this will be thrown into one big, separate list.
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//
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// Default value: 0
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//
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void SetMinStripSize(const unsigned int minSize);
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////////////////////////////////////////////////////////////////////////////////////////
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// SetListsOnly()
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//
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// If set to true, will return an optimized list, with no strips at all.
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//
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// Default value: false
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//
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void SetListsOnly(const bool bListsOnly);
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////////////////////////////////////////////////////////////////////////////////////////
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// GenerateStrips()
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//
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// in_indices: input index list, the indices you would use to render
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// in_numIndices: number of entries in in_indices
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// primGroups: array of optimized/stripified PrimitiveGroups
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// numGroups: number of groups returned
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//
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// Be sure to call delete[] on the returned primGroups to avoid leaking mem
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//
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bool GenerateStrips(const unsigned short* in_indices, const unsigned int in_numIndices,
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PrimitiveGroup** primGroups, unsigned short* numGroups, bool validateEnabled = false);
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////////////////////////////////////////////////////////////////////////////////////////
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// RemapIndices()
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//
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// Function to remap your indices to improve spatial locality in your vertex buffer.
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//
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// in_primGroups: array of PrimitiveGroups you want remapped
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// numGroups: number of entries in in_primGroups
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// numVerts: number of vertices in your vertex buffer, also can be thought of as the range
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// of acceptable values for indices in your primitive groups.
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// remappedGroups: array of remapped PrimitiveGroups
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//
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// Note that, according to the remapping handed back to you, you must reorder your
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// vertex buffer.
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//
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// Credit goes to the MS Xbox crew for the idea for this interface.
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//
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void RemapIndices(const PrimitiveGroup* in_primGroups, const unsigned short numGroups,
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const unsigned short numVerts, PrimitiveGroup** remappedGroups);
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}//namespace NvTriStrip
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#endif
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