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- /*
- Copyright (c) 2014-2015, 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
- #include <stdint.h>
- #include "writebitstream.h"
- #include "indexbuffercompressionformat.h"
- // 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).
- //
- // 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.
- // [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.
- // 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] 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.
- // [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 uint16_t* triangles, uint32_t triangleCount, uint32_t* vertexRemap, uint32_t vertexCount, IndexBufferCompressionFormat format, WriteBitstream& output );
- // Same as above but 32bit indices.
- void CompressIndexBuffer( const uint32_t* triangles, uint32_t triangleCount, uint32_t* vertexRemap, uint32_t vertexCount, IndexBufferCompressionFormat format, WriteBitstream& output );
- #endif // -- INDEX_BUFFER_COMPRESSION_H__
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