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448 lines
18 KiB
448 lines
18 KiB
14 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plAccessVtxSpan_inc
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#define plAccessVtxSpan_inc
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#include "hsGeometry3.h"
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#include "hsColorRGBA.h"
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class hsGMaterial;
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struct hsMatrix44;
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class hsGDeviceRef;
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// AccessSpan - a generic "vertex array". It'll at least act like one,
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// whatever the underlying storage mechanism. For random access, just
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// use the accessor functions. For faster sequential iteration, use
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// the iterator classes defined further down. I'm leaving the actual
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// data (fChannels & fStrides) public, but I'll probably regret it.
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// I have to dig pretty deep to come up with a reason not to use
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// either the indexed accessors or the iterator classes.
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//
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// You may be wondering why have separate strides for each of the data channels,
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// especially since this means doing nChan pointer adds to advance rather than
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// one. The answer is two part. First, the different channels may be in different
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// buffers, either because we're on the export side and haven't glommed them together
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// into a single stream yet, or because we finally got around to using multiple
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// streams on the runtime side (say to support instancing). The point is for you
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// to be able to write your code without knowing or caring. The second part is that
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// those nChan adds aren't really costing you anything. Say the data is stored contiguously,
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// and we keep a base pointer and an advance just adds the (single) stride to the base
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// pointer. That's probably your position, and we've just saved a bunch of adds in advancing
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// it. Now you want to access your normal, well, you still have to do an add on the base pointer
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// to get to your normal, and another to get to your color, etc. So if you really want to
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// eliminate those extra adds, go ahead and use the iterator, just make sure you use
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// the most focused iterator available. Like if you're just looking at position and
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// normal, use the plAccPosNormIterator.
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class plAccessVtxSpan
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{
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public:
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enum Channel
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{
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kPosition = 0,
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kWeight,
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kWgtIndex,
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kNormal,
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kDiffuse,
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kSpecular,
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kUVW,
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kNumValidChans,
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kInvalid = 0xffff
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};
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// Mask versions, to be or'ed together and passed in when using plAccessGeometry::SnapShotStuff.
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enum
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{
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kPositionMask = (1 << kPosition),
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kWeightMask = (1 << kWeight),
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kWgtIndexMask = (1 << kWgtIndex),
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kNormalMask = (1 << kNormal),
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kDiffuseMask = (1 << kDiffuse),
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kSpecularMask = (1 << kSpecular),
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kUVWMask = (1 << kUVW)
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};
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hsGDeviceRef* fVtxDeviceRef;
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UInt8* fChannels[kNumValidChans];
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UInt16 fStrides[kNumValidChans];
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Int32 fOffsets[kNumValidChans];
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UInt16 fNumWeights;
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UInt16 fNumUVWsPerVert;
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UInt16 fNumVerts;
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//////////////////////////////////
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// QUERY SECTION
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// Queries on how much of what we got.
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UInt32 VertCount() const { return fNumVerts; }
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hsBool HasChannel(Channel chan) const { return fStrides[chan] > 0; }
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hsBool HasPositions() const { return HasChannel(kPosition); }
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hsBool HasWeights() const { return HasChannel(kWeight); }
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int NumWeights() const { return fNumWeights; }
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hsBool HasWgtIndex() const { return HasChannel(kWgtIndex); }
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hsBool HasNormals() const { return HasChannel(kNormal); }
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hsBool HasDiffuse() const { return HasChannel(kDiffuse); }
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hsBool HasSpecular() const { return HasChannel(kSpecular); }
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hsBool HasUVWs() const { return HasChannel(kUVW); }
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hsBool HasUVWs(int n) { return HasChannel(kUVW) && (n <= fNumUVWsPerVert); }
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int NumUVWs() const { return fNumUVWsPerVert; }
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//////////////////////////////////
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// ACCESSOR SECTION
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hsPoint3& Position(int i) const { return *(hsPoint3*)(fChannels[kPosition] + i*fStrides[kPosition]); }
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hsVector3& Normal(int i) const { return *(hsVector3*)(fChannels[kNormal] + i*fStrides[kNormal]); }
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hsScalar& Weight(int iVtx, int iWgt) const { return *(hsScalar*)(fChannels[kWeight] + iVtx*fStrides[kWeight] + iWgt*sizeof(hsScalar)); }
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hsScalar* Weights(int i) const { return (hsScalar*)(fChannels[kWeight] + i*fStrides[kWeight]); }
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UInt32& WgtIndices(int i) const { return *(UInt32*)(fChannels[kWgtIndex] + i * fStrides[kWgtIndex]); }
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UInt8& WgtIndex(int iVtx, int iWgt) const { return *(fChannels[kWgtIndex] + iVtx*fStrides[kWgtIndex] + iWgt); }
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UInt32& Diffuse32(int i) const { return *(UInt32*)(fChannels[kDiffuse] + i*fStrides[kDiffuse]); }
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UInt32& Specular32(int i) const { return *(UInt32*)(fChannels[kSpecular] + i*fStrides[kSpecular]); }
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hsColorRGBA DiffuseRGBA(int i) const { return hsColorRGBA().FromARGB32(Diffuse32(i)); }
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hsColorRGBA SpecularRGBA(int i) const { return hsColorRGBA().FromARGB32(Specular32(i)); }
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// Two versions of UVW, first to get the iVtx'th vertex's iUVW'th uvw.
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// Second just gets the vertex's uvw array, which is hopefully stored contiguously or we're screwed.
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hsPoint3& UVW(int iVtx, int iUVW) const { return *(hsPoint3*)(fChannels[kUVW] + iVtx*fStrides[kUVW] + iUVW*sizeof(hsPoint3)); }
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hsPoint3* UVWs(int i) const { return (hsPoint3*)(fChannels[kUVW] + i*fStrides[kUVW]); }
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// OFFSET VERSIONS
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// Tri and particle accessors call the offset versions because they have indices into the original
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// buffers, but our pointers are based at the beginning of our data.
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hsPoint3& PositionOff(int i) const { return *(hsPoint3*)(fChannels[kPosition] + i*fStrides[kPosition] + fOffsets[kPosition]); }
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hsVector3& NormalOff(int i) const { return *(hsVector3*)(fChannels[kNormal] + i*fStrides[kNormal] + fOffsets[kNormal]); }
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hsScalar& WeightOff(int iVtx, int iWgt) const { return *(hsScalar*)(fChannels[kWeight] + iVtx*fStrides[kWeight] + fOffsets[kWeight] + iWgt*sizeof(hsScalar)); }
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hsScalar* WeightsOff(int i) const { return (hsScalar*)(fChannels[kWeight] + i*fStrides[kWeight] + fOffsets[kWeight]); }
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UInt32& WgtIndicesOff(int i) const { return *(UInt32*)(fChannels[kWgtIndex] + i * fStrides[kWgtIndex] + fOffsets[kWgtIndex]); }
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UInt8& WgtIndexOff(int iVtx, int iWgt) const { return *(fChannels[kWgtIndex] + iVtx*fStrides[kWgtIndex] + fOffsets[kWgtIndex] + iWgt); }
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UInt32& Diffuse32Off(int i) const { return *(UInt32*)(fChannels[kDiffuse] + i*fStrides[kDiffuse] + fOffsets[kDiffuse]); }
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UInt32& Specular32Off(int i) const { return *(UInt32*)(fChannels[kSpecular] + i*fStrides[kSpecular] + fOffsets[kSpecular]); }
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hsColorRGBA DiffuseRGBAOff(int i) const { return hsColorRGBA().FromARGB32(Diffuse32Off(i)); }
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hsColorRGBA SpecularRGBAOff(int i) const { return hsColorRGBA().FromARGB32(Specular32Off(i)); }
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// Two versions of UVW, first to get the iVtx'th vertex's iUVW'th uvw.
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// Second just gets the vertex's uvw array, which is hopefully stored contiguously or we're screwed.
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hsPoint3& UVWOff(int iVtx, int iUVW) const { return *(hsPoint3*)(fChannels[kUVW] + iVtx*fStrides[kUVW] + fOffsets[kUVW] + iUVW*sizeof(hsPoint3)); }
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hsPoint3* UVWsOff(int i) const { return (hsPoint3*)(fChannels[kUVW] + i*fStrides[kUVW] + fOffsets[kUVW]); }
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//////////////////////////////////
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// SETUP SECTION.
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//////////////////////////////////
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//////////////////////////////////
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// Call Clear to initialize.
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void ClearVerts();
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// Must at least set a count and the valid channels. Note below on setting up for UVW access.
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plAccessVtxSpan& SetVertCount(UInt16 c) { fNumVerts = c; return *this; }
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plAccessVtxSpan& SetStream(void* p, UInt16 stride, Int32 offset, Channel chan) { fChannels[chan] = (UInt8*)p; fStrides[chan] = stride; fOffsets[chan] = offset; return *this; }
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//////////////////////////////////
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// Convenience versions. You get the idea.
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plAccessVtxSpan& PositionStream(void* p, UInt16 stride, Int32 offset) { return SetStream(p, stride, offset, kPosition); }
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plAccessVtxSpan& NormalStream(void* p, UInt16 stride, Int32 offset) { return SetStream(p, stride, offset, kNormal); }
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plAccessVtxSpan& DiffuseStream(void* p, UInt16 stride, Int32 offset) { return SetStream(p, stride, offset, kDiffuse); }
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plAccessVtxSpan& SpecularStream(void* p, UInt16 stride, Int32 offset) { return SetStream(p, stride, offset, kSpecular); }
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plAccessVtxSpan& WeightStream(void* p, UInt16 stride, Int32 offset) { return SetStream(p, stride, offset, kWeight); }
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plAccessVtxSpan& WgtIndexStream(void* p, UInt16 stride, Int32 offset) { return SetStream(p, stride, offset, kWgtIndex); }
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plAccessVtxSpan& SetNumWeights(int n) { if( !(fNumWeights = n) ) SetStream(nil, 0, 0, kWeight).SetStream(nil, 0, 0, kWgtIndex); return *this; }
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// Note on UVW access setup, you don't actually "have" to set the number of uvws per vertex,
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// but one way or another you'll need to know to access the uvws. If you're going to be setting
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// up the AccessSpan and passing it off for processing, you definitely better set it. But the
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// accessor and iterators don't ever use it.
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// Note that this means the UVWStream stride is from uvw[0][0] to uvw[1][0] in bytes.
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plAccessVtxSpan& UVWStream(void* p, UInt16 stride, Int32 offset) { return SetStream(p, stride, offset, kUVW); }
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plAccessVtxSpan& SetNumUVWs(int n) { if( !(fNumUVWsPerVert = n) )SetStream(nil, 0, 0, kUVW); return *this; }
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//////////////////////////////////
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// Cache away any device stuff that needed to be opened (locked) to get this data, so
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// we can close (unlock) it later.
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void SetVtxDeviceRef(hsGDeviceRef* ref) { fVtxDeviceRef = ref; }
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hsGDeviceRef* GetVtxDeviceRef() const { return fVtxDeviceRef; }
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};
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inline void plAccessVtxSpan::ClearVerts()
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{
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int i;
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for( i = 0; i < kNumValidChans; i++ )
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{
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fChannels[i] = nil;
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fStrides[i] = 0;
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}
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fNumVerts = 0;
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fNumUVWsPerVert = 0;
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fNumWeights = 0;
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}
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template <class T> class plAccIterator
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{
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private:
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union
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{
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T* fValue;
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UInt8* fValueByte;
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};
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UInt8* fValueEnd;
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plAccessVtxSpan* fAccess;
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plAccessVtxSpan::Channel fChan;
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void ISetEnd() { fValueEnd = fAccess->fChannels[fChan] + fAccess->fNumVerts * fAccess->fStrides[fChan]; }
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public:
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plAccIterator(plAccessVtxSpan* acc, plAccessVtxSpan::Channel chan) { Set(acc, chan); }
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plAccIterator(const plAccIterator& accIt) { *this = accIt; }
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plAccIterator() : fValueByte(nil), fValueEnd(nil), fAccess(nil), fChan(plAccessVtxSpan::kInvalid) {}
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void Set(plAccessVtxSpan* acc, plAccessVtxSpan::Channel chan) { fAccess = acc; fChan = chan; ISetEnd(); }
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T* Value() const { return fValue; }
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int Count() const { return fAccess->VertCount(); }
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int GetCount() const { return Count(); }
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void Begin() { fValueByte = fAccess->fChannels[fChan]; }
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void Advance() { fValueByte += fAccess->fStrides[fChan]; }
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hsBool More() const { return fValueByte < fValueEnd; }
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};
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class plAccPositionIterator
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{
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protected:
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plAccIterator<hsPoint3> fPosition;
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public:
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plAccPositionIterator(plAccessVtxSpan* acc)
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: fPosition(acc, plAccessVtxSpan::kPosition) {}
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plAccPositionIterator() {}
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plAccPositionIterator& Set(plAccessVtxSpan* acc)
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{
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fPosition.Set(acc, plAccessVtxSpan::kPosition);
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return *this;
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}
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hsPoint3* Position() const { return fPosition.Value(); }
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void Begin() { fPosition.Begin(); }
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void Advance() { fPosition.Advance(); }
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hsBool More() const { return fPosition.More(); }
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};
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class plAccPosNormIterator
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{
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protected:
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plAccIterator<hsPoint3> fPosition;
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plAccIterator<hsVector3> fNormal;
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public:
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plAccPosNormIterator(plAccessVtxSpan* acc)
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: fPosition(acc, plAccessVtxSpan::kPosition),
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fNormal(acc, plAccessVtxSpan::kNormal) {}
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plAccPosNormIterator() {}
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plAccPosNormIterator& Set(plAccessVtxSpan* acc)
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{
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fPosition.Set(acc, plAccessVtxSpan::kPosition);
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fNormal.Set(acc, plAccessVtxSpan::kNormal);
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return *this;
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}
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hsPoint3* Position() const { return fPosition.Value(); }
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hsVector3* Normal() const { return fNormal.Value(); }
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void Begin() { fPosition.Begin(); fNormal.Begin(); }
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void Advance() { fPosition.Advance(); fNormal.Advance(); }
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hsBool More() const { return fPosition.More(); }
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};
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class plAccPosNormUVWIterator
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{
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protected:
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plAccIterator<hsPoint3> fPosition;
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plAccIterator<hsVector3> fNormal;
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plAccIterator<hsPoint3> fUVW;
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public:
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plAccPosNormUVWIterator(plAccessVtxSpan* acc)
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: fPosition(acc, plAccessVtxSpan::kPosition),
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fNormal(acc, plAccessVtxSpan::kNormal),
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fUVW(acc, plAccessVtxSpan::kUVW) {}
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plAccPosNormUVWIterator() {}
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plAccPosNormUVWIterator& Set(plAccessVtxSpan* acc)
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{
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fPosition.Set(acc, plAccessVtxSpan::kPosition);
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fNormal.Set(acc, plAccessVtxSpan::kNormal);
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fUVW.Set(acc, plAccessVtxSpan::kUVW);
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return *this;
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}
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hsPoint3* Position() const { return fPosition.Value(); }
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hsVector3* Normal() const { return fNormal.Value(); }
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hsPoint3* UVWs() const { return fUVW.Value(); }
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hsPoint3* UVW(int i) const { return fUVW.Value() + i; }
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void Begin() { fPosition.Begin(); fNormal.Begin(); fUVW.Begin(); }
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void Advance() { fPosition.Advance(); fNormal.Advance(); fUVW.Advance(); }
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hsBool More() const { return fPosition.More(); }
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};
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class plAccUVWIterator
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{
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plAccIterator<hsPoint3> fUVW;
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public:
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plAccUVWIterator(plAccessVtxSpan* acc)
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: fUVW(acc, plAccessVtxSpan::kUVW) {}
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plAccUVWIterator() {}
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plAccUVWIterator& Set(plAccessVtxSpan* acc)
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{
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fUVW.Set(acc, plAccessVtxSpan::kUVW);
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return *this;
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}
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hsPoint3* UVWs() const { return fUVW.Value(); }
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hsPoint3* UVW(int i) const { return fUVW.Value() + i; }
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void Begin() { fUVW.Begin(); }
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void Advance() { fUVW.Advance(); }
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hsBool More() const { return fUVW.More(); }
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};
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class plAccDiffuseIterator
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{
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plAccIterator<UInt32> fDiffuse;
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public:
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plAccDiffuseIterator(plAccessVtxSpan* acc)
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: fDiffuse(acc, plAccessVtxSpan::kDiffuse) {}
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plAccDiffuseIterator() {}
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plAccDiffuseIterator& Set(plAccessVtxSpan* acc)
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{
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fDiffuse.Set(acc, plAccessVtxSpan::kDiffuse);
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return *this;
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}
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||
|
UInt32* Diffuse32() const { return fDiffuse.Value(); }
|
||
|
|
||
|
hsColorRGBA DiffuseRGBA() const { return hsColorRGBA().FromARGB32(*Diffuse32()); }
|
||
|
|
||
|
void Begin() { fDiffuse.Begin(); }
|
||
|
void Advance() { fDiffuse.Advance(); }
|
||
|
hsBool More() const { return fDiffuse.More(); }
|
||
|
};
|
||
|
|
||
|
class plAccDiffSpecIterator
|
||
|
{
|
||
|
protected:
|
||
|
plAccIterator<UInt32> fDiffuse;
|
||
|
plAccIterator<UInt32> fSpecular;
|
||
|
public:
|
||
|
plAccDiffSpecIterator(plAccessVtxSpan* acc)
|
||
|
: fDiffuse(acc, plAccessVtxSpan::kDiffuse),
|
||
|
fSpecular(acc, plAccessVtxSpan::kSpecular) {}
|
||
|
plAccDiffSpecIterator() {}
|
||
|
|
||
|
plAccDiffSpecIterator& Set(plAccessVtxSpan* acc)
|
||
|
{
|
||
|
fDiffuse.Set(acc, plAccessVtxSpan::kDiffuse);
|
||
|
fSpecular.Set(acc, plAccessVtxSpan::kSpecular);
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
UInt32* Diffuse32() const { return fDiffuse.Value(); }
|
||
|
UInt32* Specular32() const { return fSpecular.Value(); }
|
||
|
|
||
|
hsColorRGBA DiffuseRGBA() const { return hsColorRGBA().FromARGB32(*Diffuse32()); }
|
||
|
hsColorRGBA SpecularRGBA() const { return hsColorRGBA().FromARGB32(*Specular32()); }
|
||
|
|
||
|
void Begin() { fDiffuse.Begin(); fSpecular.Begin(); }
|
||
|
void Advance() { fDiffuse.Advance(); fSpecular.Advance(); }
|
||
|
hsBool More() const { return fDiffuse.More(); }
|
||
|
};
|
||
|
|
||
|
|
||
|
class plAccVertexIterator
|
||
|
{
|
||
|
protected:
|
||
|
plAccIterator<hsPoint3> fPosition;
|
||
|
plAccIterator<hsScalar> fWeight;
|
||
|
plAccIterator<UInt8> fWgtIndex;
|
||
|
plAccIterator<hsVector3> fNormal;
|
||
|
plAccIterator<UInt32> fDiffuse;
|
||
|
plAccIterator<UInt32> fSpecular;
|
||
|
plAccIterator<hsPoint3> fUVW;
|
||
|
public:
|
||
|
plAccVertexIterator(plAccessVtxSpan* acc)
|
||
|
: fPosition(acc, plAccessVtxSpan::kPosition),
|
||
|
fWeight(acc, plAccessVtxSpan::kWeight),
|
||
|
fWgtIndex(acc, plAccessVtxSpan::kWgtIndex),
|
||
|
fNormal(acc, plAccessVtxSpan::kNormal),
|
||
|
fDiffuse(acc, plAccessVtxSpan::kDiffuse),
|
||
|
fSpecular(acc, plAccessVtxSpan::kSpecular),
|
||
|
fUVW(acc, plAccessVtxSpan::kUVW) {}
|
||
|
plAccVertexIterator() {}
|
||
|
|
||
|
plAccVertexIterator& Set(plAccessVtxSpan* acc)
|
||
|
{
|
||
|
fPosition.Set(acc, plAccessVtxSpan::kPosition);
|
||
|
fWeight.Set(acc, plAccessVtxSpan::kWeight);
|
||
|
fWgtIndex.Set(acc, plAccessVtxSpan::kWgtIndex);
|
||
|
fNormal.Set(acc, plAccessVtxSpan::kNormal);
|
||
|
fDiffuse.Set(acc, plAccessVtxSpan::kDiffuse);
|
||
|
fSpecular.Set(acc, plAccessVtxSpan::kSpecular);
|
||
|
fUVW.Set(acc, plAccessVtxSpan::kUVW);
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
hsPoint3* Position() const { return fPosition.Value(); }
|
||
|
hsScalar* Weights() const { return fWeight.Value(); }
|
||
|
hsScalar* Weight(int i) const { return fWeight.Value() + i; }
|
||
|
UInt32* WgtIndices() const { return (UInt32*)(fWgtIndex.Value()); }
|
||
|
UInt8* WgtIndex(int i) const { return fWgtIndex.Value() + i; }
|
||
|
hsVector3* Normal() const { return fNormal.Value(); }
|
||
|
hsPoint3* UVWs() const { return fUVW.Value(); }
|
||
|
hsPoint3* UVW(int i) const { return fUVW.Value() + i; }
|
||
|
|
||
|
UInt32* Diffuse32() const { return fDiffuse.Value(); }
|
||
|
UInt32* Specular32() const { return fSpecular.Value(); }
|
||
|
|
||
|
hsColorRGBA DiffuseRGBA() const { return hsColorRGBA().FromARGB32(*Diffuse32()); }
|
||
|
hsColorRGBA SpecularRGBA() const { return hsColorRGBA().FromARGB32(*Specular32()); }
|
||
|
|
||
|
void Begin() { fPosition.Begin(); fWeight.Begin(); fNormal.Begin(); fDiffuse.Begin(); fSpecular.Begin(); fUVW.Begin(); }
|
||
|
void Advance() { fPosition.Advance(); fWeight.Advance(); fNormal.Advance(); fDiffuse.Begin(); fSpecular.Begin(); fUVW.Advance(); }
|
||
|
hsBool More() const { return fPosition.More(); }
|
||
|
};
|
||
|
|
||
|
|
||
|
#endif // plAccessVtxSpan_inc
|