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463 lines
20 KiB
463 lines
20 KiB
/*==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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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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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(); } |
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hsColorRGBA DiffuseRGBA() const { return hsColorRGBA().FromARGB32(*Diffuse32()); } |
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void Begin() { fDiffuse.Begin(); } |
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void Advance() { fDiffuse.Advance(); } |
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hsBool More() const { return fDiffuse.More(); } |
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}; |
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class plAccDiffSpecIterator |
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{ |
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protected: |
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plAccIterator<UInt32> fDiffuse; |
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plAccIterator<UInt32> fSpecular; |
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public: |
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plAccDiffSpecIterator(plAccessVtxSpan* acc) |
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: fDiffuse(acc, plAccessVtxSpan::kDiffuse), |
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fSpecular(acc, plAccessVtxSpan::kSpecular) {} |
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plAccDiffSpecIterator() {} |
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plAccDiffSpecIterator& Set(plAccessVtxSpan* acc) |
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{ |
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fDiffuse.Set(acc, plAccessVtxSpan::kDiffuse); |
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fSpecular.Set(acc, plAccessVtxSpan::kSpecular); |
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return *this; |
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} |
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UInt32* Diffuse32() const { return fDiffuse.Value(); } |
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UInt32* Specular32() const { return fSpecular.Value(); } |
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hsColorRGBA DiffuseRGBA() const { return hsColorRGBA().FromARGB32(*Diffuse32()); } |
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hsColorRGBA SpecularRGBA() const { return hsColorRGBA().FromARGB32(*Specular32()); } |
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void Begin() { fDiffuse.Begin(); fSpecular.Begin(); } |
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void Advance() { fDiffuse.Advance(); fSpecular.Advance(); } |
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hsBool More() const { return fDiffuse.More(); } |
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}; |
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class plAccVertexIterator |
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{ |
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protected: |
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plAccIterator<hsPoint3> fPosition; |
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plAccIterator<hsScalar> fWeight; |
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plAccIterator<UInt8> fWgtIndex; |
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plAccIterator<hsVector3> fNormal; |
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plAccIterator<UInt32> fDiffuse; |
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plAccIterator<UInt32> fSpecular; |
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plAccIterator<hsPoint3> fUVW; |
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public: |
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plAccVertexIterator(plAccessVtxSpan* acc) |
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: fPosition(acc, plAccessVtxSpan::kPosition), |
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fWeight(acc, plAccessVtxSpan::kWeight), |
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fWgtIndex(acc, plAccessVtxSpan::kWgtIndex), |
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fNormal(acc, plAccessVtxSpan::kNormal), |
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fDiffuse(acc, plAccessVtxSpan::kDiffuse), |
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fSpecular(acc, plAccessVtxSpan::kSpecular), |
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fUVW(acc, plAccessVtxSpan::kUVW) {} |
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plAccVertexIterator() {} |
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plAccVertexIterator& Set(plAccessVtxSpan* acc) |
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{ |
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fPosition.Set(acc, plAccessVtxSpan::kPosition); |
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fWeight.Set(acc, plAccessVtxSpan::kWeight); |
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fWgtIndex.Set(acc, plAccessVtxSpan::kWgtIndex); |
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fNormal.Set(acc, plAccessVtxSpan::kNormal); |
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fDiffuse.Set(acc, plAccessVtxSpan::kDiffuse); |
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fSpecular.Set(acc, plAccessVtxSpan::kSpecular); |
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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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hsScalar* Weights() const { return fWeight.Value(); } |
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hsScalar* Weight(int i) const { return fWeight.Value() + i; } |
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UInt32* WgtIndices() const { return (UInt32*)(fWgtIndex.Value()); } |
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UInt8* WgtIndex(int i) const { return fWgtIndex.Value() + i; } |
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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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UInt32* Diffuse32() const { return fDiffuse.Value(); } |
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UInt32* Specular32() const { return fSpecular.Value(); } |
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hsColorRGBA DiffuseRGBA() const { return hsColorRGBA().FromARGB32(*Diffuse32()); } |
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hsColorRGBA SpecularRGBA() const { return hsColorRGBA().FromARGB32(*Specular32()); } |
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void Begin() { fPosition.Begin(); fWeight.Begin(); fNormal.Begin(); fDiffuse.Begin(); fSpecular.Begin(); fUVW.Begin(); } |
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void Advance() { fPosition.Advance(); fWeight.Advance(); fNormal.Advance(); fDiffuse.Begin(); fSpecular.Begin(); fUVW.Advance(); } |
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hsBool More() const { return fPosition.More(); } |
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}; |
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#endif // plAccessVtxSpan_inc
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