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2020-08-04 13:13:01 -04:00

118 lines
3.8 KiB
C

#ifndef NVTRISTRIP_H
#define NVTRISTRIP_H
#ifndef NULL
#define NULL 0
#endif
#pragma comment(lib, "nvtristrip")
////////////////////////////////////////////////////////////////////////////////////////
// Public interface for stripifier
////////////////////////////////////////////////////////////////////////////////////////
// GeForce1 and 2 cache size
#define CACHESIZE_GEFORCE1_2 16
// GeForce3 cache size
#define CACHESIZE_GEFORCE3 24
enum PrimType { PT_LIST, PT_STRIP, PT_FAN };
struct PrimitiveGroup {
PrimType type;
unsigned int numIndices;
unsigned short* indices;
////////////////////////////////////////////////////////////////////////////////////////
PrimitiveGroup() : type(PT_STRIP), numIndices(0), indices(NULL) {}
~PrimitiveGroup() {
if (indices) delete[] indices;
indices = NULL;
}
};
////////////////////////////////////////////////////////////////////////////////////////
// SetCacheSize()
//
// Sets the cache size which the stripfier uses to optimize the data.
// Controls the length of the generated individual strips.
// This is the "actual" cache size, so 24 for GeForce3 and 16 for GeForce1/2
// You may want to play around with this number to tweak performance.
//
// Default value: 16
//
void SetCacheSize(const unsigned int cacheSize);
////////////////////////////////////////////////////////////////////////////////////////
// SetStitchStrips()
//
// bool to indicate whether to stitch together strips into one huge strip or
// not. If set to true, you'll get back one huge strip stitched together using
// degenerate
// triangles.
// If set to false, you'll get back a large number of separate strips.
//
// Default value: true
//
void SetStitchStrips(const bool bStitchStrips);
////////////////////////////////////////////////////////////////////////////////////////
// SetMinStripSize()
//
// Sets the minimum acceptable size for a strip, in triangles.
// All strips generated which are shorter than this will be thrown into one big,
// separate list.
//
// Default value: 0
//
void SetMinStripSize(const unsigned int minSize);
////////////////////////////////////////////////////////////////////////////////////////
// SetListsOnly()
//
// If set to true, will return an optimized list, with no strips at all.
//
// Default value: false
//
void SetListsOnly(const bool bListsOnly);
////////////////////////////////////////////////////////////////////////////////////////
// GenerateStrips()
//
// in_indices: input index list, the indices you would use to render
// in_numIndices: number of entries in in_indices
// primGroups: array of optimized/stripified PrimitiveGroups
// numGroups: number of groups returned
//
// Be sure to call delete[] on the returned primGroups to avoid leaking mem
//
void GenerateStrips(const unsigned short* in_indices,
const unsigned int in_numIndices,
PrimitiveGroup** primGroups, unsigned short* numGroups);
////////////////////////////////////////////////////////////////////////////////////////
// RemapIndices()
//
// Function to remap your indices to improve spatial locality in your vertex
// buffer.
//
// in_primGroups: array of PrimitiveGroups you want remapped
// numGroups: number of entries in in_primGroups
// numVerts: number of vertices in your vertex buffer, also can be thought of as
// the range
// of acceptable values for indices in your primitive groups.
// remappedGroups: array of remapped PrimitiveGroups
//
// Note that, according to the remapping handed back to you, you must reorder
// your
// vertex buffer.
//
// Credit goes to the MS Xbox crew for the idea for this interface.
//
void RemapIndices(const PrimitiveGroup* in_primGroups,
const unsigned short numGroups, const unsigned short numVerts,
PrimitiveGroup** remappedGroups);
#endif