add macOS implementation
This commit is contained in:
131
macos/include/geometry/SurfaceOrientation.h
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131
macos/include/geometry/SurfaceOrientation.h
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/*
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* Copyright (C) 2019 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef TNT_GEOMETRY_SURFACEORIENTATION_H
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#define TNT_GEOMETRY_SURFACEORIENTATION_H
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#include <math/quat.h>
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#include <math/vec3.h>
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#include <math/vec4.h>
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#include <utils/compiler.h>
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namespace filament {
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/**
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* Mesh-related utilities.
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*/
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namespace geometry {
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struct OrientationBuilderImpl;
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struct OrientationImpl;
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/**
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* The surface orientation helper can be used to populate Filament-style TANGENTS buffers.
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*/
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class UTILS_PUBLIC SurfaceOrientation {
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public:
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/**
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* The Builder is used to construct an immutable surface orientation helper.
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*
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* Clients provide pointers into their own data, which is synchronously consumed during build().
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* At a minimum, clients must supply a vertex count. They can supply data in any of the
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* following combinations:
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*
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* 1. normals only ........................... not recommended, selects arbitrary orientation
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* 2. normals + tangents ..................... sign of W determines bitangent orientation
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* 3. normals + uvs + positions + indices .... selects Lengyel’s Method
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* 4. positions + indices .................... generates normals for flat shading only
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*
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* Additionally, the client-side data has the following type constraints:
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*
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* - Normals must be float3
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* - Tangents must be float4
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* - UVs must be float2
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* - Positions must be float3
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* - Triangles must be uint3 or ushort3
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*
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* Currently, mikktspace is not supported because it requires re-indexing the mesh. Instead
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* we use the method described by Eric Lengyel in "Foundations of Game Engine Development"
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* (Volume 2, Chapter 7).
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*/
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class Builder {
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public:
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Builder() noexcept;
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~Builder() noexcept;
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Builder(Builder&& that) noexcept;
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Builder& operator=(Builder&& that) noexcept;
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/**
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* This attribute is required.
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*/
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Builder& vertexCount(size_t vertexCount) noexcept;
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Builder& normals(const filament::math::float3*, size_t stride = 0) noexcept;
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Builder& tangents(const filament::math::float4*, size_t stride = 0) noexcept;
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Builder& uvs(const filament::math::float2*, size_t stride = 0) noexcept;
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Builder& positions(const filament::math::float3*, size_t stride = 0) noexcept;
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Builder& triangleCount(size_t triangleCount) noexcept;
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Builder& triangles(const filament::math::uint3*) noexcept;
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Builder& triangles(const filament::math::ushort3*) noexcept;
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/**
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* Generates quats or returns null if the submitted data is an incomplete combination.
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*/
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SurfaceOrientation* build();
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private:
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OrientationBuilderImpl* mImpl;
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Builder(const Builder&) = delete;
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Builder& operator=(const Builder&) = delete;
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};
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~SurfaceOrientation() noexcept;
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SurfaceOrientation(SurfaceOrientation&& that) noexcept;
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SurfaceOrientation& operator=(SurfaceOrientation&& that) noexcept;
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/**
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* Returns the vertex count.
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*/
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size_t getVertexCount() const noexcept;
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/**
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* Converts quaternions into the desired output format and writes up to "quatCount"
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* to the given output pointer. Normally quatCount should be equal to the vertex count.
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* The optional stride is the desired quat-to-quat stride in bytes.
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* @{
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*/
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void getQuats(filament::math::quatf* out, size_t quatCount, size_t stride = 0) const noexcept;
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void getQuats(filament::math::short4* out, size_t quatCount, size_t stride = 0) const noexcept;
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void getQuats(filament::math::quath* out, size_t quatCount, size_t stride = 0) const noexcept;
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/**
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* @}
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*/
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private:
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SurfaceOrientation(OrientationImpl*) noexcept;
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SurfaceOrientation(const SurfaceOrientation&) = delete;
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SurfaceOrientation& operator=(const SurfaceOrientation&) = delete;
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OrientationImpl* mImpl;
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friend struct OrientationBuilderImpl;
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};
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} // namespace geometry
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} // namespace filament
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#endif // TNT_GEOMETRY_SURFACEORIENTATION_H
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334
macos/include/geometry/TangentSpaceMesh.h
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334
macos/include/geometry/TangentSpaceMesh.h
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/*
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* Copyright (C) 2023 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef TNT_GEOMETRY_TANGENTSPACEMESH_H
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#define TNT_GEOMETRY_TANGENTSPACEMESH_H
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#include <math/quat.h>
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#include <math/vec3.h>
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#include <math/vec4.h>
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namespace filament {
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namespace geometry {
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struct TangentSpaceMeshInput;
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struct TangentSpaceMeshOutput;
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/**
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* This class builds Filament-style TANGENTS buffers given an input mesh.
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*
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* This class enables the client to chose between several algorithms. The client can retrieve the
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* result through the `get` methods on the class. If the chosen algorithm did not remesh the input,
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* the client is advised to just use the data they provided instead of querying. For example, if
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* the chosen method is Algorithm::FRISVAD, then the client should not need to call getPositions().
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* We will simply copy from the input `positions` in that case.
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*
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* If the client calls getPositions() and positions were not provided as input, we will throw
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* and exception. Similar behavior will apply to UVs.
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*
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* This class supersedes the implementation in SurfaceOrientation.h
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*/
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class TangentSpaceMesh {
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public:
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enum class Algorithm : uint8_t {
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/**
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* default
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*
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* Tries to select the best possible algorithm given the input. The corresponding algorithms
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* are detailed in the corresponding enums.
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* <pre>
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* INPUT ALGORITHM
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* -----------------------------------------------------------
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* normals FRISVAD
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* positions + indices FLAT_SHADING
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* normals + uvs + positions + indices MIKKTSPACE
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* </pre>
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*/
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DEFAULT = 0,
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/**
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* mikktspace
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*
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* **Requires**: `normals + uvs + positions + indices` <br/>
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* **Reference**:
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* - Mikkelsen, M., 2008. Simulation of wrinkled surfaces revisited.
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* - https://github.com/mmikk/MikkTSpace
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* - https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#meshes-overview
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*
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* **Note**: Will remesh
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*/
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MIKKTSPACE = 1,
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/**
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* Lengyel's method
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*
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* **Requires**: `normals + uvs + positions + indices` <br/>
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* **Reference**: Lengyel, E., 2019. Foundations of Game Engine Development: Rendering. Terathon
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* Software LLC.. (Chapter 7)
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*/
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LENGYEL = 2,
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/**
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* Hughes-Moller method
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*
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* **Requires**: `normals` <br/>
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* **Reference**:
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* - Hughes, J.F. and Moller, T., 1999. Building an orthonormal basis from a unit
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* vector. journal of graphics tools, 4(4), pp.33-35.
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* - Parker, S.G., Bigler, J., Dietrich, A., Friedrich, H., Hoberock, J., Luebke, D.,
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* McAllister, D., McGuire, M., Morley, K., Robison, A. and Stich, M., 2010.
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* Optix: a general purpose ray tracing engine. Acm transactions on graphics (tog),
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* 29(4), pp.1-13.
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* **Note**: We implement the Optix variant, which is documented in the second reference above.
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*/
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HUGHES_MOLLER = 3,
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/**
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* Frisvad's method
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*
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* **Requires**: `normals` <br/>
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* **Reference**:
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* - Frisvad, J.R., 2012. Building an orthonormal basis from a 3D unit vector without
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* normalization. Journal of Graphics Tools, 16(3), pp.151-159.
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* - http://people.compute.dtu.dk/jerf/code/hairy/
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*/
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FRISVAD = 4,
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/**
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* Flat Shading
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*
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* **Requires**: `positions + indices` <br/>
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* **Note**: Will remesh
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*/
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FLAT_SHADING = 5
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};
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/**
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* Use this class to provide input to the TangentSpaceMesh computation. **Important**:
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* Computation of the tangent space is intended to be synchronous (working on the same thread).
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* Client is expected to keep the input immutable and in a good state for the duration of both
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* computation *and* query. That is, when querying the result of the tangent spaces, part of the
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* result might depend on the input data.
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*/
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class Builder {
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public:
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Builder() noexcept;
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~Builder() noexcept;
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/**
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* Move constructor
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*/
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Builder(Builder&& that) noexcept;
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/**
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* Move constructor
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*/
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Builder& operator=(Builder&& that) noexcept;
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Builder(Builder const&) = delete;
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Builder& operator=(Builder const&) = delete;
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/**
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* Client must provide this parameter
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*
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* @param vertexCount The input number of vertcies
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*/
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Builder& vertexCount(size_t vertexCount) noexcept;
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/**
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* @param normals The input normals
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* @param stride The stride for iterating through `normals`
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* @return Builder
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*/
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Builder& normals(filament::math::float3 const* normals, size_t stride = 0) noexcept;
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/**
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* @param tangents The input tangents. The `w` component is for use with
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* Algorithm::SIGN_OF_W.
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* @param stride The stride for iterating through `tangents`
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* @return Builder
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*/
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Builder& tangents(filament::math::float4 const* tangents, size_t stride = 0) noexcept;
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/**
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* @param uvs The input uvs
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* @param stride The stride for iterating through `uvs`
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* @return Builder
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*/
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Builder& uvs(filament::math::float2 const* uvs, size_t stride = 0) noexcept;
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/**
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* @param positions The input positions
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* @param stride The stride for iterating through `positions`
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* @return Builder
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*/
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Builder& positions(filament::math::float3 const* positions, size_t stride = 0) noexcept;
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Builder& triangleCount(size_t triangleCount) noexcept;
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Builder& triangles(filament::math::uint3 const* triangles) noexcept;
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Builder& triangles(filament::math::ushort3 const* triangles) noexcept;
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Builder& algorithm(Algorithm algorithm) noexcept;
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/**
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* Computes the tangent space mesh. The resulting mesh object is owned by the callee. The
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* callee must call TangentSpaceMesh::destroy on the object once they are finished with it.
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*
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* The state of the Builder will be reset after each call to build(). The client needs to
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* populate the builder with parameters again if they choose to re-use it.
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*
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* @return A TangentSpaceMesh
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*/
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TangentSpaceMesh* build();
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private:
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TangentSpaceMesh* mMesh = nullptr;
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};
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/**
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* Destory the mesh object
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* @param mesh A pointer to a TangentSpaceMesh ready to be destroyed
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*/
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static void destroy(TangentSpaceMesh* mesh) noexcept;
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/**
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* Move constructor
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*/
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TangentSpaceMesh(TangentSpaceMesh&& that) noexcept;
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/**
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* Move constructor
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*/
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TangentSpaceMesh& operator=(TangentSpaceMesh&& that) noexcept;
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TangentSpaceMesh(TangentSpaceMesh const&) = delete;
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TangentSpaceMesh& operator=(TangentSpaceMesh const&) = delete;
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/**
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* Number of output vertices
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*
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* The number of output vertices can be the same as the input if the selected algorithm did not
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* "remesh" the input.
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*
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* @return The number of vertices
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*/
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size_t getVertexCount() const noexcept;
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/**
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* Get output vertex positions.
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* Assumes the `out` param is at least of getVertexCount() length (while accounting for
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* `stride`). The output vertices can be the same as the input if the selected algorithm did
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* not "remesh" the input. The remeshed vertices are not guarranteed to have correlation in
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* order with the input mesh.
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*
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* @param out Client-allocated array that will be used for copying out positions.
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* @param stride Stride for iterating through `out`
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*/
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void getPositions(filament::math::float3* out, size_t stride = 0) const;
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/**
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* Get output UVs.
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* Assumes the `out` param is at least of getVertexCount() length (while accounting for
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* `stride`). The output uvs can be the same as the input if the selected algorithm did
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* not "remesh" the input. The remeshed UVs are not guarranteed to have correlation in order
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* with the input mesh.
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*
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* @param out Client-allocated array that will be used for copying out UVs.
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* @param stride Stride for iterating through `out`
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*/
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void getUVs(filament::math::float2* out, size_t stride = 0) const;
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/**
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* Get output tangent space.
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* Assumes the `out` param is at least of getVertexCount() length (while accounting for
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* `stride`).
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*
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* @param out Client-allocated array that will be used for copying out tangent space in
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* 32-bit floating points.
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* @param stride Stride for iterating through `out`
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*/
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void getQuats(filament::math::quatf* out, size_t stride = 0) const noexcept;
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/**
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* Get output tangent space.
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* Assumes the `out` param is at least of getVertexCount() length (while accounting for
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* `stride`).
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*
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* @param out Client-allocated array that will be used for copying out tangent space in
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* 16-bit signed integers.
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* @param stride Stride for iterating through `out`
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*/
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void getQuats(filament::math::short4* out, size_t stride = 0) const noexcept;
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/**
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* Get output tangent space.
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* Assumes the `out` param is at least of getVertexCount() length (while accounting for
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* `stride`).
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*
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* @param out Client-allocated array that will be used for copying out tangent space in
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* 16-bit floating points.
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* @param stride Stride for iterating through `out`
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*/
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void getQuats(filament::math::quath* out, size_t stride = 0) const noexcept;
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/**
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* Get number of output triangles.
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* The number of output triangles is the same as the number of input triangles. However, when a
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* "remesh" is carried out the output triangles are not guarranteed to have any correlation with
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* the input.
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*
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* @return The number of vertices
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*/
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size_t getTriangleCount() const noexcept;
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/**
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* Get output triangles.
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* This method assumes that the `out` param provided by the client is at least of
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* getTriangleCount() length. If the client calls getTriangles() and triangles were not
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* provided as input, we will throw and exception.
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*
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* @param out Client's array for the output triangles in unsigned 32-bit indices.
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*/
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void getTriangles(filament::math::uint3* out) const;
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/**
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* Get output triangles.
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* This method assumes that the `out` param provided by the client is at least of
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* getTriangleCount() length. If the client calls getTriangles() and triangles were not
|
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* provided as input, we will throw and exception.
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*
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* @param out Client's array for the output triangles in unsigned 16-bit indices.
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*/
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void getTriangles(filament::math::ushort3* out) const;
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/**
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* @return The algorithm used to compute the output mesh.
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*/
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Algorithm getAlgorithm() const noexcept;
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private:
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~TangentSpaceMesh() noexcept;
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TangentSpaceMesh() noexcept;
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TangentSpaceMeshInput* mInput;
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TangentSpaceMeshOutput* mOutput;
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friend class Builder;
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};
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} // namespace geometry
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} // namespace filament
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#endif //TNT_GEOMETRY_TANGENTSPACEMESH_H
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105
macos/include/geometry/Transcoder.h
Normal file
105
macos/include/geometry/Transcoder.h
Normal file
@@ -0,0 +1,105 @@
|
||||
/*
|
||||
* Copyright (C) 2021 The Android Open Source Project
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
#ifndef TNT_GEOMETRY_TRANSCODER_H
|
||||
#define TNT_GEOMETRY_TRANSCODER_H
|
||||
|
||||
#include <utils/compiler.h>
|
||||
|
||||
#include <stddef.h>
|
||||
#include <stdint.h>
|
||||
|
||||
namespace filament {
|
||||
namespace geometry {
|
||||
|
||||
enum class ComponentType {
|
||||
BYTE, //!< If normalization is enabled, this maps from [-127,127] to [-1,+1]
|
||||
UBYTE, //!< If normalization is enabled, this maps from [0,255] to [0, +1]
|
||||
SHORT, //!< If normalization is enabled, this maps from [-32767,32767] to [-1,+1]
|
||||
USHORT, //!< If normalization is enabled, this maps from [0,65535] to [0, +1]
|
||||
HALF, //!< 1 sign bit, 5 exponent bits, and 5 mantissa bits.
|
||||
FLOAT, //!< Standard 32-bit float
|
||||
};
|
||||
|
||||
/**
|
||||
* Creates a function object that can convert vertex attribute data into tightly packed floats.
|
||||
*
|
||||
* This is especially useful for 3-component formats which are not supported by all backends.
|
||||
* e.g. The Vulkan minspec includes float3 but not short3.
|
||||
*
|
||||
* Usage Example:
|
||||
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
* using filament::geometry::Transcoder;
|
||||
* using filament::geometry::ComponentType;
|
||||
*
|
||||
* Transcoder transcode({
|
||||
* .componentType = ComponentType::BYTE,
|
||||
* .normalized = true,
|
||||
* .componentCount = 3,
|
||||
* .inputStrideBytes = 0
|
||||
* });
|
||||
*
|
||||
* transcode(outputPtr, inputPtr, count);
|
||||
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
*
|
||||
* The interpretation of signed normalized data is consistent with Vulkan and OpenGL ES 3.0+.
|
||||
* Note that this slightly differs from earlier versions of OpenGL ES. For example, a signed byte
|
||||
* value of -127 maps exactly to -1.0f under ES3 and VK rules, but not ES2.
|
||||
*/
|
||||
class UTILS_PUBLIC Transcoder {
|
||||
public:
|
||||
/**
|
||||
* Describes the format of all input data that get passed to this transcoder object.
|
||||
*/
|
||||
struct Config {
|
||||
ComponentType componentType;
|
||||
bool normalized;
|
||||
uint32_t componentCount;
|
||||
uint32_t inputStrideBytes = 0; //!< If stride is 0, the transcoder assumes tight packing.
|
||||
};
|
||||
|
||||
/**
|
||||
* Creates an immutable function object with the specified configuration.
|
||||
*
|
||||
* The config is not passed by const reference to allow for type inference at the call site.
|
||||
*/
|
||||
Transcoder(Config config) noexcept : mConfig(config) {}
|
||||
|
||||
/**
|
||||
* Converts arbitrary data into tightly packed 32-bit floating point values.
|
||||
*
|
||||
* If target is non-null, writes up to "count" items into target and returns the number of bytes
|
||||
* actually written.
|
||||
*
|
||||
* If target is null, returns the number of bytes required.
|
||||
*
|
||||
* @param target Client owned area to write into, or null for a size query
|
||||
* @param source Pointer to the data to read from (does not get retained)
|
||||
* @param count The maximum number of items to write (i.e. number of float3 values, not bytes)
|
||||
* @return Number of bytes required to contain "count" items after conversion to packed floats
|
||||
*
|
||||
*/
|
||||
size_t operator()(float* UTILS_RESTRICT target, void const* UTILS_RESTRICT source,
|
||||
size_t count) const noexcept;
|
||||
|
||||
private:
|
||||
const Config mConfig;
|
||||
};
|
||||
|
||||
} // namespace geometry
|
||||
} // namespace filament
|
||||
|
||||
#endif // TNT_GEOMETRY_TRANSCODER_H
|
||||
Reference in New Issue
Block a user