Nebula
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meshresource.h
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1#pragma once
2//------------------------------------------------------------------------------
9//------------------------------------------------------------------------------
10#include "coregraphics/mesh.h"
11namespace CoreGraphics
12{
13
19
21const MeshId MeshResourceGetMesh(const MeshResourceId id, const IndexT index);
24
27
28
29enum
30{
34};
35
36typedef Ids::IdAllocator<
42
43} // namespace CoreGraphics
An ID allocator associates an id with a slice in an N number of arrays.
Definition idallocator.h:39
Nebula's dynamic array class.
Definition array.h:60
Implements a fixed size one-dimensional array.
Definition fixedarray.h:20
Acceleration structures are used to enable ray tracing on the GPU by dividing the scene into a BVH.
Definition accelerationstructure.h:24
const SizeT MeshResourceGetNumMeshes(const MeshResourceId id)
Get number of meshes.
Definition meshresource.cc:24
void DestroyMeshResource(const MeshResourceId id)
Destroy.
Definition meshresource.cc:32
MeshResourceAllocator meshResourceAllocator
Definition meshresource.cc:9
const MeshId MeshResourceGetMesh(const MeshResourceId id, const IndexT index)
Get mesh.
Definition meshresource.cc:15
@ MeshResource_VertexData
Definition meshresource.h:32
@ MeshResource_Meshes
Definition meshresource.h:31
@ MeshResource_IndexData
Definition meshresource.h:33
Ids::IdAllocator< Util::FixedArray< MeshId >, CoreGraphics::VertexAlloc, CoreGraphics::VertexAlloc > MeshResourceAllocator
Definition meshresource.h:40
#define RESOURCE_ID_TYPE(type)
Definition resourceid.h:41
Definition mesh.h:29
Definition meshresource.h:16
Util::Array< CoreGraphics::MeshId > meshes
Definition meshresource.h:17
Definition meshresource.h:14
Definition mesh.h:23
int SizeT
Definition types.h:49
int IndexT
Definition types.h:48