Nebula
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primitivetopology.h
Go to the documentation of this file.
1#pragma once
2//------------------------------------------------------------------------------
12#include "core/types.h"
13#include "util/string.h"
14
15//------------------------------------------------------------------------------
16namespace CoreGraphics
17{
51
52}; // namespace CoreGraphics
53//------------------------------------------------------------------------------
54
The primitive topology for a draw call.
Definition primitivetopology.h:19
Code
enumeration
Definition primitivetopology.h:23
@ TriangleListAdjacency
Definition primitivetopology.h:34
@ PointList
Definition primitivetopology.h:26
@ LineStrip
Definition primitivetopology.h:28
@ InvalidPrimitiveTopology
Definition primitivetopology.h:24
@ TriangleList
Definition primitivetopology.h:31
@ LineList
Definition primitivetopology.h:27
@ TriangleStrip
Definition primitivetopology.h:32
@ LineListAdjacency
Definition primitivetopology.h:29
@ PatchList
Definition primitivetopology.h:36
@ LineStripAdjacency
Definition primitivetopology.h:30
@ TriangleStripAdjacency
Definition primitivetopology.h:35
@ TriangleFan
Definition primitivetopology.h:33
@ NumTopologies
Definition primitivetopology.h:38
static Util::String ToString(Code code)
convert to string
Definition primitivetopology.cc:38
static SizeT NumberOfVertices(Code topology, SizeT numPrimitives)
compute number of vertices/indices given a primitive topology and number of primitives
Definition primitivetopology.cc:62
static Code FromString(const Util::String &str)
convert from string
Definition primitivetopology.cc:17
static SizeT NumberOfPrimitives(Code topology, SizeT numVertices)
compute number of primitives given a primitive type and number of vertices/indices
Definition primitivetopology.cc:86
Acceleration structures are used to enable ray tracing on the GPU by dividing the scene into a BVH.
Definition accelerationstructure.h:24
Nebula's universal string class.
Definition string.h:50
int SizeT
Definition types.h:49