text: //
  // Redistribution and use in source and binary forms, with or without
  // modification, are permitted provided that the following conditions
  // are met:
  //  * Redistributions of source code must retain the above copyright
  //    notice, this list of conditions and the following disclaimer.
  //  * Redistributions in binary form must reproduce the above copyright
  //    notice, this list of conditions and the following disclaimer in the
  //    documentation and/or other materials provided with the distribution.
  //  * Neither the name of NVIDIA CORPORATION nor the names of its
  //    contributors may be used to endorse or promote products derived
  //    from this software without specific prior written permission.
  //
  // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
  // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
  // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
  // PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
  // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
  // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
  // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
  // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  //
  // Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
  
  
  
  #ifndef APEX_RENDER_SUBMESH_H
  #define APEX_RENDER_SUBMESH_H
  
  #include "RenderMeshAssetIntl.h"
  #include "ApexVertexBuffer.h"
  #include "SubmeshParameters.h"
  
  namespace nvidia
  {
  namespace apex
  {
  
  class ApexRenderSubmesh : public RenderSubmeshIntl, public UserAllocated
  {
  public:
  	ApexRenderSubmesh() : mParams(NULL) {}
  	~ApexRenderSubmesh() {}
  
  	// from RenderSubmesh
  	virtual uint32_t				getVertexCount(uint32_t partIndex) const
  	{
  		return mParams->vertexPartition.buf[partIndex + 1] - mParams->vertexPartition.buf[partIndex];
  	}
  
  	virtual const VertexBufferIntl&	getVertexBuffer() const
  	{
  		return mVertexBuffer;
  	}
  
  	virtual uint32_t				getFirstVertexIndex(uint32_t partIndex) const
  	{
  		return mParams->vertexPartition.buf[partIndex];
  	}
  
  	virtual uint32_t				getIndexCount(uint32_t partIndex) const
  	{
  		return mParams->indexPartition.buf[partIndex + 1] - mParams->indexPartition.buf[partIndex];
  	}
  
  	virtual const uint32_t*			getIndexBuffer(uint32_t partIndex) const
  	{
  		return mParams->indexBuffer.buf + mParams->indexPartition.buf[partIndex];
  	}
  
  	virtual const uint32_t*			getSmoothingGroups(uint32_t partIndex) const
  	{
  		return mParams->smoothingGroups.buf != NULL ? (mParams->smoothingGroups.buf + mParams->indexPartition.buf[partIndex]/3) : NULL;
  	}
  
  
  	// from RenderSubmeshIntl
  	virtual VertexBufferIntl&			getVertexBufferWritable()
  	{
  		return mVertexBuffer;
  	}
  
  	virtual uint32_t*						getIndexBufferWritable(uint32_t partIndex)
  	{
  		return mParams->indexBuffer.buf + mParams->indexPartition.buf[partIndex];
  	}
  
  	virtual void						applyPermutation(const Array<uint32_t>& old2new, const Array<uint32_t>& new2old);
  
  	// own methods
  
  	uint32_t						getTotalIndexCount() const
  	{
  		return (uint32_t)mParams->indexBuffer.arraySizes[0];
  	}
  
  	uint32_t*						getIndexBufferWritable(uint32_t partIndex) const
  	{
  		return mParams->indexBuffer.buf + mParams->indexPartition.buf[partIndex];
  	}
  
  	bool								createFromParameters(SubmeshParameters* params);
  
  	void								setParams(SubmeshParameters* submeshParams, VertexBufferParameters* vertexBufferParams);
  
  	void								addStats(RenderMeshAssetStats& stats) const;
  
  	void								buildVertexBuffer(const VertexFormat& format, uint32_t vertexCount);
  
  	SubmeshParameters*  mParams;
  
  private:
  	ApexVertexBuffer    mVertexBuffer;
  
  	// No assignment
  	ApexRenderSubmesh&					operator = (const ApexRenderSubmesh&);
  };
  
  } // namespace apex
  } // namespace nvidia
  
  #endif // APEX_RENDER_SUBMESH_H
  