/* Copyright (c) 2021-2024, NVIDIA CORPORATION. All rights reserved. * * SPDX-License-Identifier: Apache-2.0 * * 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. */ #pragma once #include #include namespace vkb { namespace scene_graph { namespace components { /** * @brief facade class around vkb::sg::SubMesh, providing a vulkan.hpp-based interface * * See vkb::sb::SubMeshfor for documentation */ class HPPSubMesh : private vkb::sg::SubMesh { public: using vkb::sg::SubMesh::vertex_indices; vkb::core::BufferCpp const &get_index_buffer() const { return reinterpret_cast(*vkb::sg::SubMesh::index_buffer); } vk::IndexType get_index_type() const { return static_cast(vkb::sg::SubMesh::index_type); } const HPPMaterial *get_material() const { return reinterpret_cast(vkb::sg::SubMesh::get_material()); } vkb::core::BufferCpp const &get_vertex_buffer(std::string const &name) const { return reinterpret_cast(vkb::sg::SubMesh::vertex_buffers.at(name)); } }; } // namespace components } // namespace scene_graph } // namespace vkb