Counter Strike : Global Offensive Source Code
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//===== Copyright � 2005-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: A set of utilities to render standard shapes
//
//===========================================================================//
#include "tier2/meshutils.h"
#include "tier0/platform.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Helper methods to create various standard index buffer types
//-----------------------------------------------------------------------------
void GenerateSequentialIndexBuffer( unsigned short* pIndices, int nIndexCount, int nFirstVertex ) { if ( !pIndices ) return;
// Format the sequential buffer
for ( int i = 0; i < nIndexCount; ++i ) { pIndices[i] = (unsigned short)( i + nFirstVertex ); } }
void GenerateQuadIndexBuffer( unsigned short *pIndices, int nIndexCount, int nFirstVertex ) { if ( !pIndices ) return;
// Format the quad buffer
int i; int numQuads = nIndexCount / 6; unsigned short baseVertex = (unsigned short)nFirstVertex;
if ( ( (size_t)pIndices & 0x3 ) == 0 ) { // Fast version, requires aligned indices
int *pWrite = (int*)pIndices; int nWrite = ( baseVertex << 16 ) | baseVertex; for ( i = 0; i < numQuads; ++i ) { // Have to deal with endian-ness
if ( IsX360() || IsPS3() ) { // this avoids compiler write reodering and prevents the write-combined out-of-order penalty
// _WriteBarrier won't compile here, and volatile is ignored
// the compiler otherwise scrambles these writes
*pWrite++ = nWrite + 1; *pWrite++ = nWrite + ( 2 << 16 ); *pWrite++ = nWrite + ( 2 << 16 ) + 3; } else { pWrite[0] = nWrite + ( 1 << 16 ); pWrite[1] = nWrite + 2; pWrite[2] = nWrite + ( 3 << 16 ) + 2; pWrite += 3; } nWrite += ( 4 << 16 ) | 4; } } else { for ( i = 0; i < numQuads; ++i ) { pIndices[0] = baseVertex; pIndices[1] = baseVertex + 1; pIndices[2] = baseVertex + 2;
// Triangle 2
pIndices[3] = baseVertex; pIndices[4] = baseVertex + 2; pIndices[5] = baseVertex + 3;
baseVertex += 4; pIndices += 6; } } }
void GeneratePolygonIndexBuffer( unsigned short* pIndices, int nIndexCount, int nFirstVertex ) { if ( !pIndices ) return;
int i, baseVertex; int numPolygons = nIndexCount / 3; baseVertex = nFirstVertex; for ( i = 0; i < numPolygons; ++i) { // Triangle 1
pIndices[0] = (unsigned short)( nFirstVertex ); pIndices[1] = (unsigned short)( nFirstVertex + i + 1 ); pIndices[2] = (unsigned short)( nFirstVertex + i + 2 ); pIndices += 3; } }
void GenerateLineStripIndexBuffer( unsigned short* pIndices, int nIndexCount, int nFirstVertex ) { if ( !pIndices ) return;
int i, baseVertex; int numLines = nIndexCount / 2; baseVertex = nFirstVertex; for ( i = 0; i < numLines; ++i) { pIndices[0] = (unsigned short)( nFirstVertex + i ); pIndices[1] = (unsigned short)( nFirstVertex + i + 1 ); pIndices += 2; } }
void GenerateLineLoopIndexBuffer( unsigned short* pIndices, int nIndexCount, int nFirstVertex ) { if ( !pIndices ) { return; }
int i, baseVertex; int numLines = nIndexCount / 2; baseVertex = nFirstVertex;
pIndices[0] = (unsigned short)( nFirstVertex + numLines - 1 ); pIndices[1] = (unsigned short)( nFirstVertex ); pIndices += 2;
for ( i = 1; i < numLines; ++i) { pIndices[0] = (unsigned short)( nFirstVertex + i - 1 ); pIndices[1] = (unsigned short)( nFirstVertex + i ); pIndices += 2; } }
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