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