Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A set of utilities to render standard shapes
//
//===========================================================================//
#include "tier2/meshutils.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;
int baseVertex = nFirstVertex;
for ( i = 0; i < numQuads; ++i)
{
// Triangle 1
pIndices[0] = (unsigned short)( baseVertex );
pIndices[1] = (unsigned short)( baseVertex + 1 );
pIndices[2] = (unsigned short)( baseVertex + 2 );
// Triangle 2
pIndices[3] = (unsigned short)( baseVertex );
pIndices[4] = (unsigned short)( baseVertex + 2 );
pIndices[5] = (unsigned short)( baseVertex + 3 );
baseVertex += 4;
pIndices += 6;
}
}
void GeneratePolygonIndexBuffer( unsigned short* pIndices, int nIndexCount, int nFirstVertex )
{
if ( !pIndices )
return;
int i;
int numPolygons = nIndexCount / 3;
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;
int numLines = nIndexCount / 2;
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;
int numLines = nIndexCount / 2;
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;
}
}