fix for draw cone and draw cylinder

these werent rendering correctly and we suspect draw cone was trying to draw more than it was allocating. On a volatle buffer that causes issues.
This commit is contained in:
marauder2k7 2025-07-31 17:55:38 +01:00
parent 1b7768925b
commit b9193072c1
2 changed files with 112 additions and 93 deletions

View file

@ -1486,69 +1486,73 @@ void GFXDrawUtil::_drawWireCapsule( const GFXStateBlockDesc &desc, const Point3F
void GFXDrawUtil::drawCone( const GFXStateBlockDesc &desc, const Point3F &basePnt, const Point3F &tipPnt, F32 baseRadius, const ColorI &color )
{
VectorF uvec = tipPnt - basePnt;
F32 height = uvec.len();
uvec.normalize();
MatrixF mat( true );
MathUtils::getMatrixFromUpVector( uvec, &mat );
mat.setPosition(basePnt);
VectorF dir = tipPnt - basePnt;
F32 height = dir.len();
dir.normalize();
Point3F scale( baseRadius, baseRadius, height );
mat.scale(scale);
MatrixF mat(true);
MathUtils::getMatrixFromUpVector(dir, &mat);
mat.setPosition(basePnt);
mat.scale(Point3F(baseRadius, baseRadius, height));
GFXTransformSaver saver;
mDevice->pushWorldMatrix();
mDevice->multWorld(mat);
S32 numPoints = sizeof(circlePoints)/sizeof(Point2F);
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, numPoints * 3 + 2, GFXBufferTypeVolatile);
const S32 numPoints = sizeof(circlePoints) / sizeof(Point2F);
// Vertex index layout
const S32 baseCenterIdx = 0;
const S32 baseStartIdx = 1;
const S32 tipIdx = baseStartIdx + numPoints;
const S32 sideStartIdx = tipIdx + 1;
const S32 totalVerts = sideStartIdx + numPoints * 3;
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, totalVerts, GFXBufferTypeVolatile);
verts.lock();
F32 sign = -1.f;
S32 indexDown = 0; //counting down from numPoints
S32 indexUp = 0; //counting up from 0
S32 index = 0; //circlePoints index for cap
for (S32 i = 0; i < numPoints + 1; i++)
// Base center vertex (at origin in local space)
verts[baseCenterIdx].point = Point3F(0, 0, 0);
verts[baseCenterIdx].color = color;
// Base circle vertices
for (S32 i = 0; i < numPoints; i++)
{
//Top cap
if (i != numPoints)
{
if (sign < 0)
index = indexDown;
else
index = indexUp;
verts[baseStartIdx + i].point = Point3F(circlePoints[i].x, circlePoints[i].y, 0);
verts[baseStartIdx + i].color = color;
}
verts[i].point = Point3F(circlePoints[index].x, circlePoints[index].y, 0);
verts[i].color = color;
// Tip vertex (pointing "up" in local Z)
verts[tipIdx].point = Point3F(0, 0, 1);
verts[tipIdx].color = color;
if (sign < 0)
indexUp += 1;
else
indexDown = numPoints - indexUp;
// Side triangles: one triangle per segment
for (S32 i = 0; i < numPoints; i++)
{
S32 triBase = sideStartIdx + i * 3;
// invert sign
sign *= -1.0f;
}
// Each triangle is (tip, base[i], base[(i+1)%numPoints])
verts[triBase + 0].point = verts[tipIdx].point;
verts[triBase + 1].point = verts[baseStartIdx + i].point;
verts[triBase + 2].point = verts[baseStartIdx + ((i + 1) % numPoints)].point;
//cone
S32 imod = i % numPoints;
S32 vertindex = 2 * i + numPoints;
verts[vertindex].point = Point3F(circlePoints[imod].x, circlePoints[imod].y, 0);
verts[vertindex].color = color;
verts[vertindex + 1].point = Point3F(0.0f, 0.0f, 1.0f);
verts[vertindex + 1].color = color;
verts[triBase + 0].color = color;
verts[triBase + 1].color = color;
verts[triBase + 2].color = color;
}
verts.unlock();
mDevice->setStateBlockByDesc( desc );
mDevice->setVertexBuffer( verts );
mDevice->setStateBlockByDesc(desc);
mDevice->setVertexBuffer(verts);
mDevice->setupGenericShaders();
mDevice->drawPrimitive(GFXTriangleStrip, 0, numPoints - 2);
mDevice->drawPrimitive(GFXTriangleStrip, numPoints, numPoints * 2);
// Draw base cap using triangle fan
mDevice->drawPrimitive(GFXTriangleList, baseCenterIdx, numPoints - 2);
// Draw sides using triangle list
mDevice->drawPrimitive(GFXTriangleList, sideStartIdx, numPoints);
mDevice->popWorldMatrix();
@ -1556,71 +1560,89 @@ void GFXDrawUtil::drawCone( const GFXStateBlockDesc &desc, const Point3F &basePn
void GFXDrawUtil::drawCylinder( const GFXStateBlockDesc &desc, const Point3F &basePnt, const Point3F &tipPnt, F32 radius, const ColorI &color )
{
VectorF uvec = tipPnt - basePnt;
F32 height = uvec.len();
uvec.normalize();
MatrixF mat( true );
MathUtils::getMatrixFromUpVector( uvec, &mat );
VectorF dir = tipPnt - basePnt;
F32 height = dir.len();
dir.normalize();
MatrixF mat(true);
MathUtils::getMatrixFromUpVector(dir, &mat);
mat.setPosition(basePnt);
mat.scale(Point3F(radius, radius, height));
Point3F scale( radius, radius, height * 2 );
mat.scale(scale);
GFXTransformSaver saver;
mDevice->pushWorldMatrix();
mDevice->multWorld(mat);
S32 numPoints = sizeof(circlePoints) / sizeof(Point2F);
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, numPoints *4 + 2, GFXBufferTypeVolatile);
const S32 numPoints = sizeof(circlePoints) / sizeof(Point2F);
// Vertex index layout
const S32 baseCenterIdx = 0;
const S32 topCenterIdx = 1;
const S32 baseStartIdx = 2;
const S32 topStartIdx = baseStartIdx + numPoints;
const S32 sideStartIdx = topStartIdx + numPoints;
const S32 totalVerts = sideStartIdx + numPoints * 6;
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, totalVerts, GFXBufferTypeVolatile);
verts.lock();
F32 sign = -1.f;
S32 indexDown = 0; //counting down from numPoints
S32 indexUp = 0; //counting up from 0
S32 index = 0; //circlePoints index for caps
for (S32 i = 0; i < numPoints + 1; i++)
// Base center
verts[baseCenterIdx].point = Point3F(0, 0, 0);
verts[baseCenterIdx].color = color;
// Top center
verts[topCenterIdx].point = Point3F(0, 0, 1);
verts[topCenterIdx].color = color;
// Base circle
for (S32 i = 0; i < numPoints; ++i)
{
//Top/Bottom cap
if (i != numPoints)
{
if (sign < 0)
index = indexDown;
else
index = indexUp;
verts[baseStartIdx + i].point = Point3F(circlePoints[i].x, circlePoints[i].y, 0);
verts[baseStartIdx + i].color = color;
}
verts[i].point = Point3F(circlePoints[index].x, circlePoints[index].y, 0);
verts[i].color = color;
verts[i + numPoints].point = Point3F(circlePoints[index].x, circlePoints[index].y, 0.5f);
verts[i + numPoints].color = color;
// Top circle
for (S32 i = 0; i < numPoints; ++i)
{
verts[topStartIdx + i].point = Point3F(circlePoints[i].x, circlePoints[i].y, 1.0f);
verts[topStartIdx + i].color = color;
}
if (sign < 0)
indexUp += 1;
else
indexDown = numPoints - indexUp;
// Side triangles
for (S32 i = 0; i < numPoints; ++i)
{
S32 next = (i + 1) % numPoints;
S32 idx = sideStartIdx + i * 6;
// invert sign
sign *= -1.0f;
}
// First triangle (base[i], base[next], top[i])
verts[idx + 0].point = verts[baseStartIdx + i].point;
verts[idx + 1].point = verts[baseStartIdx + next].point;
verts[idx + 2].point = verts[topStartIdx + i].point;
//cylinder
S32 imod = i % numPoints;
S32 vertindex = 2 * i + (numPoints * 2);
verts[vertindex].point = Point3F(circlePoints[imod].x, circlePoints[imod].y, 0);
verts[vertindex].color = color;
verts[vertindex + 1].point = Point3F(circlePoints[imod].x, circlePoints[imod].y, 0.5f);
verts[vertindex + 1].color = color;
// Second triangle (top[i], base[next], top[next])
verts[idx + 3].point = verts[topStartIdx + i].point;
verts[idx + 4].point = verts[baseStartIdx + next].point;
verts[idx + 5].point = verts[topStartIdx + next].point;
for (int j = 0; j < 6; ++j)
verts[idx + j].color = color;
}
verts.unlock();
mDevice->setStateBlockByDesc( desc );
mDevice->setVertexBuffer( verts );
mDevice->setStateBlockByDesc(desc);
mDevice->setVertexBuffer(verts);
mDevice->setupGenericShaders();
mDevice->drawPrimitive( GFXTriangleStrip, 0, numPoints-2 );
mDevice->drawPrimitive( GFXTriangleStrip, numPoints, numPoints - 2);
mDevice->drawPrimitive( GFXTriangleStrip, numPoints*2, numPoints * 2);
// Draw base cap
mDevice->drawPrimitive(GFXTriangleList, baseCenterIdx, numPoints - 2);
// Draw top cap
mDevice->drawPrimitive(GFXTriangleList, topCenterIdx, numPoints - 2);
// Draw sides (2 triangles per segment)
mDevice->drawPrimitive(GFXTriangleList, sideStartIdx, numPoints * 2);
mDevice->popWorldMatrix();
}

View file

@ -704,9 +704,6 @@ inline void GFXGLDevice::postDrawPrimitive(U32 primitiveCount)
{
mDeviceStatistics.mDrawCalls++;
mDeviceStatistics.mPolyCount += primitiveCount;
mVolatileVBs.clear();
mVolatilePBs.clear();
}
void GFXGLDevice::drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount )