mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
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.
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1b7768925b
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b9193072c1
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@ -1486,69 +1486,73 @@ void GFXDrawUtil::_drawWireCapsule( const GFXStateBlockDesc &desc, const Point3F
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void GFXDrawUtil::drawCone( const GFXStateBlockDesc &desc, const Point3F &basePnt, const Point3F &tipPnt, F32 baseRadius, const ColorI &color )
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{
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VectorF uvec = tipPnt - basePnt;
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F32 height = uvec.len();
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uvec.normalize();
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MatrixF mat( true );
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MathUtils::getMatrixFromUpVector( uvec, &mat );
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mat.setPosition(basePnt);
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VectorF dir = tipPnt - basePnt;
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F32 height = dir.len();
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dir.normalize();
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Point3F scale( baseRadius, baseRadius, height );
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mat.scale(scale);
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MatrixF mat(true);
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MathUtils::getMatrixFromUpVector(dir, &mat);
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mat.setPosition(basePnt);
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mat.scale(Point3F(baseRadius, baseRadius, height));
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GFXTransformSaver saver;
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mDevice->pushWorldMatrix();
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mDevice->multWorld(mat);
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S32 numPoints = sizeof(circlePoints)/sizeof(Point2F);
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GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, numPoints * 3 + 2, GFXBufferTypeVolatile);
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const S32 numPoints = sizeof(circlePoints) / sizeof(Point2F);
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// Vertex index layout
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const S32 baseCenterIdx = 0;
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const S32 baseStartIdx = 1;
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const S32 tipIdx = baseStartIdx + numPoints;
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const S32 sideStartIdx = tipIdx + 1;
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const S32 totalVerts = sideStartIdx + numPoints * 3;
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GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, totalVerts, GFXBufferTypeVolatile);
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verts.lock();
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F32 sign = -1.f;
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S32 indexDown = 0; //counting down from numPoints
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S32 indexUp = 0; //counting up from 0
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S32 index = 0; //circlePoints index for cap
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for (S32 i = 0; i < numPoints + 1; i++)
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// Base center vertex (at origin in local space)
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verts[baseCenterIdx].point = Point3F(0, 0, 0);
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verts[baseCenterIdx].color = color;
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// Base circle vertices
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for (S32 i = 0; i < numPoints; i++)
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{
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//Top cap
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if (i != numPoints)
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{
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if (sign < 0)
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index = indexDown;
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else
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index = indexUp;
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verts[baseStartIdx + i].point = Point3F(circlePoints[i].x, circlePoints[i].y, 0);
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verts[baseStartIdx + i].color = color;
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}
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verts[i].point = Point3F(circlePoints[index].x, circlePoints[index].y, 0);
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verts[i].color = color;
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// Tip vertex (pointing "up" in local Z)
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verts[tipIdx].point = Point3F(0, 0, 1);
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verts[tipIdx].color = color;
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if (sign < 0)
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indexUp += 1;
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else
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indexDown = numPoints - indexUp;
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// Side triangles: one triangle per segment
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for (S32 i = 0; i < numPoints; i++)
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{
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S32 triBase = sideStartIdx + i * 3;
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// invert sign
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sign *= -1.0f;
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}
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// Each triangle is (tip, base[i], base[(i+1)%numPoints])
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verts[triBase + 0].point = verts[tipIdx].point;
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verts[triBase + 1].point = verts[baseStartIdx + i].point;
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verts[triBase + 2].point = verts[baseStartIdx + ((i + 1) % numPoints)].point;
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//cone
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S32 imod = i % numPoints;
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S32 vertindex = 2 * i + numPoints;
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verts[vertindex].point = Point3F(circlePoints[imod].x, circlePoints[imod].y, 0);
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verts[vertindex].color = color;
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verts[vertindex + 1].point = Point3F(0.0f, 0.0f, 1.0f);
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verts[vertindex + 1].color = color;
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verts[triBase + 0].color = color;
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verts[triBase + 1].color = color;
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verts[triBase + 2].color = color;
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}
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verts.unlock();
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mDevice->setStateBlockByDesc( desc );
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mDevice->setVertexBuffer( verts );
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mDevice->setStateBlockByDesc(desc);
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mDevice->setVertexBuffer(verts);
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mDevice->setupGenericShaders();
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mDevice->drawPrimitive(GFXTriangleStrip, 0, numPoints - 2);
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mDevice->drawPrimitive(GFXTriangleStrip, numPoints, numPoints * 2);
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// Draw base cap using triangle fan
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mDevice->drawPrimitive(GFXTriangleList, baseCenterIdx, numPoints - 2);
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// Draw sides using triangle list
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mDevice->drawPrimitive(GFXTriangleList, sideStartIdx, numPoints);
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mDevice->popWorldMatrix();
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@ -1556,71 +1560,89 @@ void GFXDrawUtil::drawCone( const GFXStateBlockDesc &desc, const Point3F &basePn
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void GFXDrawUtil::drawCylinder( const GFXStateBlockDesc &desc, const Point3F &basePnt, const Point3F &tipPnt, F32 radius, const ColorI &color )
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{
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VectorF uvec = tipPnt - basePnt;
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F32 height = uvec.len();
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uvec.normalize();
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MatrixF mat( true );
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MathUtils::getMatrixFromUpVector( uvec, &mat );
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VectorF dir = tipPnt - basePnt;
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F32 height = dir.len();
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dir.normalize();
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MatrixF mat(true);
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MathUtils::getMatrixFromUpVector(dir, &mat);
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mat.setPosition(basePnt);
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mat.scale(Point3F(radius, radius, height));
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Point3F scale( radius, radius, height * 2 );
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mat.scale(scale);
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GFXTransformSaver saver;
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mDevice->pushWorldMatrix();
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mDevice->multWorld(mat);
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S32 numPoints = sizeof(circlePoints) / sizeof(Point2F);
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GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, numPoints *4 + 2, GFXBufferTypeVolatile);
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const S32 numPoints = sizeof(circlePoints) / sizeof(Point2F);
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// Vertex index layout
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const S32 baseCenterIdx = 0;
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const S32 topCenterIdx = 1;
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const S32 baseStartIdx = 2;
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const S32 topStartIdx = baseStartIdx + numPoints;
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const S32 sideStartIdx = topStartIdx + numPoints;
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const S32 totalVerts = sideStartIdx + numPoints * 6;
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GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, totalVerts, GFXBufferTypeVolatile);
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verts.lock();
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F32 sign = -1.f;
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S32 indexDown = 0; //counting down from numPoints
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S32 indexUp = 0; //counting up from 0
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S32 index = 0; //circlePoints index for caps
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for (S32 i = 0; i < numPoints + 1; i++)
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// Base center
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verts[baseCenterIdx].point = Point3F(0, 0, 0);
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verts[baseCenterIdx].color = color;
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// Top center
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verts[topCenterIdx].point = Point3F(0, 0, 1);
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verts[topCenterIdx].color = color;
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// Base circle
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for (S32 i = 0; i < numPoints; ++i)
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{
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//Top/Bottom cap
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if (i != numPoints)
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{
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if (sign < 0)
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index = indexDown;
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else
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index = indexUp;
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verts[baseStartIdx + i].point = Point3F(circlePoints[i].x, circlePoints[i].y, 0);
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verts[baseStartIdx + i].color = color;
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}
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verts[i].point = Point3F(circlePoints[index].x, circlePoints[index].y, 0);
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verts[i].color = color;
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verts[i + numPoints].point = Point3F(circlePoints[index].x, circlePoints[index].y, 0.5f);
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verts[i + numPoints].color = color;
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// Top circle
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for (S32 i = 0; i < numPoints; ++i)
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{
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verts[topStartIdx + i].point = Point3F(circlePoints[i].x, circlePoints[i].y, 1.0f);
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verts[topStartIdx + i].color = color;
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}
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if (sign < 0)
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indexUp += 1;
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else
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indexDown = numPoints - indexUp;
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// Side triangles
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for (S32 i = 0; i < numPoints; ++i)
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{
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S32 next = (i + 1) % numPoints;
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S32 idx = sideStartIdx + i * 6;
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// invert sign
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sign *= -1.0f;
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}
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// First triangle (base[i], base[next], top[i])
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verts[idx + 0].point = verts[baseStartIdx + i].point;
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verts[idx + 1].point = verts[baseStartIdx + next].point;
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verts[idx + 2].point = verts[topStartIdx + i].point;
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//cylinder
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S32 imod = i % numPoints;
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S32 vertindex = 2 * i + (numPoints * 2);
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verts[vertindex].point = Point3F(circlePoints[imod].x, circlePoints[imod].y, 0);
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verts[vertindex].color = color;
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verts[vertindex + 1].point = Point3F(circlePoints[imod].x, circlePoints[imod].y, 0.5f);
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verts[vertindex + 1].color = color;
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// Second triangle (top[i], base[next], top[next])
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verts[idx + 3].point = verts[topStartIdx + i].point;
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verts[idx + 4].point = verts[baseStartIdx + next].point;
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verts[idx + 5].point = verts[topStartIdx + next].point;
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for (int j = 0; j < 6; ++j)
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verts[idx + j].color = color;
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}
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verts.unlock();
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mDevice->setStateBlockByDesc( desc );
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mDevice->setVertexBuffer( verts );
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mDevice->setStateBlockByDesc(desc);
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mDevice->setVertexBuffer(verts);
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mDevice->setupGenericShaders();
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mDevice->drawPrimitive( GFXTriangleStrip, 0, numPoints-2 );
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mDevice->drawPrimitive( GFXTriangleStrip, numPoints, numPoints - 2);
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mDevice->drawPrimitive( GFXTriangleStrip, numPoints*2, numPoints * 2);
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// Draw base cap
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mDevice->drawPrimitive(GFXTriangleList, baseCenterIdx, numPoints - 2);
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// Draw top cap
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mDevice->drawPrimitive(GFXTriangleList, topCenterIdx, numPoints - 2);
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// Draw sides (2 triangles per segment)
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mDevice->drawPrimitive(GFXTriangleList, sideStartIdx, numPoints * 2);
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mDevice->popWorldMatrix();
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}
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@ -704,9 +704,6 @@ inline void GFXGLDevice::postDrawPrimitive(U32 primitiveCount)
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{
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mDeviceStatistics.mDrawCalls++;
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mDeviceStatistics.mPolyCount += primitiveCount;
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mVolatileVBs.clear();
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mVolatilePBs.clear();
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}
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void GFXGLDevice::drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount )
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