Torque3D/Engine/source/gfx/primBuilder.cpp
2014-11-08 17:55:37 +01:00

346 lines
9.3 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "primBuilder.h"
#include "gfxDevice.h"
#include "console/console.h"
//*****************************************************************************
// Primitive Builder
//*****************************************************************************
namespace PrimBuild
{
Vector<GFXVertexPCT> mTempVertBuff;
GFXVertexBufferHandle<GFXVertexPCT> mVertBuff;
GFXPrimitiveType mType;
U32 mCurVertIndex;
ColorI mCurColor( 255, 255, 255 );
Point2F mCurTexCoord;
const ColorI _colWhite( 255, 255, 255, 255 );
#ifdef TORQUE_DEBUG
U32 mMaxVerts;
#define INIT_VERTEX_SIZE(x) mMaxVerts = x;
#define VERTEX_BOUNDS_CHECK() AssertFatal( mCurVertIndex < mMaxVerts, "PrimBuilder encountered an out of bounds vertex! Break and debug!" );
// This next check shouldn't really be used a lot unless you are tracking down
// a specific bug. -pw
#define VERTEX_SIZE_CHECK() AssertFatal( mCurVertIndex <= mMaxVerts, "PrimBuilder allocated more verts than you used! Break and debug or rendering artifacts could occur." );
#else
#define INIT_VERTEX_SIZE(x)
#define VERTEX_BOUNDS_CHECK()
#define VERTEX_SIZE_CHECK()
#endif
//-----------------------------------------------------------------------------
// begin
//-----------------------------------------------------------------------------
void begin( GFXPrimitiveType type, U32 maxVerts )
{
AssertFatal( type >= GFXPT_FIRST && type < GFXPT_COUNT, "PrimBuilder::end() - Bad primitive type!" );
mType = type;
mCurVertIndex = 0;
INIT_VERTEX_SIZE( maxVerts );
mTempVertBuff.setSize( maxVerts );
}
void beginToBuffer( GFXPrimitiveType type, U32 maxVerts )
{
AssertFatal( type >= GFXPT_FIRST && type < GFXPT_COUNT, "PrimBuilder::end() - Bad primitive type!" );
mType = type;
mCurVertIndex = 0;
INIT_VERTEX_SIZE( maxVerts );
mTempVertBuff.setSize( maxVerts );
}
//-----------------------------------------------------------------------------
// end
//-----------------------------------------------------------------------------
GFXVertexBuffer * endToBuffer( U32 &numPrims )
{
mVertBuff.set(GFX, mTempVertBuff.size(), GFXBufferTypeVolatile);
GFXVertexPCT *verts = mVertBuff.lock();
dMemcpy( verts, mTempVertBuff.address(), mTempVertBuff.size() * sizeof(GFXVertexPCT) );
mVertBuff.unlock();
VERTEX_SIZE_CHECK();
switch( mType )
{
case GFXPointList:
{
numPrims = mCurVertIndex;
break;
}
case GFXLineList:
{
numPrims = mCurVertIndex / 2;
break;
}
case GFXLineStrip:
{
numPrims = mCurVertIndex - 1;
break;
}
case GFXTriangleList:
{
numPrims = mCurVertIndex / 3;
break;
}
case GFXTriangleStrip:
case GFXTriangleFan:
{
numPrims = mCurVertIndex - 2;
break;
}
case GFXPT_COUNT:
// handle warning
break;
}
return mVertBuff;
}
void end( bool useGenericShaders )
{
if ( mCurVertIndex == 0 )
return;
VERTEX_SIZE_CHECK();
U32 vertStride = 1;
U32 stripStart = 0;
AssertFatal( mType >= GFXPT_FIRST && mType < GFXPT_COUNT, "PrimBuilder::end() - Bad primitive type!" );
switch( mType )
{
default:
case GFXPointList:
{
vertStride = 1;
break;
}
case GFXLineList:
{
vertStride = 2;
break;
}
case GFXTriangleList:
{
vertStride = 3;
break;
}
case GFXLineStrip:
{
stripStart = 1;
vertStride = 1;
break;
}
case GFXTriangleStrip:
case GFXTriangleFan:
{
stripStart = 2;
vertStride = 1;
break;
}
}
if ( useGenericShaders )
{
GFXStateBlock *currentBlock = GFX->getStateBlock();
if (currentBlock && currentBlock->getDesc().samplersDefined)
{
if (currentBlock->getDesc().vertexColorEnable)
GFX->setupGenericShaders( GFXDevice::GSModColorTexture );
else
GFX->setupGenericShaders( GFXDevice::GSTexture );
}
else
GFX->setupGenericShaders( GFXDevice::GSColor );
}
const GFXVertexPCT *srcVerts = mTempVertBuff.address();
U32 numVerts = mCurVertIndex;
// Make sure we don't have a dirty prim buffer left.
GFX->setPrimitiveBuffer( NULL );
if ( stripStart > 0 )
{
// TODO: Fix this to allow > MAX_DYNAMIC_VERTS!
U32 copyVerts = getMin( (U32)MAX_DYNAMIC_VERTS, numVerts );
mVertBuff.set( GFX, copyVerts, GFXBufferTypeVolatile );
GFXVertexPCT *verts = mVertBuff.lock();
dMemcpy( verts, srcVerts, copyVerts * sizeof( GFXVertexPCT ) );
mVertBuff.unlock();
U32 numPrims = ( copyVerts / vertStride ) - stripStart;
GFX->setVertexBuffer( mVertBuff );
GFX->drawPrimitive( mType, 0, numPrims );
}
else
{
while ( numVerts > 0 )
{
U32 copyVerts = getMin( (U32)MAX_DYNAMIC_VERTS, numVerts );
copyVerts -= copyVerts % vertStride;
mVertBuff.set( GFX, copyVerts, GFXBufferTypeVolatile );
GFXVertexPCT *verts = mVertBuff.lock();
dMemcpy( verts, srcVerts, copyVerts * sizeof( GFXVertexPCT ) );
mVertBuff.unlock();
U32 numPrims = copyVerts / vertStride;
GFX->setVertexBuffer( mVertBuff );
GFX->drawPrimitive( mType, 0, numPrims );
srcVerts += copyVerts;
numVerts -= copyVerts;
}
}
}
//-----------------------------------------------------------------------------
// vertex2f
//-----------------------------------------------------------------------------
void vertex2f( F32 x, F32 y )
{
VERTEX_BOUNDS_CHECK();
GFXVertexPCT *vert = &mTempVertBuff[mCurVertIndex++];
vert->point.x = x;
vert->point.y = y;
vert->point.z = 0.0;
vert->color = mCurColor;
vert->texCoord = mCurTexCoord;
}
//-----------------------------------------------------------------------------
// vertex3f
//-----------------------------------------------------------------------------
void vertex3f( F32 x, F32 y, F32 z )
{
VERTEX_BOUNDS_CHECK();
GFXVertexPCT *vert = &mTempVertBuff[mCurVertIndex++];
vert->point.x = x;
vert->point.y = y;
vert->point.z = z;
vert->color = mCurColor;
vert->texCoord = mCurTexCoord;
}
//-----------------------------------------------------------------------------
// vertex3fv
//-----------------------------------------------------------------------------
void vertex3fv( const F32 *data )
{
VERTEX_BOUNDS_CHECK();
GFXVertexPCT *vert = &mTempVertBuff[mCurVertIndex++];
vert->point.set( data[0], data[1], data[2] );
vert->color = mCurColor;
vert->texCoord = mCurTexCoord;
}
//-----------------------------------------------------------------------------
// vertex2fv
//-----------------------------------------------------------------------------
void vertex2fv( const F32 *data )
{
VERTEX_BOUNDS_CHECK();
GFXVertexPCT *vert = &mTempVertBuff[mCurVertIndex++];
vert->point.set( data[0], data[1], 0.f );
vert->color = mCurColor;
vert->texCoord = mCurTexCoord;
}
//-----------------------------------------------------------------------------
// color
//-----------------------------------------------------------------------------
void color( const ColorI &inColor )
{
mCurColor = inColor;
}
void color( const ColorF &inColor )
{
mCurColor = inColor;
}
void color3i( U8 red, U8 green, U8 blue )
{
mCurColor.set( red, green, blue );
}
void color4i( U8 red, U8 green, U8 blue, U8 alpha )
{
mCurColor.set( red, green, blue, alpha );
}
void color3f( F32 red, F32 green, F32 blue )
{
mCurColor.set( U8( red * 255 ), U8( green * 255 ), U8( blue * 255 ) );
}
void color4f( F32 red, F32 green, F32 blue, F32 alpha )
{
mCurColor.set( U8( red * 255 ), U8( green * 255 ), U8( blue * 255 ), U8( alpha * 255 ) );
}
//-----------------------------------------------------------------------------
// texCoord
//-----------------------------------------------------------------------------
void texCoord2f( F32 x, F32 y )
{
mCurTexCoord.set( x, y );
}
void shutdown()
{
mVertBuff = NULL;
}
} // namespace PrimBuild