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- //-----------------------------------------------------------------------------
- // 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 "platform/platform.h"
- #include "gfx/gfxDrawUtil.h"
- #include "core/frameAllocator.h"
- #include "core/strings/stringFunctions.h"
- #include "core/strings/unicode.h"
- #include "math/util/frustum.h"
- #include "math/util/sphereMesh.h"
- #include "math/mathUtils.h"
- #include "gfx/gfxFontRenderBatcher.h"
- #include "gfx/gfxTransformSaver.h"
- #include "gfx/gfxPrimitiveBuffer.h"
- #include "gfx/primBuilder.h"
- #include "gfx/gfxDebugEvent.h"
- #include "math/mPolyhedron.impl.h"
- GFXDrawUtil::GFXDrawUtil( GFXDevice * d)
- {
- mDevice = d;
- mBitmapModulation.set(0xFF, 0xFF, 0xFF, 0xFF);
- mTextAnchorColor.set(0xFF, 0xFF, 0xFF, 0xFF);
- mFontRenderBatcher = new FontRenderBatcher();
- _setupStateBlocks();
- }
- GFXDrawUtil::~GFXDrawUtil()
- {
- delete mFontRenderBatcher;
- }
- void GFXDrawUtil::_setupStateBlocks()
- {
- // DrawBitmapStretchSR
- GFXStateBlockDesc bitmapStretchSR;
- bitmapStretchSR.setCullMode(GFXCullNone);
- bitmapStretchSR.setZReadWrite(false);
- bitmapStretchSR.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
- bitmapStretchSR.samplersDefined = true;
- // Linear: Create wrap SB
- bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getWrapLinear();
- mBitmapStretchWrapLinearSB = mDevice->createStateBlock(bitmapStretchSR);
- // Linear: Create clamp SB
- bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear();
- mBitmapStretchLinearSB = mDevice->createStateBlock(bitmapStretchSR);
- // Point:
- bitmapStretchSR.samplers[0].minFilter = GFXTextureFilterPoint;
- bitmapStretchSR.samplers[0].mipFilter = GFXTextureFilterPoint;
- bitmapStretchSR.samplers[0].magFilter = GFXTextureFilterPoint;
- // Point: Create clamp SB, last created clamped so no work required here
- mBitmapStretchSB = mDevice->createStateBlock(bitmapStretchSR);
- // Point: Create wrap SB, have to do this manually because getWrapLinear doesn't
- bitmapStretchSR.samplers[0].addressModeU = GFXAddressWrap;
- bitmapStretchSR.samplers[0].addressModeV = GFXAddressWrap;
- bitmapStretchSR.samplers[0].addressModeW = GFXAddressWrap;
- mBitmapStretchWrapSB = mDevice->createStateBlock(bitmapStretchSR);
- GFXStateBlockDesc rectFill;
- rectFill.setCullMode(GFXCullNone);
- rectFill.setZReadWrite(false);
- rectFill.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
- mRectFillSB = mDevice->createStateBlock(rectFill);
- }
- //-----------------------------------------------------------------------------
- // Color Modulation
- //-----------------------------------------------------------------------------
- void GFXDrawUtil::setBitmapModulation( const ColorI &modColor )
- {
- mBitmapModulation = modColor;
- }
- void GFXDrawUtil::clearBitmapModulation()
- {
- mBitmapModulation.set( 255, 255, 255, 255 );
- }
- void GFXDrawUtil::getBitmapModulation( ColorI *color )
- {
- mBitmapModulation.getColor( color );
- }
- void GFXDrawUtil::setTextAnchorColor( const ColorI &ancColor )
- {
- mTextAnchorColor = ancColor;
- }
- //-----------------------------------------------------------------------------
- // Draw Text
- //-----------------------------------------------------------------------------
- U32 GFXDrawUtil::drawText( GFont *font, const Point2I &ptDraw, const UTF16 *in_string,
- const ColorI *colorTable, const U32 maxColorIndex, F32 rot )
- {
- return drawTextN( font, ptDraw, in_string, dStrlen(in_string), colorTable, maxColorIndex, rot );
- }
- U32 GFXDrawUtil::drawText( GFont *font, const Point2I &ptDraw, const UTF8 *in_string,
- const ColorI *colorTable, const U32 maxColorIndex, F32 rot )
- {
- return drawTextN( font, ptDraw, in_string, dStrlen(in_string), colorTable, maxColorIndex, rot );
- }
- U32 GFXDrawUtil::drawText( GFont *font, const Point2F &ptDraw, const UTF8 *in_string, const ColorI *colorTable /*= NULL*/, const U32 maxColorIndex /*= 9*/, F32 rot /*= 0.f */ )
- {
- return drawText(font,Point2I((S32)ptDraw.x,(S32)ptDraw.y),in_string,colorTable,maxColorIndex,rot);
- }
- U32 GFXDrawUtil::drawText( GFont *font, const Point2F &ptDraw, const UTF16 *in_string, const ColorI *colorTable /*= NULL*/, const U32 maxColorIndex /*= 9*/, F32 rot /*= 0.f */ )
- {
- return drawText(font,Point2I((S32)ptDraw.x,(S32)ptDraw.y),in_string,colorTable,maxColorIndex,rot);
- }
- U32 GFXDrawUtil::drawTextN( GFont *font, const Point2I &ptDraw, const UTF8 *in_string, U32 n,
- const ColorI *colorTable, const U32 maxColorIndex, F32 rot )
- {
- // return on zero length strings
- if( n == 0 )
- return ptDraw.x;
- // Convert to UTF16 temporarily.
- n++; // space for null terminator
- FrameTemp<UTF16> ubuf( n );
- convertUTF8toUTF16N(in_string, ubuf, n);
- return drawTextN( font, ptDraw, ubuf, n, colorTable, maxColorIndex, rot );
- }
- U32 GFXDrawUtil::drawTextN( GFont *font, const Point2I &ptDraw, const UTF16 *in_string,
- U32 n, const ColorI *colorTable, const U32 maxColorIndex, F32 rot )
- {
- // return on zero length strings
- if( n == 0 )
- return ptDraw.x;
- // If it's over about 4000 verts we want to break it up
- if( n > 666 )
- {
- U32 left = drawTextN(font, ptDraw, in_string, 666, colorTable, maxColorIndex, rot);
- Point2I newDrawPt(left, ptDraw.y);
- const UTF16* str = (const UTF16*)in_string;
- return drawTextN(font, newDrawPt, &(str[666]), n - 666, colorTable, maxColorIndex, rot);
- }
- PROFILE_START(GFXDevice_drawTextN);
- const PlatformFont::CharInfo *tabci = NULL;
- S32 ptX = 0;
- // Queue everything for render.
- mFontRenderBatcher->init(font, n);
- U32 i;
- UTF16 c;
- for (i = 0, c = in_string[i]; i < n && in_string[i]; i++, c = in_string[i])
- {
- switch(c)
- {
- // We have to do a little dance here since \t = 0x9, \n = 0xa, and \r = 0xd
- case 1: case 2: case 3: case 4: case 5: case 6: case 7:
- case 11: case 12:
- case 14:
- {
- // Color code
- if (colorTable)
- {
- static U8 remap[15] =
- {
- 0x0, // 0 special null terminator
- 0x0, // 1 ascii start-of-heading??
- 0x1,
- 0x2,
- 0x3,
- 0x4,
- 0x5,
- 0x6,
- 0x0, // 8 special backspace
- 0x0, // 9 special tab
- 0x0, // a special \n
- 0x7,
- 0x8,
- 0x0, // a special \r
- 0x9
- };
- U8 remapped = remap[c];
- // Ignore if the color is greater than the specified max index:
- if ( remapped <= maxColorIndex )
- {
- const ColorI &clr = colorTable[remapped];
- mBitmapModulation = clr;
- }
- }
- // And skip rendering this character.
- continue;
- }
- // reset color?
- case 15:
- {
- mBitmapModulation = mTextAnchorColor;
- // And skip rendering this character.
- continue;
- }
- // push color:
- case 16:
- {
- mTextAnchorColor = mBitmapModulation;
- // And skip rendering this character.
- continue;
- }
- // pop color:
- case 17:
- {
- mBitmapModulation = mTextAnchorColor;
- // And skip rendering this character.
- continue;
- }
- // Tab character
- case dT('\t'):
- {
- if ( tabci == NULL )
- tabci = &(font->getCharInfo( dT(' ') ));
- const U32 fontTabIncrement = tabci->xIncrement * GFont::TabWidthInSpaces;
- ptX += fontTabIncrement;
- // And skip rendering this character.
- continue;
- }
- // Don't draw invalid characters.
- default:
- {
- if( !font->isValidChar( c ) )
- continue;
- }
- }
- // Queue char for rendering..
- mFontRenderBatcher->queueChar(c, ptX, mBitmapModulation);
- }
- mFontRenderBatcher->render(rot, Point2F((F32)ptDraw.x, (F32)ptDraw.y));
- PROFILE_END();
- return ptX + ptDraw.x;
- }
- U32 GFXDrawUtil::drawTextN( GFont *font, const Point2F &ptDraw, const UTF8 *in_string, U32 n, const ColorI *colorTable /*= NULL*/, const U32 maxColorIndex /*= 9*/, F32 rot /*= 0.f */ )
- {
- return drawTextN(font,Point2I((S32)ptDraw.x,(S32)ptDraw.y),in_string,n,colorTable,maxColorIndex,rot);
- }
- U32 GFXDrawUtil::drawTextN( GFont *font, const Point2F &ptDraw, const UTF16 *in_string, U32 n, const ColorI *colorTable /*= NULL*/, const U32 maxColorIndex /*= 9*/, F32 rot /*= 0.f */ )
- {
- return drawTextN(font,Point2I((S32)ptDraw.x,(S32)ptDraw.y),in_string,n,colorTable,maxColorIndex,rot);
- }
- //-----------------------------------------------------------------------------
- // Draw Bitmaps
- //-----------------------------------------------------------------------------
- void GFXDrawUtil::drawBitmap( GFXTextureObject* texture, const Point2I &in_rAt, const GFXBitmapFlip in_flip, const GFXTextureFilterType filter , bool in_wrap /*= true*/ )
- {
- drawBitmap(texture,Point2F((F32)in_rAt.x,(F32)in_rAt.y),in_flip,filter,in_wrap);
- }
- void GFXDrawUtil::drawBitmapStretch( GFXTextureObject* texture, const RectI &dstRect, const GFXBitmapFlip in_flip, const GFXTextureFilterType filter , bool in_wrap /*= true*/ )
- {
- drawBitmapStretch(texture,RectF((F32)dstRect.point.x,(F32)dstRect.point.y,(F32)dstRect.extent.x,(F32)dstRect.extent.y),in_flip,filter,in_wrap);
- }
- void GFXDrawUtil::drawBitmapSR( GFXTextureObject* texture, const Point2I &in_rAt, const RectI &srcRect, const GFXBitmapFlip in_flip, const GFXTextureFilterType filter , bool in_wrap /*= true*/ )
- {
- drawBitmapSR(texture,Point2F((F32)in_rAt.x,(F32)in_rAt.y),RectF((F32)srcRect.point.x,(F32)srcRect.point.y,(F32)srcRect.extent.x,(F32)srcRect.extent.y),in_flip,filter,in_wrap);
- }
- void GFXDrawUtil::drawBitmapStretchSR( GFXTextureObject *texture, const RectI &dstRect, const RectI &srcRect, const GFXBitmapFlip in_flip, const GFXTextureFilterType filter , bool in_wrap /*= true*/ )
- {
- RectF dstRectF = RectF((F32)dstRect.point.x,(F32)dstRect.point.y,(F32)dstRect.extent.x,(F32)dstRect.extent.y);
- RectF srcRectF = RectF((F32)srcRect.point.x,(F32)srcRect.point.y,(F32)srcRect.extent.x,(F32)srcRect.extent.y);
- drawBitmapStretchSR(texture,dstRectF,srcRectF,in_flip,filter,in_wrap);
- }
- void GFXDrawUtil::drawBitmap( GFXTextureObject*texture, const Point2F &in_rAt, const GFXBitmapFlip in_flip /*= GFXBitmapFlip_None*/, const GFXTextureFilterType filter /*= GFXTextureFilterPoint */ , bool in_wrap /*= true*/ )
- {
- AssertFatal( texture != 0, "No texture specified for drawBitmap()" );
- RectI subRegion( 0, 0, texture->mBitmapSize.x, texture->mBitmapSize.y );
- RectI stretch( in_rAt.x, in_rAt.y, texture->mBitmapSize.x, texture->mBitmapSize.y );
- drawBitmapStretchSR( texture, stretch, subRegion, in_flip, filter, in_wrap );
- }
- void GFXDrawUtil::drawBitmapStretch( GFXTextureObject*texture, const RectF &dstRect, const GFXBitmapFlip in_flip /*= GFXBitmapFlip_None*/, const GFXTextureFilterType filter /*= GFXTextureFilterPoint */ , bool in_wrap /*= true*/ )
- {
- AssertFatal( texture != 0, "No texture specified for drawBitmapStretch()" );
- RectF subRegion( 0.f, 0.f, (F32)texture->mBitmapSize.x, (F32)texture->mBitmapSize.y );
- drawBitmapStretchSR( texture, dstRect, subRegion, in_flip, filter, in_wrap );
- }
- void GFXDrawUtil::drawBitmapSR( GFXTextureObject*texture, const Point2F &in_rAt, const RectF &srcRect, const GFXBitmapFlip in_flip /*= GFXBitmapFlip_None*/, const GFXTextureFilterType filter /*= GFXTextureFilterPoint */ , bool in_wrap /*= true*/ )
- {
- AssertFatal( texture != 0, "No texture specified for drawBitmapSR()" );
- RectF stretch( in_rAt.x, in_rAt.y, srcRect.len_x(), srcRect.len_y() );
- drawBitmapStretchSR( texture, stretch, srcRect, in_flip, filter, in_wrap );
- }
- void GFXDrawUtil::drawBitmapStretchSR( GFXTextureObject* texture, const RectF &dstRect, const RectF &srcRect, const GFXBitmapFlip in_flip /*= GFXBitmapFlip_None*/, const GFXTextureFilterType filter /*= GFXTextureFilterPoint */ , bool in_wrap /*= true*/ )
- {
- // Sanity if no texture is specified.
- if(!texture)
- return;
- GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 4, GFXBufferTypeVolatile );
- verts.lock();
- F32 texLeft = (srcRect.point.x) / (texture->mTextureSize.x);
- F32 texRight = (srcRect.point.x + srcRect.extent.x) / (texture->mTextureSize.x);
- F32 texTop = (srcRect.point.y) / (texture->mTextureSize.y);
- F32 texBottom = (srcRect.point.y + srcRect.extent.y) / (texture->mTextureSize.y);
- F32 screenLeft = dstRect.point.x;
- F32 screenRight = (dstRect.point.x + dstRect.extent.x);
- F32 screenTop = dstRect.point.y;
- F32 screenBottom = (dstRect.point.y + dstRect.extent.y);
- if( in_flip & GFXBitmapFlip_X )
- {
- F32 temp = texLeft;
- texLeft = texRight;
- texRight = temp;
- }
- if( in_flip & GFXBitmapFlip_Y )
- {
- F32 temp = texTop;
- texTop = texBottom;
- texBottom = temp;
- }
- const F32 fillConv = mDevice->getFillConventionOffset();
- verts[0].point.set( screenLeft - fillConv, screenTop - fillConv, 0.f );
- verts[1].point.set( screenRight - fillConv, screenTop - fillConv, 0.f );
- verts[2].point.set( screenLeft - fillConv, screenBottom - fillConv, 0.f );
- verts[3].point.set( screenRight - fillConv, screenBottom - fillConv, 0.f );
- verts[0].color = verts[1].color = verts[2].color = verts[3].color = mBitmapModulation;
- verts[0].texCoord.set( texLeft, texTop );
- verts[1].texCoord.set( texRight, texTop );
- verts[2].texCoord.set( texLeft, texBottom );
- verts[3].texCoord.set( texRight, texBottom );
- verts.unlock();
- mDevice->setVertexBuffer( verts );
- switch (filter)
- {
- case GFXTextureFilterPoint :
- mDevice->setStateBlock(in_wrap ? mBitmapStretchWrapSB : mBitmapStretchSB);
- break;
- case GFXTextureFilterLinear :
- mDevice->setStateBlock(in_wrap ? mBitmapStretchWrapLinearSB : mBitmapStretchLinearSB);
- break;
- default:
- AssertFatal(false, "No GFXDrawUtil state block defined for this filter type!");
- mDevice->setStateBlock(mBitmapStretchSB);
- break;
- }
- mDevice->setTexture( 0, texture );
- mDevice->setupGenericShaders( GFXDevice::GSModColorTexture );
- mDevice->drawPrimitive( GFXTriangleStrip, 0, 2 );
- }
- //-----------------------------------------------------------------------------
- // Draw Rectangle
- //-----------------------------------------------------------------------------
- void GFXDrawUtil::drawRect( const Point2I &upperLeft, const Point2I &lowerRight, const ColorI &color )
- {
- drawRect( Point2F((F32)upperLeft.x,(F32)upperLeft.y),Point2F((F32)lowerRight.x,(F32)lowerRight.y),color);
- }
- void GFXDrawUtil::drawRect( const RectI &rect, const ColorI &color )
- {
- drawRect( rect.point, Point2I(rect.point.x + rect.extent.x - 1, rect.point.y + rect.extent.y - 1), color );
- }
- void GFXDrawUtil::drawRect( const RectF &rect, const ColorI &color )
- {
- drawRect( rect.point, Point2F(rect.point.x + rect.extent.x - 1, rect.point.y + rect.extent.y - 1), color );
- }
- void GFXDrawUtil::drawRect( const Point2F &upperLeft, const Point2F &lowerRight, const ColorI &color )
- {
- //
- // Convert Box a----------x
- // | |
- // x----------b
- //
- // Into Triangle-Strip Outline
- // v0-----------v2
- // | a x |
- // | v1-----v3 |
- // | | | |
- // | v7-----v5 |
- // | x b |
- // v6-----------v4
- //
- // NorthWest and NorthEast facing offset vectors
- // These adjust the thickness of the line, it'd be neat if one day
- // they were passed in as arguments.
- Point2F nw(-0.5f,-0.5f); /* \ */
- Point2F ne(0.5f,-0.5f); /* / */
- GFXVertexBufferHandle<GFXVertexPC> verts (mDevice, 10, GFXBufferTypeVolatile );
- verts.lock();
- F32 ulOffset = 0.5f - mDevice->getFillConventionOffset();
- verts[0].point.set( upperLeft.x + ulOffset + nw.x, upperLeft.y + ulOffset + nw.y, 0.0f );
- verts[1].point.set( upperLeft.x + ulOffset - nw.x, upperLeft.y + ulOffset - nw.y, 0.0f );
- verts[2].point.set( lowerRight.x + ne.x, upperLeft.y + ulOffset + ne.y, 0.0f );
- verts[3].point.set( lowerRight.x - ne.x, upperLeft.y + ulOffset - ne.y, 0.0f );
- verts[4].point.set( lowerRight.x - nw.x, lowerRight.y - nw.y, 0.0f );
- verts[5].point.set( lowerRight.x + nw.x, lowerRight.y + nw.y, 0.0f );
- verts[6].point.set( upperLeft.x + ulOffset - ne.x, lowerRight.y - ne.y, 0.0f );
- verts[7].point.set( upperLeft.x + ulOffset + ne.x, lowerRight.y + ne.y, 0.0f );
- verts[8].point.set( upperLeft.x + ulOffset + nw.x, upperLeft.y + ulOffset + nw.y, 0.0f ); // same as 0
- verts[9].point.set( upperLeft.x + ulOffset - nw.x, upperLeft.y + ulOffset - nw.y, 0.0f ); // same as 1
- for (S32 i=0; i<10; i++)
- verts[i].color = color;
- verts.unlock();
- mDevice->setVertexBuffer( verts );
- mDevice->setStateBlock(mRectFillSB);
- mDevice->setupGenericShaders();
- mDevice->drawPrimitive( GFXTriangleStrip, 0, 8 );
- }
- //-----------------------------------------------------------------------------
- // Draw Rectangle Fill
- //-----------------------------------------------------------------------------
- void GFXDrawUtil::drawRectFill( const RectF &rect, const ColorI &color )
- {
- drawRectFill(rect.point, Point2F(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color );
- }
- void GFXDrawUtil::drawRectFill( const Point2I &upperLeft, const Point2I &lowerRight, const ColorI &color )
- {
- drawRectFill(Point2F((F32)upperLeft.x, (F32)upperLeft.y), Point2F((F32)lowerRight.x, (F32)lowerRight.y), color);
- }
- void GFXDrawUtil::drawRectFill( const RectI &rect, const ColorI &color )
- {
- drawRectFill(rect.point, Point2I(rect.extent.x + rect.point.x - 1, rect.extent.y + rect.point.y - 1), color );
- }
- void GFXDrawUtil::drawRectFill( const Point2F &upperLeft, const Point2F &lowerRight, const ColorI &color )
- {
- //
- // Convert Box a----------x
- // | |
- // x----------b
- // Into Quad
- // v0---------v1
- // | a x |
- // | |
- // | x b |
- // v2---------v3
- //
- // NorthWest and NorthEast facing offset vectors
- Point2F nw(-0.5,-0.5); /* \ */
- Point2F ne(0.5,-0.5); /* / */
- GFXVertexBufferHandle<GFXVertexPC> verts(mDevice, 4, GFXBufferTypeVolatile);
- verts.lock();
- F32 ulOffset = 0.5f - mDevice->getFillConventionOffset();
-
- verts[0].point.set( upperLeft.x + nw.x + ulOffset, upperLeft.y + nw.y + ulOffset, 0.0f);
- verts[1].point.set( lowerRight.x + ne.x + ulOffset, upperLeft.y + ne.y + ulOffset, 0.0f);
- verts[2].point.set( upperLeft.x - ne.x + ulOffset, lowerRight.y - ne.y + ulOffset, 0.0f);
- verts[3].point.set( lowerRight.x - nw.x + ulOffset, lowerRight.y - nw.y + ulOffset, 0.0f);
- for (S32 i=0; i<4; i++)
- verts[i].color = color;
- verts.unlock();
- mDevice->setStateBlock(mRectFillSB);
- mDevice->setVertexBuffer( verts );
- mDevice->setupGenericShaders();
- mDevice->drawPrimitive( GFXTriangleStrip, 0, 2 );
- }
- void GFXDrawUtil::draw2DSquare( const Point2F &screenPoint, F32 width, F32 spinAngle )
- {
- width *= 0.5;
- Point3F offset( screenPoint.x, screenPoint.y, 0.0 );
- GFXVertexBufferHandle<GFXVertexPC> verts( mDevice, 4, GFXBufferTypeVolatile );
- verts.lock();
- verts[0].point.set( -width, -width, 0.0f );
- verts[1].point.set( -width, width, 0.0f );
- verts[2].point.set( width, -width, 0.0f );
- verts[3].point.set( width, width, 0.0f );
- verts[0].color = verts[1].color = verts[2].color = verts[3].color = mBitmapModulation;
- if (spinAngle == 0.0f)
- {
- for( S32 i = 0; i < 4; i++ )
- verts[i].point += offset;
- }
- else
- {
- MatrixF rotMatrix( EulerF( 0.0, 0.0, spinAngle ) );
- for( S32 i = 0; i < 4; i++ )
- {
- rotMatrix.mulP( verts[i].point );
- verts[i].point += offset;
- }
- }
- verts.unlock();
- mDevice->setVertexBuffer( verts );
- mDevice->setStateBlock(mRectFillSB);
- mDevice->setupGenericShaders();
- mDevice->drawPrimitive( GFXTriangleStrip, 0, 2 );
- }
- //-----------------------------------------------------------------------------
- // Draw Line
- //-----------------------------------------------------------------------------
- void GFXDrawUtil::drawLine( const Point3F &startPt, const Point3F &endPt, const ColorI &color )
- {
- drawLine( startPt.x, startPt.y, startPt.z, endPt.x, endPt.y, endPt.z, color );
- }
- void GFXDrawUtil::drawLine( const Point2F &startPt, const Point2F &endPt, const ColorI &color )
- {
- drawLine( startPt.x, startPt.y, 0.0f, endPt.x, endPt.y, 0.0f, color );
- }
- void GFXDrawUtil::drawLine( const Point2I &startPt, const Point2I &endPt, const ColorI &color )
- {
- drawLine( startPt.x, startPt.y, 0.0f, endPt.x, endPt.y, 0.0f, color );
- }
- void GFXDrawUtil::drawLine( F32 x1, F32 y1, F32 x2, F32 y2, const ColorI &color )
- {
- drawLine( x1, y1, 0.0f, x2, y2, 0.0f, color );
- }
- void GFXDrawUtil::drawLine( F32 x1, F32 y1, F32 z1, F32 x2, F32 y2, F32 z2, const ColorI &color )
- {
- GFXVertexBufferHandle<GFXVertexPC> verts( mDevice, 2, GFXBufferTypeVolatile );
- verts.lock();
- verts[0].point.set( x1, y1, z1 );
- verts[1].point.set( x2, y2, z2 );
- verts[0].color = color;
- verts[1].color = color;
- verts.unlock();
- mDevice->setVertexBuffer( verts );
- mDevice->setStateBlock( mRectFillSB );
- mDevice->setupGenericShaders();
- mDevice->drawPrimitive( GFXLineList, 0, 1 );
- }
- //-----------------------------------------------------------------------------
- // 3D World Draw Misc
- //-----------------------------------------------------------------------------
- static SphereMesh gSphere;
- void GFXDrawUtil::drawSphere( const GFXStateBlockDesc &desc, F32 radius, const Point3F &pos, const ColorI &color, bool drawTop, bool drawBottom, const MatrixF *xfm )
- {
- MatrixF mat;
- if ( xfm )
- mat = *xfm;
- else
- mat = MatrixF::Identity;
- mat.scale(Point3F(radius,radius,radius));
- mat.setPosition(pos);
- GFX->pushWorldMatrix();
- GFX->multWorld(mat);
- const SphereMesh::TriangleMesh * sphereMesh = gSphere.getMesh(2);
- S32 numPoly = sphereMesh->numPoly;
- S32 totalPoly = 0;
- GFXVertexBufferHandle<GFXVertexPC> verts(mDevice, numPoly*3, GFXBufferTypeVolatile);
- verts.lock();
- S32 vertexIndex = 0;
- for (S32 i=0; i<numPoly; i++)
- {
- if (!drawBottom)
- {
- if (sphereMesh->poly[i].pnt[0].z < -0.01f || sphereMesh->poly[i].pnt[1].z < -0.01f || sphereMesh->poly[i].pnt[2].z < -0.01f)
- continue;
- }
- if (!drawTop)
- {
- if (sphereMesh->poly[i].pnt[0].z > 0.01f || sphereMesh->poly[i].pnt[1].z > 0.01f || sphereMesh->poly[i].pnt[2].z > 0.01f)
- continue;
- }
- totalPoly++;
- verts[vertexIndex].point = sphereMesh->poly[i].pnt[0];
- verts[vertexIndex].color = color;
- vertexIndex++;
- verts[vertexIndex].point = sphereMesh->poly[i].pnt[1];
- verts[vertexIndex].color = color;
- vertexIndex++;
- verts[vertexIndex].point = sphereMesh->poly[i].pnt[2];
- verts[vertexIndex].color = color;
- vertexIndex++;
- }
- verts.unlock();
- mDevice->setStateBlockByDesc( desc );
- mDevice->setVertexBuffer( verts );
- mDevice->setupGenericShaders();
- mDevice->drawPrimitive( GFXTriangleList, 0, totalPoly );
- GFX->popWorldMatrix();
- }
- //-----------------------------------------------------------------------------
- static const Point3F cubePoints[8] =
- {
- Point3F(-1, -1, -1), Point3F(-1, -1, 1), Point3F(-1, 1, -1), Point3F(-1, 1, 1),
- Point3F( 1, -1, -1), Point3F( 1, -1, 1), Point3F( 1, 1, -1), Point3F( 1, 1, 1)
- };
- static const U32 cubeFaces[6][4] =
- {
- { 0, 4, 6, 2 }, { 0, 2, 3, 1 }, { 0, 1, 5, 4 },
- { 3, 2, 6, 7 }, { 7, 6, 4, 5 }, { 3, 7, 5, 1 }
- };
- void GFXDrawUtil::drawTriangle( const GFXStateBlockDesc &desc, const Point3F &p0, const Point3F &p1, const Point3F &p2, const ColorI &color, const MatrixF *xfm )
- {
- if ( desc.fillMode == GFXFillWireframe )
- _drawWireTriangle( desc, p0, p1, p2, color, xfm );
- else
- _drawSolidTriangle( desc, p0, p1, p2, color, xfm );
- }
- void GFXDrawUtil::_drawWireTriangle( const GFXStateBlockDesc &desc, const Point3F &p0, const Point3F &p1, const Point3F &p2, const ColorI &color, const MatrixF *xfm )
- {
- GFXVertexBufferHandle<GFXVertexPC> verts(mDevice, 4, GFXBufferTypeVolatile);
- verts.lock();
- // Set up the line strip
- verts[0].point = p0;
- verts[0].color = color;
- verts[1].point = p1;
- verts[1].color = color;
- verts[2].point = p2;
- verts[2].color = color;
- verts[3].point = p0;
- verts[3].color = color;
- // Apply xfm if we were passed one.
- if ( xfm != NULL )
- {
- for ( U32 i = 0; i < 4; i++ )
- xfm->mulP( verts[i].point );
- }
- verts.unlock();
- GFXStateBlockRef sb = mDevice->createStateBlock( desc );
- mDevice->setStateBlock( sb );
- mDevice->setVertexBuffer( verts );
- mDevice->setupGenericShaders();
- mDevice->drawPrimitive( GFXLineStrip, 0, 3 );
- }
- void GFXDrawUtil::_drawSolidTriangle( const GFXStateBlockDesc &desc, const Point3F &p0, const Point3F &p1, const Point3F &p2, const ColorI &color, const MatrixF *xfm )
- {
- GFXVertexBufferHandle<GFXVertexPC> verts(mDevice, 3, GFXBufferTypeVolatile);
- verts.lock();
- // Set up the line strip
- verts[0].point = p0;
- verts[0].color = color;
- verts[1].point = p1;
- verts[1].color = color;
- verts[2].point = p2;
- verts[2].color = color;
- // Apply xfm if we were passed one.
- if ( xfm != NULL )
- {
- for ( U32 i = 0; i < 3; i++ )
- xfm->mulP( verts[i].point );
- }
- verts.unlock();
- GFXStateBlockRef sb = mDevice->createStateBlock( desc );
- mDevice->setStateBlock( sb );
- mDevice->setVertexBuffer( verts );
- mDevice->setupGenericShaders();
- mDevice->drawPrimitive( GFXTriangleList, 0, 1 );
- }
- void GFXDrawUtil::drawPolygon( const GFXStateBlockDesc& desc, const Point3F* points, U32 numPoints, const ColorI& color, const MatrixF* xfm /* = NULL */ )
- {
- const bool isWireframe = ( desc.fillMode == GFXFillWireframe );
- const U32 numVerts = isWireframe ? numPoints + 1 : numPoints;
- GFXVertexBufferHandle< GFXVertexPC > verts( mDevice, numVerts, GFXBufferTypeVolatile );
- verts.lock();
- for( U32 i = 0; i < numPoints; ++ i )
- {
- verts[ i ].point = points[ i ];
- verts[ i ].color = color;
- }
- if( xfm )
- {
- for( U32 i = 0; i < numPoints; ++ i )
- xfm->mulP( verts[ i ].point );
- }
-
- if( isWireframe )
- {
- verts[ numVerts - 1 ].point = verts[ 0 ].point;
- verts[ numVerts - 1 ].color = color;
- }
- verts.unlock();
- mDevice->setStateBlockByDesc( desc );
- mDevice->setVertexBuffer( verts );
- mDevice->setupGenericShaders();
- if( desc.fillMode == GFXFillWireframe )
- mDevice->drawPrimitive( GFXLineStrip, 0, numPoints );
- else
- mDevice->drawPrimitive( GFXTriangleFan, 0, numPoints - 2 );
- }
- void GFXDrawUtil::drawCube( const GFXStateBlockDesc &desc, const Box3F &box, const ColorI &color, const MatrixF *xfm )
- {
- drawCube( desc, box.getExtents(), box.getCenter(), color, xfm );
- }
- void GFXDrawUtil::drawCube( const GFXStateBlockDesc &desc, const Point3F &size, const Point3F &pos, const ColorI &color, const MatrixF *xfm )
- {
- if ( desc.fillMode == GFXFillWireframe )
- _drawWireCube( desc, size, pos, color, xfm );
- else
- _drawSolidCube( desc, size, pos, color, xfm );
- }
- void GFXDrawUtil::_drawWireCube( const GFXStateBlockDesc &desc, const Point3F &size, const Point3F &pos, const ColorI &color, const MatrixF *xfm )
- {
- GFXVertexBufferHandle<GFXVertexPC> verts(mDevice, 30, GFXBufferTypeVolatile);
- verts.lock();
- Point3F halfSize = size * 0.5f;
- // setup 6 line loops
- U32 vertexIndex = 0;
- for(S32 i = 0; i < 6; i++)
- {
- for(S32 j = 0; j < 5; j++)
- {
- S32 idx = cubeFaces[i][j%4];
- verts[vertexIndex].point = cubePoints[idx] * halfSize;
- verts[vertexIndex].color = color;
- vertexIndex++;
- }
- }
- // Apply xfm if we were passed one.
- if ( xfm != NULL )
- {
- for ( U32 i = 0; i < 30; i++ )
- xfm->mulP( verts[i].point );
- }
- // Apply position offset
- for ( U32 i = 0; i < 30; i++ )
- verts[i].point += pos;
- verts.unlock();
- mDevice->setStateBlockByDesc( desc );
- mDevice->setVertexBuffer( verts );
- mDevice->setupGenericShaders();
- for( U32 i=0; i<6; i++ )
- mDevice->drawPrimitive( GFXLineStrip, i*5, 4 );
- }
- void GFXDrawUtil::_drawSolidCube( const GFXStateBlockDesc &desc, const Point3F &size, const Point3F &pos, const ColorI &color, const MatrixF *xfm )
- {
- GFXVertexBufferHandle<GFXVertexPC> verts(mDevice, 36, GFXBufferTypeVolatile);
- verts.lock();
- Point3F halfSize = size * 0.5f;
- // setup 6 line loops
- U32 vertexIndex = 0;
- U32 idx;
- for(S32 i = 0; i < 6; i++)
- {
- idx = cubeFaces[i][0];
- verts[vertexIndex].point = cubePoints[idx] * halfSize;
- verts[vertexIndex].color = color;
- vertexIndex++;
- idx = cubeFaces[i][1];
- verts[vertexIndex].point = cubePoints[idx] * halfSize;
- verts[vertexIndex].color = color;
- vertexIndex++;
- idx = cubeFaces[i][3];
- verts[vertexIndex].point = cubePoints[idx] * halfSize;
- verts[vertexIndex].color = color;
- vertexIndex++;
- idx = cubeFaces[i][1];
- verts[vertexIndex].point = cubePoints[idx] * halfSize;
- verts[vertexIndex].color = color;
- vertexIndex++;
- idx = cubeFaces[i][2];
- verts[vertexIndex].point = cubePoints[idx] * halfSize;
- verts[vertexIndex].color = color;
- vertexIndex++;
- idx = cubeFaces[i][3];
- verts[vertexIndex].point = cubePoints[idx] * halfSize;
- verts[vertexIndex].color = color;
- vertexIndex++;
- }
- // Apply xfm if we were passed one.
- if ( xfm != NULL )
- {
- for ( U32 i = 0; i < 36; i++ )
- xfm->mulV( verts[i].point );
- }
- // Apply position offset
- for ( U32 i = 0; i < 36; i++ )
- verts[i].point += pos;
- verts.unlock();
- mDevice->setStateBlockByDesc( desc );
- mDevice->setVertexBuffer( verts );
- mDevice->setupGenericShaders();
- mDevice->drawPrimitive( GFXTriangleList, 0, 12 );
- }
- void GFXDrawUtil::drawPolyhedron( const GFXStateBlockDesc &desc, const AnyPolyhedron &poly, const ColorI &color, const MatrixF *xfm )
- {
- if ( desc.fillMode == GFXFillWireframe )
- _drawWirePolyhedron( desc, poly, color, xfm );
- else
- _drawSolidPolyhedron( desc, poly, color, xfm );
- }
- void GFXDrawUtil::_drawWirePolyhedron( const GFXStateBlockDesc &desc, const AnyPolyhedron &poly, const ColorI &color, const MatrixF *xfm )
- {
- GFXDEBUGEVENT_SCOPE( GFXDrawUtil_DrawWirePolyhedron, ColorI::GREEN );
- const U32 numEdges = poly.getNumEdges();
- const Point3F* points = poly.getPoints();
- const Polyhedron::Edge* edges = poly.getEdges();
- // Allocate a temporary vertex buffer.
- GFXVertexBufferHandle< GFXVertexPC > verts( mDevice, numEdges * 2, GFXBufferTypeVolatile);
- // Fill it with the vertices for the edges.
-
- verts.lock();
- for( U32 i = 0; i < numEdges; ++ i )
- {
- const U32 nvert = i * 2;
- verts[ nvert + 0 ].point = points[ edges[ i ].vertex[ 0 ] ];
- verts[ nvert + 0 ].color = color;
- verts[ nvert + 1 ].point = points[ edges[ i ].vertex[ 1 ] ];
- verts[ nvert + 1 ].color = color;
- }
- if( xfm )
- {
- for( U32 i = 0; i < numEdges; ++ i )
- {
- xfm->mulP( verts[ i + 0 ].point );
- xfm->mulP( verts[ i + 1 ].point );
- }
- }
- verts.unlock();
- // Render the line list.
- mDevice->setStateBlockByDesc( desc );
- mDevice->setVertexBuffer( verts );
- mDevice->setupGenericShaders();
- mDevice->drawPrimitive( GFXLineList, 0, numEdges );
- }
- void GFXDrawUtil::_drawSolidPolyhedron( const GFXStateBlockDesc &desc, const AnyPolyhedron &poly, const ColorI &color, const MatrixF *xfm )
- {
- GFXDEBUGEVENT_SCOPE( GFXDrawUtil_DrawSolidPolyhedron, ColorI::GREEN );
- const U32 numPoints = poly.getNumPoints();
- const Point3F* points = poly.getPoints();
- const PlaneF* planes = poly.getPlanes();
- const Point3F viewDir = GFX->getViewMatrix().getForwardVector();
- // Create a temp buffer for the vertices and
- // put all the polyhedron's points in there.
- GFXVertexBufferHandle< GFXVertexPC > verts( mDevice, numPoints, GFXBufferTypeVolatile );
-
- verts.lock();
- for( U32 i = 0; i < numPoints; ++ i )
- {
- verts[ i ].point = points[ i ];
- verts[ i ].color = color;
- }
- if( xfm )
- {
- for( U32 i = 0; i < numPoints; ++ i )
- xfm->mulP( verts[ i ].point );
- }
- verts.unlock();
- // Allocate a temp buffer for the face indices.
- const U32 numIndices = poly.getNumEdges() * 2;
- const U32 numPlanes = poly.getNumPlanes();
- GFXPrimitiveBufferHandle prims( mDevice, numIndices, 0, GFXBufferTypeVolatile );
- // Unfortunately, since polygons may have varying numbers of
- // vertices, we also need to retain that information.
- FrameTemp< U32 > numIndicesForPoly( numPlanes );
- U32 numPolys = 0;
- // Create all the polygon indices.
- U16* indices;
- prims.lock( &indices );
- U32 idx = 0;
- for( U32 i = 0; i < numPlanes; ++ i )
- {
- // Since face extraction is somewhat costly, don't bother doing it for
- // backfacing polygons if culling is enabled.
- if( !desc.cullDefined || desc.cullMode != GFXCullNone )
- {
- F32 dot = mDot( planes[ i ], viewDir );
- // See if it faces *the same way* as the view direction. This would
- // normally mean that the face is *not* backfacing but since we expect
- // planes on the polyhedron to be facing *inwards*, we need to reverse
- // the logic here.
- if( dot > 0.f )
- continue;
- }
- U32 numPoints = poly.extractFace( i, &indices[ idx ], numIndices - idx );
- numIndicesForPoly[ numPolys ] = numPoints;
- idx += numPoints;
- numPolys ++;
- }
- prims.unlock();
- // Set up state.
- mDevice->setStateBlockByDesc( desc );
- mDevice->setupGenericShaders();
- mDevice->setVertexBuffer( verts );
- mDevice->setPrimitiveBuffer( prims );
- // Render one triangle fan for each polygon.
- U32 startIndex = 0;
- for( U32 i = 0; i < numPolys; ++ i )
- {
- U32 numVerts = numIndicesForPoly[ i ];
- mDevice->drawIndexedPrimitive( GFXTriangleFan, 0, 0, numPoints, startIndex, numVerts - 2 );
- startIndex += numVerts;
- }
- }
- void GFXDrawUtil::drawObjectBox( const GFXStateBlockDesc &desc, const Point3F &size, const Point3F &pos, const MatrixF &objMat, const ColorI &color )
- {
- GFXTransformSaver saver;
- mDevice->setStateBlockByDesc( desc );
- MatrixF scaledObjMat( true );
- scaledObjMat = objMat;
- scaledObjMat.scale( size );
- scaledObjMat.setPosition( pos );
- PrimBuild::color( color );
- PrimBuild::begin( GFXLineList, 48 );
- static const Point3F cubePoints[8] =
- {
- Point3F(-0.5, -0.5, -0.5), Point3F(-0.5, -0.5, 0.5), Point3F(-0.5, 0.5, -0.5), Point3F(-0.5, 0.5, 0.5),
- Point3F( 0.5, -0.5, -0.5), Point3F( 0.5, -0.5, 0.5), Point3F( 0.5, 0.5, -0.5), Point3F( 0.5, 0.5, 0.5)
- };
- // 8 corner points of the box
- for ( U32 i = 0; i < 8; i++ )
- {
- //const Point3F &start = cubePoints[i];
- // 3 lines per corner point
- for ( U32 j = 0; j < 3; j++ )
- {
- Point3F start = cubePoints[i];
- Point3F end = start;
- end[j] *= 0.8f;
- scaledObjMat.mulP(start);
- PrimBuild::vertex3fv(start);
- scaledObjMat.mulP(end);
- PrimBuild::vertex3fv(end);
- }
- }
- PrimBuild::end();
- }
- static const Point2F circlePoints[] =
- {
- Point2F(0.707107f, 0.707107f),
- Point2F(0.923880f, 0.382683f),
- Point2F(1.000000f, 0.000000f),
- Point2F(0.923880f, -0.382684f),
- Point2F(0.707107f, -0.707107f),
- Point2F(0.382683f, -0.923880f),
- Point2F(0.000000f, -1.000000f),
- Point2F(-0.382683f, -0.923880f),
- Point2F(-0.707107f, -0.707107f),
- Point2F(-0.923880f, -0.382684f),
- Point2F(-1.000000f, 0.000000f),
- Point2F(-0.923879f, 0.382684f),
- Point2F(-0.707107f, 0.707107f),
- Point2F(-0.382683f, 0.923880f),
- Point2F(0.000000f, 1.000000f),
- Point2F(0.382684f, 0.923879f)
- };
- void GFXDrawUtil::drawCapsule( const GFXStateBlockDesc &desc, const Point3F ¢er, F32 radius, F32 height, const ColorI &color, const MatrixF *xfm )
- {
- if ( desc.fillMode == GFXFillWireframe )
- _drawWireCapsule( desc, center, radius, height, color, xfm );
- else
- _drawSolidCapsule( desc, center, radius, height, color, xfm );
- }
- void GFXDrawUtil::_drawSolidCapsule( const GFXStateBlockDesc &desc, const Point3F ¢er, F32 radius, F32 height, const ColorI &color, const MatrixF *xfm )
- {
- MatrixF mat;
- if ( xfm )
- mat = *xfm;
- else
- mat = MatrixF::Identity;
- S32 numPoints = sizeof(circlePoints)/sizeof(Point2F);
- GFXVertexBufferHandle<GFXVertexPC> verts(mDevice, numPoints * 2 + 2, GFXBufferTypeVolatile);
- verts.lock();
- for (S32 i=0; i<numPoints + 1; i++)
- {
- S32 imod = i % numPoints;
- verts[2 * i].point = Point3F( circlePoints[imod].x * radius, circlePoints[imod].y * radius, height );
- verts[2 * i].color = color;
- verts[2 * i + 1].point = Point3F( circlePoints[imod].x * radius, circlePoints[imod].y * radius, -height );
- verts[2 * i + 1].color = color;
- }
- S32 totalNumPnts = numPoints * 2 + 2;
- // Apply xfm if we were passed one.
- for ( U32 i = 0; i < totalNumPnts; i++ )
- mat.mulP( verts[i].point );
- // Apply position offset
- for ( U32 i = 0; i < totalNumPnts; i++ )
- verts[i].point += center;
- verts.unlock();
- mDevice->setStateBlockByDesc( desc );
- mDevice->setVertexBuffer( verts );
- mDevice->setupGenericShaders();
- mDevice->drawPrimitive( GFXTriangleStrip, 0, 2 * numPoints );
- Point3F sphereCenter;
- MatrixF sphereMat;
- if ( xfm )
- sphereMat = *xfm;
- else
- sphereMat = MatrixF::Identity;
- sphereCenter.set( 0, 0, 0.5f * height );
- mat.mulV( sphereCenter );
- sphereCenter += center;
- drawSphere( desc, radius, sphereCenter, color, true, false, &sphereMat );
- sphereCenter.set( 0, 0, -0.5f * height );
- mat.mulV( sphereCenter );
- sphereCenter += center;
- drawSphere( desc, radius, sphereCenter, color, false, true, &sphereMat );
- }
- void GFXDrawUtil::_drawWireCapsule( const GFXStateBlockDesc &desc, const Point3F ¢er, F32 radius, F32 height, const ColorI &color, const MatrixF *xfm )
- {
- MatrixF mat;
- if ( xfm )
- mat = *xfm;
- else
- mat = MatrixF::Identity;
- mat.scale( Point3F(radius,radius,height*0.5f) );
- mat.setPosition(center);
- mDevice->pushWorldMatrix();
- mDevice->multWorld(mat);
- S32 numPoints = sizeof(circlePoints)/sizeof(Point2F);
- GFXVertexBufferHandle<GFXVertexPC> verts(mDevice, numPoints, GFXBufferTypeVolatile);
- verts.lock();
- for (S32 i=0; i< numPoints; i++)
- {
- S32 idx = i & (~1); // just draw the even ones
- F32 z = i & 1 ? 1.0f : -1.0f;
- verts[i].point = Point3F(circlePoints[idx].x,circlePoints[idx].y, z);
- verts[i].color = color;
- }
- verts.unlock();
- mDevice->setStateBlockByDesc( desc );
- mDevice->setVertexBuffer( verts );
- mDevice->setupGenericShaders();
- for (S32 i=0; i<numPoints; i += 2)
- mDevice->drawPrimitive(GFXLineStrip, i, 1);
- mDevice->popWorldMatrix();
- Point3F sphereCenter;
- sphereCenter.z = center.z + 0.5f * height;
- drawSphere( desc, radius,sphereCenter,color,true,false);
- sphereCenter.z = center.z - 0.5f * height;
- drawSphere( desc, radius,sphereCenter,color,false,true);
- }
- 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);
- Point3F scale( baseRadius, baseRadius, height );
- mat.scale(scale);
- GFXTransformSaver saver;
- mDevice->pushWorldMatrix();
- mDevice->multWorld(mat);
- S32 numPoints = sizeof(circlePoints)/sizeof(Point2F);
- GFXVertexBufferHandle<GFXVertexPC> verts(mDevice, numPoints + 2, GFXBufferTypeVolatile);
- verts.lock();
- verts[0].point = Point3F(0.0f,0.0f,1.0f);
- verts[0].color = color;
- for (S32 i=0; i<numPoints + 1; i++)
- {
- S32 imod = i % numPoints;
- verts[i + 1].point = Point3F(circlePoints[imod].x,circlePoints[imod].y, 0.0f);
- verts[i + 1].color = color;
- }
- verts.unlock();
- mDevice->setStateBlockByDesc( desc );
- mDevice->setVertexBuffer( verts );
- mDevice->setupGenericShaders( GFXDevice::GSModColorTexture );
- mDevice->drawPrimitive( GFXTriangleFan, 0, numPoints );
- mDevice->drawPrimitive( GFXTriangleFan, 1, numPoints-1 );
- mDevice->popWorldMatrix();
- }
- 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 );
- mat.setPosition(basePnt);
- Point3F scale( radius, radius, height * 2 );
- mat.scale(scale);
- GFXTransformSaver saver;
- mDevice->pushWorldMatrix();
- mDevice->multWorld(mat);
- S32 numPoints = sizeof(circlePoints)/sizeof(Point2F);
- GFXVertexBufferHandle<GFXVertexPC> verts(mDevice, numPoints * 4 + 4, GFXBufferTypeVolatile);
- verts.lock();
- for (S32 i=0; i<numPoints + 1; i++)
- {
- S32 imod = i % numPoints;
- verts[i].point = Point3F(circlePoints[imod].x,circlePoints[imod].y, 0.5f);
- verts[i].color = color;
- verts[i + numPoints + 1].point = Point3F(circlePoints[imod].x,circlePoints[imod].y, 0);
- verts[i + numPoints + 1].color = color;
- verts[2*numPoints + 2 + 2 * i].point = Point3F(circlePoints[imod].x,circlePoints[imod].y, 0.5f);
- verts[2*numPoints + 2 + 2 * i].color = color;
- verts[2*numPoints + 2 + 2 * i + 1].point = Point3F(circlePoints[imod].x,circlePoints[imod].y, 0);
- verts[2*numPoints + 2 + 2 * i + 1].color = color;
- }
- verts.unlock();
- mDevice->setStateBlockByDesc( desc );
- mDevice->setVertexBuffer( verts );
- mDevice->setupGenericShaders( GFXDevice::GSModColorTexture );
- mDevice->drawPrimitive( GFXTriangleFan, 0, numPoints );
- mDevice->drawPrimitive( GFXTriangleFan, numPoints + 1, numPoints );
- mDevice->drawPrimitive( GFXTriangleStrip, 2 * numPoints + 2, 2 * numPoints);
- mDevice->popWorldMatrix();
- }
- void GFXDrawUtil::drawArrow( const GFXStateBlockDesc &desc, const Point3F &start, const Point3F &end, const ColorI &color )
- {
- GFXTransformSaver saver;
- // Direction and length of the arrow.
- VectorF dir = end - start;
- F32 len = dir.len();
- dir.normalize();
- len *= 0.2f;
- // Base of the cone will be a distance back from the end of the arrow
- // proportional to the total distance of the arrow... 0.3f looks about right.
- Point3F coneBase = end - dir * len * 0.3f;
- // Calculate the radius of the cone given that we want the cone to have
- // an angle of 25 degrees (just because it looks good).
- F32 coneLen = ( end - coneBase ).len();
- F32 coneDiameter = mTan( mDegToRad(25.0f) ) * coneLen;
- // Draw the cone on at the arrow's tip.
- drawCone( desc, coneBase, end, coneDiameter / 2.0f, color );
- // Get the difference in length from
- // the start of the cone to the end
- // of the cylinder so we can put the
- // end of the cylinder right against where
- // the cone starts.
- Point3F coneDiff = end - coneBase;
- // Draw the cylinder.
- F32 stickRadius = len * 0.025f;
- drawCylinder( desc, start, end - coneDiff, stickRadius, color );
- }
- void GFXDrawUtil::drawFrustum( const Frustum &f, const ColorI &color )
- {
- const Point3F *points = f.getPoints();
- // Draw near and far planes.
- for (U32 offset = 0; offset < 8; offset+=4)
- {
- drawLine(points[offset+0], points[offset+1], color);
- drawLine(points[offset+2], points[offset+3], color);
- drawLine(points[offset+0], points[offset+2], color);
- drawLine(points[offset+1], points[offset+3], color);
- }
- // connect the near and far planes
- drawLine(points[Frustum::NearTopLeft], points[Frustum::FarTopLeft], color);
- drawLine(points[Frustum::NearTopRight], points[Frustum::FarTopRight], color);
- drawLine(points[Frustum::NearBottomLeft], points[Frustum::FarBottomLeft], color);
- drawLine(points[Frustum::NearBottomRight], points[Frustum::FarBottomRight], color);
- }
- void GFXDrawUtil::drawSolidPlane( const GFXStateBlockDesc &desc, const Point3F &pos, const Point2F &size, const ColorI &color )
- {
- GFXVertexBufferHandle<GFXVertexPC> verts(mDevice, 4, GFXBufferTypeVolatile);
- verts.lock();
- verts[0].point = pos + Point3F( -size.x / 2.0f, -size.y / 2.0f, 0 );
- verts[0].color = color;
- verts[1].point = pos + Point3F( -size.x / 2.0f, size.y / 2.0f, 0 );
- verts[1].color = color;
- verts[2].point = pos + Point3F( size.x / 2.0f, size.y / 2.0f, 0 );
- verts[2].color = color;
- verts[3].point = pos + Point3F( size.x / 2.0f, -size.y / 2.0f, 0 );
- verts[3].color = color;
- verts.unlock();
- mDevice->setStateBlockByDesc( desc );
- mDevice->setVertexBuffer( verts );
- mDevice->setupGenericShaders();
- mDevice->drawPrimitive( GFXTriangleFan, 0, 2 );
- }
- void GFXDrawUtil::drawPlaneGrid( const GFXStateBlockDesc &desc, const Point3F &pos, const Point2F &size, const Point2F &step, const ColorI &color, Plane plane )
- {
- // Note that when calculating the number of steps, we +0.5 to round up,
- // and +1 for the last line (ie. 4 steps needs 5 lines to be rendered)
- U32 uSteps = 0;
- if( step.x > 0 )
- uSteps = size.x / step.x + 0.5 + 1;
- U32 vSteps = 0;
- if( step.y > 0 )
- vSteps = size.y / step.y + 0.5 + 1;
-
- if( uSteps <= 1 || vSteps <= 1 )
- return;
-
- const U32 numVertices = uSteps * 2 + vSteps * 2;
- const U32 numLines = uSteps + vSteps;
-
- Point3F origin;
- switch( plane )
- {
- case PlaneXY:
- origin = Point3F( pos.x - ( size.x / 2.0f ), pos.y - ( size.y / 2.0f ), pos.z );
- break;
- case PlaneXZ:
- origin = Point3F( pos.x - ( size.x / 2.0f ), pos.y, pos.z - ( size.y / 2.0f ) );
- break;
- case PlaneYZ:
- origin = Point3F( pos.x, pos.y - ( size.x / 2.0f ), pos.z - ( size.y / 2.0f ) );
- break;
- }
- GFXVertexBufferHandle<GFXVertexPC> verts( mDevice, numVertices, GFXBufferTypeVolatile );
- verts.lock();
- U32 vertCount = 0;
- if( plane == PlaneXY || plane == PlaneXZ )
- {
- F32 start = mFloor( origin.x / step.x + 0.5f ) * step.x;
- for ( U32 i = 0; i < uSteps; i++ )
- {
- verts[vertCount].point = Point3F( start + step.x * i, origin.y, origin.z );
- verts[vertCount].color = color;
- ++vertCount;
- if( plane == PlaneXY )
- verts[vertCount].point = Point3F( start + step.x * i, origin.y + size.y, origin.z );
- else
- verts[vertCount].point = Point3F( start + step.x * i, origin.y, origin.z + size.y );
-
- verts[vertCount].color = color;
- ++vertCount;
- }
- }
- if( plane == PlaneXY || plane == PlaneYZ )
- {
- U32 num;
- F32 stp;
- if( plane == PlaneXY )
- {
- num = vSteps;
- stp = step.y;
- }
- else
- {
- num = uSteps;
- stp = step.x;
- }
- F32 start = mFloor( origin.y / stp + 0.5f ) * stp;
-
- for ( U32 i = 0; i < num; i++ )
- {
- verts[vertCount].point = Point3F( origin.x, start + stp * i, origin.z );
- verts[vertCount].color = color;
- ++vertCount;
- if( plane == PlaneXY )
- verts[vertCount].point = Point3F( origin.x + size.x, start + stp * i, origin.z );
- else
- verts[vertCount].point = Point3F( origin.x, start + stp * i, origin.z + size.x );
-
- verts[vertCount].color = color;
- ++vertCount;
- }
- }
- if( plane == PlaneXZ || plane == PlaneYZ )
- {
- F32 start = mFloor( origin.z / step.y + 0.5f ) * step.y;
- for ( U32 i = 0; i < vSteps; i++ )
- {
- verts[vertCount].point = Point3F( origin.x, origin.y, start + step.y * i );
- verts[vertCount].color = color;
- ++vertCount;
- if( plane == PlaneXZ )
- verts[vertCount].point = Point3F( origin.x + size.x, origin.y, start + step.y * i );
- else
- verts[vertCount].point = Point3F( origin.x, origin.y + size.x, start + step.y * i );
-
- verts[vertCount].color = color;
- ++vertCount;
- }
- }
- verts.unlock();
- mDevice->setStateBlockByDesc( desc );
- mDevice->setVertexBuffer( verts );
- mDevice->setupGenericShaders();
- mDevice->drawPrimitive( GFXLineList, 0, numLines );
- }
- void GFXDrawUtil::drawTransform( const GFXStateBlockDesc &desc, const MatrixF &mat, const Point3F *scale, const ColorI colors[3] )
- {
- GFXTransformSaver saver;
- GFX->multWorld( mat );
- GFXVertexBufferHandle<GFXVertexPC> verts( mDevice, 6, GFXBufferTypeVolatile );
- verts.lock();
- const static ColorI defColors[3] =
- {
- ColorI::RED,
- ColorI::GREEN,
- ColorI::BLUE
- };
- const ColorI *colArray = ( colors != NULL ) ? colors : defColors;
- verts[0].point = Point3F::Zero;
- verts[0].color = colArray[0];
- verts[1].point = Point3F( 1, 0, 0 );
- verts[1].color = colArray[0];
- verts[2].point = Point3F::Zero;
- verts[2].color = colArray[1];
- verts[3].point = Point3F( 0, 1, 0 );
- verts[3].color = colArray[1];
- verts[4].point = Point3F::Zero;
- verts[4].color = colArray[2];
- verts[5].point = Point3F( 0, 0, 1 );
- verts[5].color = colArray[2];
- if ( scale )
- {
- verts[1].point *= *scale;
- verts[3].point *= *scale;
- verts[5].point *= *scale;
- }
- verts.unlock();
- mDevice->setStateBlockByDesc( desc );
- mDevice->setVertexBuffer( verts );
- mDevice->setupGenericShaders();
- mDevice->drawPrimitive( GFXLineList, 0, 3 );
- }
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