-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathprimitive_renderer.cpp
More file actions
192 lines (147 loc) · 5.42 KB
/
Copy pathprimitive_renderer.cpp
File metadata and controls
192 lines (147 loc) · 5.42 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
#include "primitive_renderer.h"
#include "vertex_colour_unlit_shader.h"
#include "system\platform.h"
#include "graphics\vertex_buffer.h"
#include "graphics\index_buffer.h"
#include "graphics\renderer_3d.h"
#include "graphics\shader_interface.h"
PrimitiveRenderer::PrimitiveRenderer(gef::Platform& platform, UInt32 max_num_lines /* = kDefaultMaxNumLines */, UInt32 max_num_triangles /* = kDefaultMaxNumTriangles */)
: shader_(nullptr)
, num_lines_(0)
, num_triangles_(0)
, lines_vertex_buffer_(nullptr)
, triangles_vertex_buffer_(nullptr)
, max_num_lines_(max_num_lines)
, max_num_triangles_(max_num_triangles)
{
shader_ = new VertexColourUnlitShader(platform);
lines_vertex_buffer_ = gef::VertexBuffer::Create(platform);
lines_vertex_buffer_->Init(platform, nullptr, max_num_lines_ * 2, sizeof(VertexColourUnlitShader::VertexData), false);
triangles_vertex_buffer_ = gef::VertexBuffer::Create(platform);
triangles_vertex_buffer_->Init(platform, nullptr, max_num_triangles_ * 3, sizeof(VertexColourUnlitShader::VertexData), false);
UInt32 max_num_indices = max_num_lines_ * 2 > max_num_triangles_ * 3 ? max_num_lines_ * 2 : max_num_triangles_ * 3;
UInt32* indices;
indices = new UInt32[max_num_indices];
for (UInt32 i = 0; i < max_num_indices; ++i)
indices[i] = i;
lines_index_buffer_ = gef::IndexBuffer::Create(platform);
lines_index_buffer_->Init(platform, indices, max_num_lines * 2, sizeof(UInt32));
triangles_index_buffer_ = gef::IndexBuffer::Create(platform);
triangles_index_buffer_->Init(platform, indices, max_num_triangles_ * 3, sizeof(UInt32));
delete indices;
indices = nullptr;
}
PrimitiveRenderer::~PrimitiveRenderer()
{
delete triangles_index_buffer_;
triangles_index_buffer_ = nullptr;
delete lines_index_buffer_;
lines_index_buffer_ = nullptr;
delete triangles_vertex_buffer_;
triangles_vertex_buffer_ = nullptr;
delete lines_vertex_buffer_;
lines_vertex_buffer_ = nullptr;
delete shader_;
shader_ = nullptr;
}
void PrimitiveRenderer::Render(gef::Renderer3D& renderer_3d)
{
lines_vertex_buffer_->Update(renderer_3d.platform());
triangles_vertex_buffer_->Update(renderer_3d.platform());
shader_->SetSceneData(renderer_3d.view_matrix(), renderer_3d.projection_matrix());
gef::Matrix44 world_transform;
world_transform.SetIdentity();
shader_->SetMeshData(world_transform);
shader_->device_interface()->UseProgram();
DrawTriangles(renderer_3d);
DrawLines(renderer_3d);
}
void PrimitiveRenderer::Reset()
{
num_lines_ = 0;
num_triangles_ = 0;
}
void PrimitiveRenderer::AddLine(const gef::Vector4& start, const gef::Vector4& end, const gef::Colour& colour)
{
if (num_lines_ < max_num_lines_)
{
VertexColourUnlitShader::VertexData* vertices = static_cast<VertexColourUnlitShader::VertexData*>(lines_vertex_buffer_->vertex_data());
vertices += num_lines_ * 2;
vertices->x = start.x();
vertices->y = start.y();
vertices->z = start.z();
vertices->r = colour.r;
vertices->g = colour.g;
vertices->b = colour.b;
vertices->a = colour.a;
vertices++;
vertices->x = end.x();
vertices->y = end.y();
vertices->z = end.z();
vertices->r = colour.r;
vertices->g = colour.g;
vertices->b = colour.b;
vertices->a = colour.a;
num_lines_++;
}
}
void PrimitiveRenderer::AddTriangle(const gef::Vector4& v0, const gef::Vector4& v1, const gef::Vector4& v2, const gef::Colour& colour)
{
if (num_triangles_ < max_num_triangles_)
{
VertexColourUnlitShader::VertexData* vertices = static_cast<VertexColourUnlitShader::VertexData*>(triangles_vertex_buffer_->vertex_data());
vertices += num_triangles_ * 3;
vertices->x = v0.x();
vertices->y = v0.y();
vertices->z = v0.z();
vertices->r = colour.r;
vertices->g = colour.g;
vertices->b = colour.b;
vertices->a = colour.a;
vertices++;
vertices->x = v1.x();
vertices->y = v1.y();
vertices->z = v1.z();
vertices->r = colour.r;
vertices->g = colour.g;
vertices->b = colour.b;
vertices->a = colour.a;
vertices++;
vertices->x = v2.x();
vertices->y = v2.y();
vertices->z = v2.z();
vertices->r = colour.r;
vertices->g = colour.g;
vertices->b = colour.b;
vertices->a = colour.a;
num_triangles_++;
}
}
void PrimitiveRenderer::DrawLines(gef::Renderer3D& renderer_3d)
{
renderer_3d.SetFillMode(gef::Renderer3D::kLines);
lines_vertex_buffer_->Bind(renderer_3d.platform());
// vertex format must be set after the vertex buffer is bound
shader_->device_interface()->SetVertexFormat();
shader_->device_interface()->SetVariableData();
lines_index_buffer_->Bind(renderer_3d.platform());
renderer_3d.SetPrimitiveType(gef::LINE_LIST);
renderer_3d.DrawPrimitive(lines_index_buffer_, num_lines_ * 2);
lines_index_buffer_->Unbind(renderer_3d.platform());
shader_->device_interface()->ClearVertexFormat();
lines_vertex_buffer_->Unbind(renderer_3d.platform());
renderer_3d.SetFillMode(gef::Renderer3D::kSolid);
}
void PrimitiveRenderer::DrawTriangles(gef::Renderer3D& renderer_3d)
{
triangles_vertex_buffer_->Bind(renderer_3d.platform());
// vertex format must be set after the vertex buffer is bound
shader_->device_interface()->SetVertexFormat();
shader_->device_interface()->SetVariableData();
triangles_index_buffer_->Bind(renderer_3d.platform());
renderer_3d.SetPrimitiveType(gef::TRIANGLE_LIST);
renderer_3d.DrawPrimitive(triangles_index_buffer_, num_triangles_ * 3);
triangles_index_buffer_->Unbind(renderer_3d.platform());
shader_->device_interface()->ClearVertexFormat();
triangles_vertex_buffer_->Unbind(renderer_3d.platform());
}