Beispiel #1
0
bool ReleaseGridsResource(Vertex_VCN **ppVertices, unsigned short **ppIndices)
{
	if ( *ppVertices )
	{
		GutRelease16BytesAlignedMemory(*ppVertices);
		*ppVertices = NULL;
	}

	if ( *ppIndices )
	{
		delete [] *ppIndices;
		*ppIndices = NULL;
	}

	return true;
}
void sModelMaterial_OpenGL::operator delete[](void *p)
{
	GutRelease16BytesAlignedMemory(p);
}
Beispiel #3
0
// `產生x_grids * y_grids個格子的棋盤格模型`
bool GenerateGrids(int x_grids, int y_grids, Vertex_VCN **ppVertices, int &num_vertices, unsigned short **ppIndices, int &num_indices, int &num_triangles)
{
	const int triangles_per_row = x_grids * 2;
	const int indices_per_row = triangles_per_row + 2;

	num_vertices = (x_grids + 1) * (y_grids + 1);
	Vertex_VCN *pVertices = (Vertex_VCN *) GutAllocate16BytesAlignedMemory(sizeof(Vertex_VCN)*num_vertices);
	*ppVertices = pVertices;
	if ( pVertices==NULL )
		return false;

	num_indices = indices_per_row * y_grids;
	unsigned short *pIndices = new unsigned short[num_indices];
	*ppIndices = pIndices;
	if ( pIndices==NULL )
	{
		GutRelease16BytesAlignedMemory(pVertices);
		return false;
	}
	//` 使用triangle strip時, 三角形數目永遠等於索引值數目減去2`
	num_triangles = num_indices-2;

	Vector4 vCorner(-0.5f, 0.5f, 0.0f, 1.0f);
	Vector4 vStep(1.0f/float(x_grids), -1.0f/float(y_grids), 0.0f, 0.0f);
	Vector4 vPosition = vCorner;
	Vector4 vNormal(0.0f, 0.0f, 1.0f);
	Vector4 vColor(1.0f, 1.0f, 1.0f, 1.0f);

	int x,y;
	int vertex_index = 0;

	for ( y=0; y<=y_grids; y++)
	{
		vPosition[0] = vCorner[0];
		for ( x=0; x<=x_grids; x++, vertex_index++)
		{
			pVertices[vertex_index].m_Position = vPosition;
			pVertices[vertex_index].m_Normal = vNormal;
			pVertices[vertex_index].m_Color = vColor;
			vPosition[0] += vStep[0];
		}
		vPosition[1] += vStep[1];
	}

	const int vertices_per_row = x_grids + 1;
	bool from_left_to_right = true;
	int  index_index = 0;

	for ( y=0; y<y_grids; y++ )
	{
		if ( from_left_to_right )
		{
			// `在奇數列的時候, 三角形從左排到右.`
			pIndices[index_index++] = y * vertices_per_row;
			pIndices[index_index++] = y * vertices_per_row + vertices_per_row;

			for ( x=0; x<x_grids; x++ )
			{
				vertex_index = y * vertices_per_row + x;
				pIndices[index_index++] = vertex_index + 1;
				pIndices[index_index++] = vertex_index + 1 + vertices_per_row;
			}
		}
		else
		{
			// `在偶數列的時候, 三角形從右排到左.`
			pIndices[index_index++] = y * vertices_per_row + x_grids;
			pIndices[index_index++] = (y+1) * vertices_per_row + x_grids;

			for ( x=x_grids; x>0; x-- )
			{
				vertex_index = y * vertices_per_row + x;
				pIndices[index_index++] = vertex_index - 1;
				pIndices[index_index++] = vertex_index - 1 + vertices_per_row;
			}
		}
		from_left_to_right = !from_left_to_right;
	}

	return true;
}