Beispiel #1
0
//---------------------------------------------------------------------------------------------------------------------
MF_API void MFBegin(uint32 vertexCount)
{
	MFDebug_Assert(phase == 1, "not in order 1");

	MFDebug_Assert(vertexCount > 0, "Invalid primitive count.");

	currentPrim.numVertices = vertexCount;
	if(gImmitateQuads)
		currentPrim.numVertices *= 3;

	// create an appropriate vertex buffer
	pVB = MFVertex_CreateVertexBuffer(pDecl, currentPrim.numVertices, MFVBType_Scratch);

	currentPrim.pMeshState = MFStateBlock_CreateTemporary(gLargeStateblock ? 256 : 64);
	MFStateBlock_SetRenderState(currentPrim.pMeshState, MFSCRS_VertexDeclaration, pDecl);
	MFStateBlock_SetRenderState(currentPrim.pMeshState, MFSCRS_VertexBuffer0, pVB);

	MFVertex_LockVertexBuffer(pVB, (void**)&pLocked);

	currentVert = 0;

	current.u = current.v = 0.0f;
	current.colour = 0xFFFFFFFF;
	current.normal.x = current.normal.z = 0.0f;
	current.normal.y = 1.0f;

	phase = 2;
}
Beispiel #2
0
void BuildVertexBuffers()
{
	struct Vertex
	{
		float pos[3];
		float uv[2];
		uint32 col;
	};

	// create vertex format declaration
	MFVertexElement elements[] =
	{
		{ 0, MFVET_Position, 0, 3 },
		{ 0, MFVET_TexCoord, 0, 2 },
		{ 0, MFVET_Colour, 0, 4 }
	};

	pVertexDecl = MFVertex_CreateVertexDeclaration(elements, sizeof(elements)/sizeof(elements[0]));

	// create box vertex buffer
	Vertex prism[4 * 3] = // 4 triangles, 1 per face
	{
		{ {  1, -1, -1 }, { 0, 0 }, 0xFFFF0000 },
		{ { -1, -1, -1 }, { 0, 0 }, 0xFFFF0000 },
		{ {  0,  1,  0 }, { 0, 0 }, 0xFFFF0000 },

		{ { -1, -1, -1 }, { 0, 0 }, 0xFF00FF00 },
		{ { -1, -1,  1 }, { 0, 0 }, 0xFF00FF00 },
		{ {  0,  1,  0 }, { 0, 0 }, 0xFF00FF00 },

		{ { -1, -1,  1 }, { 0, 0 }, 0xFF0000FF },
		{ {  1, -1,  1 }, { 0, 0 }, 0xFF0000FF },
		{ {  0,  1,  0 }, { 0, 0 }, 0xFF0000FF },

		{ {  1, -1,  1 }, { 0, 0 }, 0xFFFFFF00 },
		{ {  1, -1, -1 }, { 0, 0 }, 0xFFFFFF00 },
		{ {  0,  1,  0 }, { 0, 0 }, 0xFFFFFF00 }
	};

	pPrismVertexBuffer = MFVertex_CreateVertexBuffer(pVertexDecl, 4*3, MFVBType_Static, prism);

	pPrismMeshStateBlock = MFStateBlock_Create(64);
	MFStateBlock_SetRenderState(pPrismMeshStateBlock, MFSCRS_VertexDeclaration, pVertexDecl);
	MFStateBlock_SetRenderState(pPrismMeshStateBlock, MFSCRS_VertexBuffer(0), pPrismVertexBuffer);

	// create box vertex buffer
	Vertex box[12 * 3] = // 12 triangles, 2 per 6 faces of a cube
	{
		{ { -1, -1, -1 }, { 0, 0 }, 0xFFFFFFFF },
		{ { -1,  1, -1 }, { 1, 0 }, 0xFFFFFFFF },
		{ {  1,  1, -1 }, { 1, 1 }, 0xFFFFFFFF },

		{ { -1, -1, -1 }, { 0, 0 }, 0xFFFFFFFF },
		{ {  1,  1, -1 }, { 1, 1 }, 0xFFFFFFFF },
		{ {  1, -1, -1 }, { 0, 1 }, 0xFFFFFFFF },

		{ { -1, -1,  1 }, { 0, 0 }, 0xFFFFFFFF },
		{ {  1, -1,  1 }, { 1, 0 }, 0xFFFFFFFF },
		{ {  1,  1,  1 }, { 1, 1 }, 0xFFFFFFFF },

		{ { -1, -1,  1 }, { 0, 0 }, 0xFFFFFFFF },
		{ {  1,  1,  1 }, { 1, 1 }, 0xFFFFFFFF },
		{ { -1,  1,  1 }, { 0, 1 }, 0xFFFFFFFF },

		{ {  1, -1,  1 }, { 0, 0 }, 0xFFFFFFFF },
		{ {  1, -1, -1 }, { 1, 0 }, 0xFFFFFFFF },
		{ {  1,  1, -1 }, { 1, 1 }, 0xFFFFFFFF },

		{ {  1, -1,  1 }, { 0, 0 }, 0xFFFFFFFF },
		{ {  1,  1, -1 }, { 1, 1 }, 0xFFFFFFFF },
		{ {  1,  1,  1 }, { 0, 1 }, 0xFFFFFFFF },

		{ { -1, -1,  1 }, { 0, 0 }, 0xFFFFFFFF },
		{ { -1,  1,  1 }, { 1, 0 }, 0xFFFFFFFF },
		{ { -1,  1, -1 }, { 1, 1 }, 0xFFFFFFFF },

		{ { -1, -1,  1 }, { 0, 0 }, 0xFFFFFFFF },
		{ { -1,  1, -1 }, { 1, 1 }, 0xFFFFFFFF },
		{ { -1, -1, -1 }, { 0, 1 }, 0xFFFFFFFF },

		{ { -1,  1,  1 }, { 0, 0 }, 0xFFFFFFFF },
		{ {  1,  1,  1 }, { 1, 0 }, 0xFFFFFFFF },
		{ {  1,  1, -1 }, { 1, 1 }, 0xFFFFFFFF },

		{ { -1,  1,  1 }, { 0, 0 }, 0xFFFFFFFF },
		{ {  1,  1, -1 }, { 1, 1 }, 0xFFFFFFFF },
		{ { -1,  1, -1 }, { 0, 1 }, 0xFFFFFFFF },

		{ { -1, -1,  1 }, { 0, 0 }, 0xFFFFFFFF },
		{ { -1, -1, -1 }, { 1, 0 }, 0xFFFFFFFF },
		{ {  1, -1, -1 }, { 1, 1 }, 0xFFFFFFFF },

		{ { -1, -1,  1 }, { 0, 0 }, 0xFFFFFFFF },
		{ {  1, -1, -1 }, { 1, 1 }, 0xFFFFFFFF },
		{ {  1, -1,  1 }, { 0, 1 }, 0xFFFFFFFF }
	};

	pBoxVertexBuffer = MFVertex_CreateVertexBuffer(pVertexDecl, 12*3, MFVBType_Static, box);

	pBoxMeshStateBlock = MFStateBlock_Create(64);
	MFStateBlock_SetRenderState(pBoxMeshStateBlock, MFSCRS_VertexDeclaration, pVertexDecl);
	MFStateBlock_SetRenderState(pBoxMeshStateBlock, MFSCRS_VertexBuffer(0), pBoxVertexBuffer);
}