void Billboard::Render(const matrix4x4f &trans, const RenderData *rd) { PROFILE_SCOPED() Graphics::Renderer *r = GetRenderer(); const matrix3x3f rot = trans.GetOrient().Transpose(); //some hand-tweaked scaling, to make the lights seem larger from distance const float size = m_size * Graphics::GetFovFactor() * Clamp(trans.GetTranslate().Length() / 500.f, 0.25f, 15.f); const vector3f rotv1 = rot * vector3f(size*0.5f, -size*0.5f, 0.0f); const vector3f rotv2 = rot * vector3f(size*0.5f, size*0.5f, 0.0f); if( !m_vbuffer.Valid() ) { //create buffer and upload data Graphics::VertexBufferDesc vbd; vbd.attrib[0].semantic = Graphics::ATTRIB_POSITION; vbd.attrib[0].format = Graphics::ATTRIB_FORMAT_FLOAT3; vbd.attrib[1].semantic = Graphics::ATTRIB_UV0; vbd.attrib[1].format = Graphics::ATTRIB_FORMAT_FLOAT2; vbd.numVertices = 6; vbd.usage = Graphics::BUFFER_USAGE_DYNAMIC; // we could be updating this per-frame m_vbuffer.Reset( r->CreateVertexBuffer(vbd) ); } #pragma pack(push, 4) struct PosUVVert { vector3f pos; vector2f uv; }; #pragma pack(pop) PosUVVert* vtxPtr = m_vbuffer->Map<PosUVVert>(Graphics::BUFFER_MAP_WRITE); vtxPtr[0].pos = (m_offset - rotv1); vtxPtr[0].uv = vector2f(0.f, 0.f); //top left vtxPtr[1].pos = (m_offset - rotv2); vtxPtr[1].uv = vector2f(0.f, 1.f); //bottom left vtxPtr[2].pos = (m_offset + rotv2); vtxPtr[2].uv = vector2f(1.f, 0.f); //top right vtxPtr[3].pos = (m_offset + rotv2); vtxPtr[3].uv = vector2f(1.f, 0.f); //top right vtxPtr[4].pos = (m_offset - rotv2); vtxPtr[4].uv = vector2f(0.f, 1.f); //bottom left vtxPtr[5].pos = (m_offset + rotv1); vtxPtr[5].uv = vector2f(1.f, 1.f); //bottom right m_vbuffer->Unmap(); r->SetTransform(trans); r->DrawBuffer(m_vbuffer.Get(), m_renderState, m_material.Get()); r->GetStats().AddToStatCount(Graphics::Stats::STAT_BILLBOARD, 1); }
void StaticGeometry::DrawBoundingBox(const Aabb &bb) { const vector3f min(bb.min.x, bb.min.y, bb.min.z); const vector3f max(bb.max.x, bb.max.y, bb.max.z); const vector3f fbl(min.x, min.y, min.z); //front bottom left const vector3f fbr(max.x, min.y, min.z); //front bottom right const vector3f ftl(min.x, max.y, min.z); //front top left const vector3f ftr(max.x, max.y, min.z); //front top right const vector3f rtl(min.x, max.y, max.z); //rear top left const vector3f rtr(max.x, max.y, max.z); //rear top right const vector3f rbl(min.x, min.y, max.z); //rear bottom left const vector3f rbr(max.x, min.y, max.z); //rear bottom right const Color c(Color::WHITE); std::unique_ptr<Graphics::VertexArray> vts(new Graphics::VertexArray(Graphics::ATTRIB_POSITION | Graphics::ATTRIB_DIFFUSE)); //Front face vts->Add(ftr, c); //3 vts->Add(fbr, c); //1 vts->Add(fbl, c); //0 vts->Add(fbl, c); //0 vts->Add(ftl, c); //2 vts->Add(ftr, c); //3 //Rear face vts->Add(rbr, c); //7 vts->Add(rtr, c); //5 vts->Add(rbl, c); //6 vts->Add(rbl, c); //6 vts->Add(rtr, c); //5 vts->Add(rtl, c); //4 //Top face vts->Add(rtl, c); //4 vts->Add(rtr, c); //5 vts->Add(ftr, c); //3 vts->Add(ftr, c); //3 vts->Add(ftl, c); //2 vts->Add(rtl, c); //4 //bottom face vts->Add(fbr, c); //1 vts->Add(rbr, c); //7 vts->Add(rbl, c); //6 vts->Add(rbl, c); //6 vts->Add(fbl, c); //0 vts->Add(fbr, c); //1 //left face vts->Add(fbl, c); //0 vts->Add(rbl, c); //6 vts->Add(rtl, c); //4 vts->Add(rtl, c); //4 vts->Add(ftl, c); //2 vts->Add(fbl, c); //0 //right face vts->Add(rtr, c); //5 vts->Add(rbr, c); //7 vts->Add(fbr, c); //1 vts->Add(fbr, c); //1 vts->Add(ftr, c); //3 vts->Add(rtr, c); //5 Graphics::Renderer *r = GetRenderer(); Graphics::RenderStateDesc rsd; rsd.cullMode = Graphics::CULL_NONE; RefCountedPtr<Graphics::VertexBuffer> vb; //create buffer and upload data Graphics::VertexBufferDesc vbd; vbd.attrib[0].semantic = Graphics::ATTRIB_POSITION; vbd.attrib[0].format = Graphics::ATTRIB_FORMAT_FLOAT3; vbd.attrib[1].semantic = Graphics::ATTRIB_DIFFUSE; vbd.attrib[1].format = Graphics::ATTRIB_FORMAT_UBYTE4; vbd.numVertices = vts->GetNumVerts(); vbd.usage = Graphics::BUFFER_USAGE_STATIC; vb.Reset( m_renderer->CreateVertexBuffer(vbd) ); vb->Populate( *vts ); r->SetWireFrameMode(true); r->DrawBuffer(vb.Get(), r->CreateRenderState(rsd), Graphics::vtxColorMaterial); r->SetWireFrameMode(false); }