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- ////////////////////////////////////////////////////////////
- // DrawUnsorted
- ////////////////////////////////////////////////////////////
- bool MeshRender::DrawUnsorted(unsigned int iIndex)
- {
- ai_assert(iIndex < scene->mNumMeshes);
- // set vertex and index buffer
- devices.d3ddev->SetStreamSource(0,apcMeshes[iIndex]->piVB,0,
- sizeof(Vertex));
- devices.d3ddev->SetIndices(apcMeshes[iIndex]->piIB);
- D3DPRIMITIVETYPE type;
- switch (scene->mMeshes[iIndex]->mPrimitiveTypes) {
- case aiPrimitiveType_POINT:
- type = D3DPT_POINTLIST;break;
- case aiPrimitiveType_LINE:
- type = D3DPT_LINELIST;break;
- case aiPrimitiveType_TRIANGLE:
- type = D3DPT_TRIANGLELIST;break;
- }
- // and draw the mesh
- devices.d3ddev->DrawIndexedPrimitive(type,
- 0,0,
- scene->mMeshes[iIndex]->mNumVertices,0,
- scene->mMeshes[iIndex]->mNumFaces);
- return true;
- }
- ////////////////////////////////////////////////////////////
- // DrawSorted
- ////////////////////////////////////////////////////////////
- bool MeshRender::DrawSorted(unsigned int iIndex,const aiMatrix4x4& mWorld)
- {
- ai_assert(iIndex < scene->mNumMeshes);
- MeshHelper* pcHelper = apcMeshes[iIndex];
- const aiMesh* pcMesh = scene->mMeshes[iIndex];
- if (!pcHelper || !pcMesh || !pcHelper->piIB)
- return false;
- if (pcMesh->mPrimitiveTypes != aiPrimitiveType_TRIANGLE || pcMesh->HasBones())
- return DrawUnsorted(iIndex);
- // compute the position of the camera in worldspace
- aiMatrix4x4 mWorldInverse = mWorld;
- mWorldInverse.Inverse();
- mWorldInverse.Transpose();
- const aiVector3D vLocalCamera = mWorldInverse * aiVector3D(0.0f, 0.0f, 15.0f);
- // well ... this is really funny now. We must compute their distance
- // from the camera. We take the average distance of a face and add it
- // to a map which sorts it
- std::map<float,unsigned int, std::greater<float>> smap;
- for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace)
- {
- const aiFace* pcFace = &pcMesh->mFaces[iFace];
- float fDist = 0.0f;
- for (unsigned int c = 0; c < 3;++c)
- {
- aiVector3D vPos = pcMesh->mVertices[pcFace->mIndices[c]];
- vPos -= vLocalCamera;
- fDist += vPos.SquareLength();
- }
- smap.insert(std::pair<float, unsigned int>(fDist,iFace));
- }
- // now we can lock the index buffer and rebuild it
- D3DINDEXBUFFER_DESC sDesc;
- pcHelper->piIB->GetDesc(&sDesc);
- if (D3DFMT_INDEX16 == sDesc.Format)
- {
- uint16_t* aiIndices;
- pcHelper->piIB->Lock(0,0,(void**)&aiIndices,D3DLOCK_DISCARD);
- for (std::map<float,unsigned int, std::greater<float> >::const_iterator
- i = smap.begin();
- i != smap.end();++i)
- {
- const aiFace* pcFace = &pcMesh->mFaces[(*i).second];
- *aiIndices++ = (uint16_t)pcFace->mIndices[0];
- *aiIndices++ = (uint16_t)pcFace->mIndices[1];
- *aiIndices++ = (uint16_t)pcFace->mIndices[2];
- }
- }
- else if (D3DFMT_INDEX32 == sDesc.Format)
- {
- uint32_t* aiIndices;
- pcHelper->piIB->Lock(0,0,(void**)&aiIndices,D3DLOCK_DISCARD);
- for (std::map<float,unsigned int, std::greater<float>>::const_iterator
- i = smap.begin();
- i != smap.end();++i)
- {
- const aiFace* pcFace = &pcMesh->mFaces[(*i).second];
- *aiIndices++ = (uint32_t)pcFace->mIndices[0];
- *aiIndices++ = (uint32_t)pcFace->mIndices[1];
- *aiIndices++ = (uint32_t)pcFace->mIndices[2];
- }
- }
- pcHelper->piIB->Unlock();
- // set vertex and index buffer
- devices.d3ddev->SetStreamSource(0,pcHelper->piVB,0,sizeof(Vertex));
- // and draw the mesh
- devices.d3ddev->SetIndices(pcHelper->piIB);
- devices.d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
- 0,0,
- pcMesh->mNumVertices,0,
- pcMesh->mNumFaces);
- return true;
- }
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