| 39 | } |
| 40 | |
| 41 | bool Tr2SolidSet::OnPrepareResources() |
| 42 | { |
| 43 | USE_MAIN_THREAD_RENDER_CONTEXT(); |
| 44 | |
| 45 | if( m_vertexDeclHandle == Tr2EffectStateManager::UNINITIALIZED_DECLARATION ) |
| 46 | { |
| 47 | Tr2VertexDefinition vd; |
| 48 | vd.Add( vd.FLOAT32_3, vd.POSITION ); |
| 49 | vd.Add( vd.FLOAT32_3, vd.NORMAL ); |
| 50 | vd.Add( vd.FLOAT32_4, vd.TEXCOORD ); |
| 51 | |
| 52 | m_vertexDeclHandle = Tr2EffectStateManager::GetVertexDeclarationHandle( vd ); |
| 53 | if( m_vertexDeclHandle == Tr2EffectStateManager::UNINITIALIZED_DECLARATION ) |
| 54 | { |
| 55 | return false; |
| 56 | } |
| 57 | } |
| 58 | |
| 59 | if( m_triangles.size() ) |
| 60 | { |
| 61 | if( !m_vertexBuffer.IsValid() || ( m_currentSubmittedTriangleCount < m_triangles.size() ) ) |
| 62 | { |
| 63 | USE_MAIN_THREAD_RENDER_CONTEXT(); |
| 64 | CR_RETURN_VAL( |
| 65 | m_vertexBuffer.Create( |
| 66 | sizeof( TriangleVertex ), |
| 67 | (unsigned int)m_triangles.size() * 3, |
| 68 | Tr2GpuUsage::VERTEX_BUFFER, |
| 69 | Tr2CpuUsage::WRITE_OFTEN, |
| 70 | nullptr, |
| 71 | renderContext ), |
| 72 | false ); |
| 73 | m_currentSubmittedTriangleCount = (unsigned int)m_triangles.size(); |
| 74 | } |
| 75 | |
| 76 | std::vector<TriangleVertex> vertexBuffer( m_triangles.size() * 3 ); |
| 77 | |
| 78 | // Copy our user data to the buffer |
| 79 | unsigned int j = 0; |
| 80 | for( unsigned int i = 0; i < m_triangles.size(); i++, j += 3 ) |
| 81 | { |
| 82 | vertexBuffer[j].m_color = m_triangles[i].m_color1; |
| 83 | vertexBuffer[j].m_position = m_triangles[i].m_position1; |
| 84 | vertexBuffer[j].m_normal = m_triangles[i].m_normal; |
| 85 | |
| 86 | vertexBuffer[j + 1].m_color = m_triangles[i].m_color2; |
| 87 | vertexBuffer[j + 1].m_position = m_triangles[i].m_position2; |
| 88 | vertexBuffer[j + 1].m_normal = m_triangles[i].m_normal; |
| 89 | |
| 90 | vertexBuffer[j + 2].m_color = m_triangles[i].m_color3; |
| 91 | vertexBuffer[j + 2].m_position = m_triangles[i].m_position3; |
| 92 | vertexBuffer[j + 2].m_normal = m_triangles[i].m_normal; |
| 93 | } |
| 94 | |
| 95 | // Create a bounding sphere |
| 96 | Vector3 center( 0.0f, 0.0f, 0.0f ); |
| 97 | float radius = 0.0f; |
| 98 | ComputeBoundingSphere( &vertexBuffer[0].m_position, (unsigned int)m_triangles.size() * 3, sizeof( TriangleVertex ), center, radius ); |
nothing calls this directly
no test coverage detected