1 | #include "dxstdafx.h"
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2 | #include ".\physxdebugrenderer.h"
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3 |
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4 | PhysXDebugRenderer::PhysXDebugRenderer(void)
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5 | {
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6 | }
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7 |
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8 | PhysXDebugRenderer::~PhysXDebugRenderer(void)
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9 | {
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10 | }
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11 |
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12 | void PhysXDebugRenderer::setDevice(IDirect3DDevice9 &_device)
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13 | {
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14 | this->device = &_device;
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15 | }
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16 |
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17 | void PhysXDebugRenderer::render(const NxDebugRenderable &data)
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18 | {
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19 | if(this->device==NULL)
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20 | this->device = DXUTGetD3DDevice();
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21 |
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22 | this->device->BeginScene();
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23 | this->device->SetRenderState( D3DRS_LIGHTING, FALSE );
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24 | this->device->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
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25 | // Render points
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26 | {
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27 | NxU32 NbPoints = data.getNbPoints();
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28 | if(NbPoints!=0) {
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29 | const NxDebugPoint* Points = data.getPoints();
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30 | IDirect3DVertexBuffer9 *pBigSquareVB;
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31 | this->device->CreateVertexBuffer( NbPoints*sizeof(CUSTOMVERTEX), D3DUSAGE_WRITEONLY, VertexFVF, D3DPOOL_DEFAULT, &pBigSquareVB, NULL );
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32 |
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33 | //Set the values for each vertex.
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34 | CUSTOMVERTEX * vList;
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35 | pBigSquareVB->Lock( 0, 0, (VOID**)&vList, 0 );
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36 |
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37 | for(UINT i=0;i<NbPoints;i++) {
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38 | vList[i].x = Points->p.x;
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39 | vList[i].y = Points->p.y;
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40 | vList[i].z = Points->p.z;
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41 | vList[i].diffuse = Points->color;
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42 | Points++;
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43 | }
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44 |
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45 | pBigSquareVB->Unlock();
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46 |
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47 | this->device->SetFVF(VertexFVF);
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48 | this->device->SetStreamSource(0, pBigSquareVB, 0, sizeof(CUSTOMVERTEX));
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49 | this->device->DrawPrimitive(D3DPT_POINTLIST, 0 ,NbPoints);
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50 |
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51 | pBigSquareVB->Release();
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52 | }
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53 | }
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54 | // Render lines
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55 | {
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56 | NxU32 NbLines = data.getNbLines();
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57 | if(NbLines!=0) {
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58 | const NxDebugLine* Lines = data.getLines();
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59 |
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60 | IDirect3DVertexBuffer9 *pBigSquareVB;
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61 | this->device->CreateVertexBuffer( 2*NbLines*sizeof(CUSTOMVERTEX), D3DUSAGE_WRITEONLY, VertexFVF, D3DPOOL_DEFAULT, &pBigSquareVB, NULL );
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62 |
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63 | //Set the values for each vertex.
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64 | CUSTOMVERTEX * vList;
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65 | pBigSquareVB->Lock( 0, 0, (VOID**)&vList, 0 );
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66 |
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67 | for(UINT i=0;i<2*NbLines;i+=2) {
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68 | vList[i].x = Lines->p0.x;
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69 | vList[i].y = Lines->p0.y;
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70 | vList[i].z = Lines->p0.z;
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71 | vList[i+1].x = Lines->p1.x;
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72 | vList[i+1].y = Lines->p1.y;
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73 | vList[i+1].z = Lines->p1.z;
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74 | vList[i].diffuse = Lines->color;
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75 | vList[i+1].diffuse = Lines->color;
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76 | Lines++;
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77 | }
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78 |
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79 | pBigSquareVB->Unlock();
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80 |
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81 | this->device->SetFVF(VertexFVF);
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82 | this->device->SetStreamSource(0, pBigSquareVB, 0, sizeof(CUSTOMVERTEX));
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83 | this->device->DrawPrimitive(D3DPT_LINELIST, 0 ,NbLines);
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84 |
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85 | pBigSquareVB->Release();
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86 | }
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87 | }
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88 | // Render triangles
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89 | {
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90 | NxU32 NbTris = data.getNbTriangles();
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91 | if(NbTris!=0) {
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92 | const NxDebugTriangle* Triangles = data.getTriangles();
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93 |
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94 | IDirect3DVertexBuffer9 *pBigSquareVB;
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95 | this->device->CreateVertexBuffer( 3*NbTris*sizeof(CUSTOMVERTEX), D3DUSAGE_WRITEONLY, VertexFVF, D3DPOOL_DEFAULT, &pBigSquareVB, NULL );
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96 |
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97 | //Set the values for each vertex.
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98 | CUSTOMVERTEX * vList;
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99 | pBigSquareVB->Lock( 0, 0, (VOID**)&vList, 0 );
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100 |
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101 | for(UINT i=0;i<3*NbTris;i+=3) {
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102 | vList[i].x = Triangles->p0.x;
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103 | vList[i].y = Triangles->p0.y;
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104 | vList[i].z = Triangles->p0.z;
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105 | vList[i+1].x = Triangles->p1.x;
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106 | vList[i+1].y = Triangles->p1.y;
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107 | vList[i+1].z = Triangles->p1.z;
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108 | vList[i+2].x = Triangles->p2.x;
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109 | vList[i+2].y = Triangles->p2.y;
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110 | vList[i+2].z = Triangles->p2.z;
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111 | vList[i].diffuse = Triangles->color;
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112 | vList[i+1].diffuse = Triangles->color;
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113 | vList[i+2].diffuse = Triangles->color;
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114 | Triangles++;
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115 | }
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116 |
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117 | pBigSquareVB->Unlock();
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118 |
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119 | this->device->SetFVF(VertexFVF);
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120 | this->device->SetStreamSource(0, pBigSquareVB, 0, sizeof(CUSTOMVERTEX));
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121 | this->device->DrawPrimitive(D3DPT_LINELIST, 0 ,NbTris);
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122 |
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123 | pBigSquareVB->Release();
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124 | }
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125 | }
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126 | this->device->SetRenderState( D3DRS_LIGHTING, TRUE );
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127 | this->device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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128 | this->device->EndScene();
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129 | } |
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