doom3-bfg/neo/idlib/geometry/DrawVert.cpp

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "precompiled.h"
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/*
============
idShadowVert::CreateShadowCache
============
*/
int idShadowVert::CreateShadowCache( idShadowVert* vertexCache, const idDrawVert* verts, const int numVerts )
{
for( int i = 0; i < numVerts; i++ )
{
vertexCache[i * 2 + 0].xyzw[0] = verts[i].xyz[0];
vertexCache[i * 2 + 0].xyzw[1] = verts[i].xyz[1];
vertexCache[i * 2 + 0].xyzw[2] = verts[i].xyz[2];
vertexCache[i * 2 + 0].xyzw[3] = 1.0f;
vertexCache[i * 2 + 1].xyzw[0] = verts[i].xyz[0];
vertexCache[i * 2 + 1].xyzw[1] = verts[i].xyz[1];
vertexCache[i * 2 + 1].xyzw[2] = verts[i].xyz[2];
vertexCache[i * 2 + 1].xyzw[3] = 0.0f;
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}
return numVerts * 2;
}
/*
===================
idShadowVertSkinned::CreateShadowCache
===================
*/
int idShadowVertSkinned::CreateShadowCache( idShadowVertSkinned* vertexCache, const idDrawVert* verts, const int numVerts )
{
for( int i = 0; i < numVerts; i++ )
{
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vertexCache[0].xyzw[0] = verts[i].xyz[0];
vertexCache[0].xyzw[1] = verts[i].xyz[1];
vertexCache[0].xyzw[2] = verts[i].xyz[2];
vertexCache[0].xyzw[3] = 1.0f;
*( unsigned int* )vertexCache[0].color = *( unsigned int* )verts[i].color;
*( unsigned int* )vertexCache[0].color2 = *( unsigned int* )verts[i].color2;
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vertexCache[1].xyzw[0] = verts[i].xyz[0];
vertexCache[1].xyzw[1] = verts[i].xyz[1];
vertexCache[1].xyzw[2] = verts[i].xyz[2];
vertexCache[1].xyzw[3] = 0.0f;
*( unsigned int* )vertexCache[1].color = *( unsigned int* )verts[i].color;
*( unsigned int* )vertexCache[1].color2 = *( unsigned int* )verts[i].color2;
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vertexCache += 2;
}
return numVerts * 2;
}