fix mesh indexing

This commit is contained in:
Asuro
2025-03-27 16:52:34 +01:00
parent aafa5e966e
commit 24a724a021
5 changed files with 32 additions and 13 deletions

View File

@@ -24,7 +24,8 @@ namespace Game
{
void EntityRenderData::Render(const Model* models, const Material* materials)
{
if (!Generated::IsValid(ModelH) || MaterialHandle == UINT16_MAX) return;
if (models == nullptr || materials == nullptr) return;
if (!Generated::IsValid(ModelH) || MaterialHandle == EMaterial::UNDEFINED) return;
if (!Visible) return;
auto& rendering = GameRendering::Get();
@@ -32,7 +33,11 @@ namespace Game
bgfx::setTransform(Transform.M.M);
const Model& currentModel = models[ModelH.ModelIdx];
const Material& currentMaterial = materials[MaterialHandle];
const Material& currentMaterial = materials[(uint16_t)MaterialHandle];
if (!isValid(currentModel.IndexBuffer) || !isValid(currentModel.VertexBuffer)) return;
if (!isValid(currentMaterial.Shader)) return;
bgfx::setVertexBuffer(0, currentModel.VertexBuffer);
bgfx::setIndexBuffer(currentModel.IndexBuffer);
bgfx::setState(currentMaterial.State);
@@ -79,7 +84,6 @@ namespace Game
needReset |= PuzzleTiles.Setup(storagePtr, needReset);
needReset |= UIQuads.Setup(storagePtr, needReset);
UIQuads.IsEnabled = false;
Tests.IsEnabled = false;
Cubes.IsEnabled = false;
@@ -269,6 +273,8 @@ namespace Game
bgfx::setViewTransform(viewId, player.PlayerCamTransform.M.M, proj);
}
bgfx::touch(viewId);
Cubes.Render(models, materials);
Tests.Render(models, materials);
PuzzleTiles.Render(models, materials);
@@ -277,7 +283,7 @@ namespace Game
void Cube::Setup()
{
EData.MaterialHandle = 0;
EData.MaterialHandle = EMaterial::Default;
EData.ModelH = GameRendering::Get().GetModelHandleFromPath("models/cube.gltf");
}
@@ -300,7 +306,7 @@ namespace Game
void TestEntity::Setup()
{
EData.MaterialHandle = 0;
EData.MaterialHandle = EMaterial::Default;
EData.ModelH = GameRendering::Get().GetModelHandleFromPath("models/zurg.gltf");
EData.Transform.Position = {0.0f, 0.0f, 0.0f};
@@ -313,8 +319,11 @@ namespace Game
{
TileHandles[i] = level.PuzzleTiles.New();
auto& tile = level.PuzzleTiles.Get(TileHandles[i]);
tile.EData.MaterialHandle = 0;
tile.EData.MaterialHandle = EMaterial::Default;
UIPlacedCards[i] = level.UIQuads.New();
auto& quad = level.UIQuads.Get(UIPlacedCards[i]);
quad.EData.ModelH = GameRendering::Get().GetModelHandleFromPath("models/plane.glb");
quad.EData.MaterialHandle = EMaterial::Default;
}
IsSetup = true;
LOG("finished setup!");
@@ -352,8 +361,9 @@ namespace Game
tile.EData.Transform.SetPosition(cardPos);
bx::mtxRotateY(tile.EData.Transform.Rotation.M, card.Rotation * bx::kPi * 0.5f);
Vec3 fw = {0, -1, 0};
quad.EData.Transform.SetPosition(fw);
Vec3 fw = {0, 0, 0};
Vec3 pos = {camTransform.Position.x, camTransform.Position.y, camTransform.Position.z};
quad.EData.Transform.SetPosition(pos);
quad.EData.Transform.Rotation = {};
}
}