mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-29 09:04:44 +01:00
388 lines
15 KiB
C++
388 lines
15 KiB
C++
|
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
|
||
|
|
||
|
#include "StdH.h"
|
||
|
|
||
|
#include <Engine\Math\Projection.h>
|
||
|
#include <Engine/Graphics/Shader.h>
|
||
|
#include <Engine/Graphics/Texture.h>
|
||
|
#include <Engine/Graphics/RenderPoly.h>
|
||
|
#include <Engine/Models/Model.h>
|
||
|
#include <Engine/Models/Model_internal.h>
|
||
|
#include <Engine/Models/RenderModel_internal.h>
|
||
|
|
||
|
// vertex array for clipped polygons
|
||
|
#define MAX_CLIPPEDVERTICES 32
|
||
|
// double buffer for clipping
|
||
|
static TransformedVertexData atvdClipped1[MAX_CLIPPEDVERTICES];
|
||
|
static TransformedVertexData atvdClipped2[MAX_CLIPPEDVERTICES];
|
||
|
static TransformedVertexData *ptvdSrc = atvdClipped1;
|
||
|
static TransformedVertexData *ptvdDst = atvdClipped2;
|
||
|
static INDEX ctvxSrc, ctvxDst;
|
||
|
|
||
|
|
||
|
|
||
|
extern void InternalShader_Mask(void)
|
||
|
{
|
||
|
// need arrays and texture
|
||
|
INDEX ctIdx = shaGetIndexCount();
|
||
|
INDEX ctVtx = shaGetVertexCount();
|
||
|
if( ctIdx==0 || ctVtx==0) return;
|
||
|
INDEX *pidx = shaGetIndexArray();
|
||
|
GFXVertex4 *pvtx = shaGetVertexArray();
|
||
|
GFXTexCoord *ptex = shaGetUVMap(0);
|
||
|
CTextureObject *pto = shaGetTexture(0);
|
||
|
ASSERT( (ctIdx%3) == 0); // must have triangles?
|
||
|
|
||
|
// prepare texture
|
||
|
ULONG *pulTexFrame = NULL;
|
||
|
PIX pixMipWidth=0, pixMipHeight=0;
|
||
|
|
||
|
if( pto!=NULL && ptex!=NULL) {
|
||
|
CTextureData *ptd = (CTextureData*)pto->GetData();
|
||
|
if( ptd!=NULL && ptd->td_ptegEffect==NULL) {
|
||
|
// fetch some texture params
|
||
|
pulTexFrame = ptd->td_pulFrames + (pto->GetFrame()*ptd->td_slFrameSize)/BYTES_PER_TEXEL;
|
||
|
pixMipWidth = ptd->GetPixWidth();
|
||
|
pixMipHeight = ptd->GetPixHeight();
|
||
|
// reload texture and keep in memory
|
||
|
ptd->Force(TEX_STATIC);
|
||
|
}
|
||
|
}
|
||
|
// initialize texture for usage thru render triangle routine
|
||
|
SetTriangleTexture( pulTexFrame, pixMipWidth, pixMipHeight);
|
||
|
|
||
|
// prepare projection
|
||
|
const BOOL bPerspective = _aprProjection.IsPerspective();
|
||
|
CPerspectiveProjection3D &prPerspective = (CPerspectiveProjection3D &)*_aprProjection;
|
||
|
CParallelProjection3D &prParallel = (CParallelProjection3D &)*_aprProjection;
|
||
|
FLOAT fCenterI, fCenterJ, fRatioI, fRatioJ, fStepI, fStepJ, fZoomI, fZoomJ;
|
||
|
FLOAT fFrontClipDistance, fBackClipDistance, f1oFrontClipDistance, f1oBackClipDistance, fDepthBufferFactor;
|
||
|
|
||
|
if( bPerspective) {
|
||
|
fCenterI = prPerspective.pr_ScreenCenter(1);
|
||
|
fCenterJ = prPerspective.pr_ScreenCenter(2);
|
||
|
fRatioI = prPerspective.ppr_PerspectiveRatios(1);
|
||
|
fRatioJ = prPerspective.ppr_PerspectiveRatios(2);
|
||
|
fFrontClipDistance = -prPerspective.pr_NearClipDistance;
|
||
|
fBackClipDistance = -prPerspective.pr_FarClipDistance;
|
||
|
f1oFrontClipDistance = -1.0f / prPerspective.pr_NearClipDistance;
|
||
|
f1oBackClipDistance = -1.0f / prPerspective.pr_FarClipDistance;
|
||
|
fDepthBufferFactor = prPerspective.pr_fDepthBufferFactor;
|
||
|
} else {
|
||
|
fCenterI = prParallel.pr_ScreenCenter(1);
|
||
|
fCenterJ = prParallel.pr_ScreenCenter(2);
|
||
|
fStepI = prParallel.pr_vStepFactors(1);
|
||
|
fStepJ = prParallel.pr_vStepFactors(2);
|
||
|
fZoomI = prParallel.pr_vZoomFactors(1);
|
||
|
fZoomJ = prParallel.pr_vZoomFactors(2);
|
||
|
fFrontClipDistance = -prPerspective.pr_NearClipDistance;
|
||
|
fBackClipDistance = -prPerspective.pr_FarClipDistance;
|
||
|
f1oFrontClipDistance = 1.0f;
|
||
|
f1oBackClipDistance = 1.0f;
|
||
|
fDepthBufferFactor = 1.0f;
|
||
|
}
|
||
|
|
||
|
// copy view space vertices, project 'em to screen space and mark clipping
|
||
|
CStaticStackArray<TransformedVertexData> atvd;
|
||
|
INDEX iVtx=0;
|
||
|
for(; iVtx<ctVtx; iVtx++)
|
||
|
{
|
||
|
// copy viewspace and texture coords
|
||
|
TransformedVertexData &tvd = atvd.Push();
|
||
|
tvd.tvd_fX = pvtx[iVtx].x;
|
||
|
tvd.tvd_fY = pvtx[iVtx].y;
|
||
|
tvd.tvd_fZ = pvtx[iVtx].z;
|
||
|
tvd.tvd_bClipped = FALSE; // initially, vertex is not clipped
|
||
|
|
||
|
// prepare screen coordinates
|
||
|
if( bPerspective) {
|
||
|
const FLOAT f1oZ = 1.0f / tvd.tvd_fZ;
|
||
|
tvd.tvd_pv2.pv2_fI = fCenterI + tvd.tvd_fX*fRatioI *f1oZ;
|
||
|
tvd.tvd_pv2.pv2_fJ = fCenterJ - tvd.tvd_fY*fRatioJ *f1oZ;
|
||
|
tvd.tvd_pv2.pv2_f1oK = fDepthBufferFactor*f1oZ;
|
||
|
} else {
|
||
|
tvd.tvd_pv2.pv2_fI = fCenterI + tvd.tvd_fX*fZoomI + tvd.tvd_fZ*fStepI;
|
||
|
tvd.tvd_pv2.pv2_fJ = fCenterJ - tvd.tvd_fY*fZoomJ - tvd.tvd_fZ*fStepJ;
|
||
|
tvd.tvd_pv2.pv2_f1oK = 1;
|
||
|
}
|
||
|
|
||
|
// adjust texture coords (if any!)
|
||
|
if( ptex!=NULL) {
|
||
|
tvd.tvd_fU = ptex[iVtx].s;
|
||
|
tvd.tvd_fV = ptex[iVtx].t;
|
||
|
tvd.tvd_pv2.pv2_fUoK = tvd.tvd_fU * tvd.tvd_pv2.pv2_f1oK *pixMipWidth;
|
||
|
tvd.tvd_pv2.pv2_fVoK = tvd.tvd_fV * tvd.tvd_pv2.pv2_f1oK *pixMipHeight;
|
||
|
} else tvd.tvd_fU = tvd.tvd_fV = 0;
|
||
|
|
||
|
// check clipping against horizontal screen boundaries and near clip plane
|
||
|
if( tvd.tvd_pv2.pv2_fI<0 || tvd.tvd_pv2.pv2_fI>=_slMaskWidth
|
||
|
|| tvd.tvd_fZ>fFrontClipDistance || (fBackClipDistance<0 && tvd.tvd_fZ<fBackClipDistance)) {
|
||
|
tvd.tvd_bClipped = TRUE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// lets clip and render - triangle by triangle
|
||
|
for( INDEX iIdx=0; iIdx<ctIdx; iIdx+=3)
|
||
|
{
|
||
|
// get transformed triangle
|
||
|
TransformedVertexData tvd[3];
|
||
|
iVtx = pidx[iIdx+0]; tvd[0] = atvd[iVtx];
|
||
|
iVtx = pidx[iIdx+1]; tvd[1] = atvd[iVtx];
|
||
|
iVtx = pidx[iIdx+2]; tvd[2] = atvd[iVtx];
|
||
|
|
||
|
// clipped?
|
||
|
if( tvd[0].tvd_bClipped || tvd[1].tvd_bClipped || tvd[2].tvd_bClipped)
|
||
|
{
|
||
|
// create array of vertices for polygon clipped to near clip plane
|
||
|
ctvxDst=0;
|
||
|
INDEX ivx0=2;
|
||
|
INDEX ivx1=0;
|
||
|
{for( INDEX ivx=0; ivx<3; ivx++)
|
||
|
{
|
||
|
TransformedVertexData &tvd0 = tvd[ivx0];
|
||
|
TransformedVertexData &tvd1 = tvd[ivx1];
|
||
|
FLOAT fd0 = fFrontClipDistance-tvd0.tvd_fZ;
|
||
|
FLOAT fd1 = fFrontClipDistance-tvd1.tvd_fZ;
|
||
|
// if first vertex is in
|
||
|
if( fd0>=0) {
|
||
|
// add it to clip array
|
||
|
ptvdDst[ctvxDst] = tvd0;
|
||
|
ctvxDst++;
|
||
|
// if second vertex is out
|
||
|
if( fd1<0) {
|
||
|
// add clipped vertex at exit
|
||
|
TransformedVertexData &tvdClipped = ptvdDst[ctvxDst];
|
||
|
ctvxDst++;
|
||
|
FLOAT fF = fd1/(fd1-fd0);
|
||
|
tvdClipped.tvd_fX = tvd1.tvd_fX - (tvd1.tvd_fX - tvd0.tvd_fX) *fF;
|
||
|
tvdClipped.tvd_fY = tvd1.tvd_fY - (tvd1.tvd_fY - tvd0.tvd_fY) *fF;
|
||
|
tvdClipped.tvd_fZ = fFrontClipDistance;
|
||
|
tvdClipped.tvd_pv2.pv2_f1oK = fDepthBufferFactor * f1oFrontClipDistance;
|
||
|
FLOAT fU = tvd1.tvd_fU - (tvd1.tvd_fU - tvd0.tvd_fU) *fF;
|
||
|
FLOAT fV = tvd1.tvd_fV - (tvd1.tvd_fV - tvd0.tvd_fV) *fF;
|
||
|
tvdClipped.tvd_pv2.pv2_fUoK = fU * tvdClipped.tvd_pv2.pv2_f1oK;
|
||
|
tvdClipped.tvd_pv2.pv2_fVoK = fV * tvdClipped.tvd_pv2.pv2_f1oK;
|
||
|
}
|
||
|
// if first vertex is out (don't add it into clip array)
|
||
|
} else {
|
||
|
// if second vertex is in
|
||
|
if( fd1>=0) {
|
||
|
// add clipped vertex at entry
|
||
|
TransformedVertexData &tvdClipped = ptvdDst[ctvxDst];
|
||
|
ctvxDst++;
|
||
|
FLOAT fF = fd0/(fd0-fd1);
|
||
|
tvdClipped.tvd_fX = tvd0.tvd_fX - (tvd0.tvd_fX - tvd1.tvd_fX) *fF;
|
||
|
tvdClipped.tvd_fY = tvd0.tvd_fY - (tvd0.tvd_fY - tvd1.tvd_fY) *fF;
|
||
|
tvdClipped.tvd_fZ = fFrontClipDistance;
|
||
|
tvdClipped.tvd_pv2.pv2_f1oK = fDepthBufferFactor * f1oFrontClipDistance;
|
||
|
FLOAT fU = tvd0.tvd_fU - (tvd0.tvd_fU - tvd1.tvd_fU) *fF;
|
||
|
FLOAT fV = tvd0.tvd_fV - (tvd0.tvd_fV - tvd1.tvd_fV) *fF;
|
||
|
tvdClipped.tvd_pv2.pv2_fUoK = fU * tvdClipped.tvd_pv2.pv2_f1oK;
|
||
|
tvdClipped.tvd_pv2.pv2_fVoK = fV * tvdClipped.tvd_pv2.pv2_f1oK;
|
||
|
}
|
||
|
}
|
||
|
// proceed to next vertex in list (i.e. new pair of vertices)
|
||
|
ivx0=ivx1;
|
||
|
ivx1++;
|
||
|
}}
|
||
|
// swap buffers
|
||
|
Swap( ptvdSrc, ptvdDst);
|
||
|
Swap( ctvxSrc, ctvxDst);
|
||
|
|
||
|
// if clipping to far clip plane is on
|
||
|
if( fBackClipDistance<0) {
|
||
|
ctvxDst=0;
|
||
|
INDEX ivx0=ctvxSrc-1;
|
||
|
INDEX ivx1=0;
|
||
|
{for( INDEX ivx=0; ivx<ctvxSrc; ivx++)
|
||
|
{
|
||
|
TransformedVertexData &tvd0 = ptvdSrc[ivx0];
|
||
|
TransformedVertexData &tvd1 = ptvdSrc[ivx1];
|
||
|
FLOAT fd0 = tvd0.tvd_fZ-fBackClipDistance;
|
||
|
FLOAT fd1 = tvd1.tvd_fZ-fBackClipDistance;
|
||
|
// if first vertex is in
|
||
|
if( fd0>=0) {
|
||
|
// add it to clip array
|
||
|
ptvdDst[ctvxDst] = tvd0;
|
||
|
ctvxDst++;
|
||
|
// if second vertex is out
|
||
|
if( fd1<0) {
|
||
|
// add clipped vertex at exit
|
||
|
TransformedVertexData &tvdClipped = ptvdDst[ctvxDst];
|
||
|
ctvxDst++;
|
||
|
FLOAT fF = fd1/(fd1-fd0);
|
||
|
tvdClipped.tvd_fX = tvd1.tvd_fX - (tvd1.tvd_fX - tvd0.tvd_fX) *fF;
|
||
|
tvdClipped.tvd_fY = tvd1.tvd_fY - (tvd1.tvd_fY - tvd0.tvd_fY) *fF;
|
||
|
tvdClipped.tvd_fZ = fBackClipDistance;
|
||
|
tvdClipped.tvd_pv2.pv2_f1oK = fDepthBufferFactor * f1oBackClipDistance;
|
||
|
FLOAT fU = tvd1.tvd_fU - (tvd1.tvd_fU - tvd0.tvd_fU) *fF;
|
||
|
FLOAT fV = tvd1.tvd_fV - (tvd1.tvd_fV - tvd0.tvd_fV) *fF;
|
||
|
tvdClipped.tvd_pv2.pv2_fUoK = fU * tvdClipped.tvd_pv2.pv2_f1oK;
|
||
|
tvdClipped.tvd_pv2.pv2_fVoK = fV * tvdClipped.tvd_pv2.pv2_f1oK;
|
||
|
}
|
||
|
// if first vertex is out (don't add it into clip array)
|
||
|
} else {
|
||
|
// if second vertex is in
|
||
|
if( fd1>=0) {
|
||
|
// add clipped vertex at entry
|
||
|
TransformedVertexData &tvdClipped = ptvdDst[ctvxDst];
|
||
|
ctvxDst++;
|
||
|
FLOAT fF = fd0/(fd0-fd1);
|
||
|
tvdClipped.tvd_fX = tvd0.tvd_fX - (tvd0.tvd_fX - tvd1.tvd_fX) *fF;
|
||
|
tvdClipped.tvd_fY = tvd0.tvd_fY - (tvd0.tvd_fY - tvd1.tvd_fY) *fF;
|
||
|
tvdClipped.tvd_fZ = fBackClipDistance;
|
||
|
tvdClipped.tvd_pv2.pv2_f1oK = fDepthBufferFactor * f1oBackClipDistance;
|
||
|
FLOAT fU = tvd0.tvd_fU - (tvd0.tvd_fU - tvd1.tvd_fU) *fF;
|
||
|
FLOAT fV = tvd0.tvd_fV - (tvd0.tvd_fV - tvd1.tvd_fV) *fF;
|
||
|
tvdClipped.tvd_pv2.pv2_fUoK = fU * tvdClipped.tvd_pv2.pv2_f1oK;
|
||
|
tvdClipped.tvd_pv2.pv2_fVoK = fV * tvdClipped.tvd_pv2.pv2_f1oK;
|
||
|
}
|
||
|
}
|
||
|
// proceed to next vertex in list (i.e. new pair of vertices)
|
||
|
ivx0=ivx1;
|
||
|
ivx1++;
|
||
|
}}
|
||
|
// swap buffers
|
||
|
Swap( ptvdSrc, ptvdDst);
|
||
|
Swap( ctvxSrc, ctvxDst);
|
||
|
}
|
||
|
|
||
|
// for each vertex
|
||
|
{for( INDEX ivx=0; ivx<ctvxSrc; ivx++)
|
||
|
{
|
||
|
// calculate projection
|
||
|
TransformedVertexData &tvd = ptvdSrc[ivx];
|
||
|
if( bPerspective) {
|
||
|
const FLOAT f1oZ = 1.0f / tvd.tvd_fZ;
|
||
|
tvd.tvd_pv2.pv2_fI = fCenterI + tvd.tvd_fX*fRatioI *f1oZ;
|
||
|
tvd.tvd_pv2.pv2_fJ = fCenterJ - tvd.tvd_fY*fRatioJ *f1oZ;
|
||
|
} else {
|
||
|
tvd.tvd_pv2.pv2_fI = fCenterI + tvd.tvd_fX*fZoomI + tvd.tvd_fZ*fStepI;
|
||
|
tvd.tvd_pv2.pv2_fJ = fCenterJ - tvd.tvd_fY*fZoomJ - tvd.tvd_fZ*fStepJ;
|
||
|
}
|
||
|
}}
|
||
|
|
||
|
// clip polygon against left edge
|
||
|
ctvxDst=0;
|
||
|
ivx0=ctvxSrc-1;
|
||
|
ivx1=0;
|
||
|
{for( INDEX ivx=0; ivx<ctvxSrc; ivx++)
|
||
|
{
|
||
|
PolyVertex2D &pv20 = ptvdSrc[ivx0].tvd_pv2;
|
||
|
PolyVertex2D &pv21 = ptvdSrc[ivx1].tvd_pv2;
|
||
|
FLOAT fd0 = pv20.pv2_fI-0;
|
||
|
FLOAT fd1 = pv21.pv2_fI-0;
|
||
|
// if first vertex is in
|
||
|
if( fd0>=0) {
|
||
|
// add it to clip array
|
||
|
ptvdDst[ctvxDst].tvd_pv2 = pv20;
|
||
|
ctvxDst++;
|
||
|
// if second vertex is out
|
||
|
if( fd1<0) {
|
||
|
PolyVertex2D &pv2Clipped = ptvdDst[ctvxDst].tvd_pv2;
|
||
|
ctvxDst++;
|
||
|
FLOAT fF = fd1/(fd1-fd0);
|
||
|
pv2Clipped.pv2_fI = 0;
|
||
|
pv2Clipped.pv2_fJ = pv21.pv2_fJ - (pv21.pv2_fJ - pv20.pv2_fJ) *fF;
|
||
|
pv2Clipped.pv2_f1oK = pv21.pv2_f1oK - (pv21.pv2_f1oK - pv20.pv2_f1oK) *fF;
|
||
|
pv2Clipped.pv2_fUoK = pv21.pv2_fUoK - (pv21.pv2_fUoK - pv20.pv2_fUoK) *fF;
|
||
|
pv2Clipped.pv2_fVoK = pv21.pv2_fVoK - (pv21.pv2_fVoK - pv20.pv2_fVoK) *fF;
|
||
|
}
|
||
|
// if first vertex is out (don't add it into clip array)
|
||
|
} else {
|
||
|
// if second vertex is in
|
||
|
if( fd1>=0) {
|
||
|
// add clipped vertex at entry
|
||
|
PolyVertex2D &pv2Clipped = ptvdDst[ctvxDst].tvd_pv2;
|
||
|
ctvxDst++;
|
||
|
FLOAT fF = fd0/(fd0-fd1);
|
||
|
pv2Clipped.pv2_fI = 0;
|
||
|
pv2Clipped.pv2_fJ = pv20.pv2_fJ - (pv20.pv2_fJ - pv21.pv2_fJ)*fF;
|
||
|
pv2Clipped.pv2_f1oK = pv20.pv2_f1oK - (pv20.pv2_f1oK - pv21.pv2_f1oK) *fF;
|
||
|
pv2Clipped.pv2_fUoK = pv20.pv2_fUoK - (pv20.pv2_fUoK - pv21.pv2_fUoK) *fF;
|
||
|
pv2Clipped.pv2_fVoK = pv20.pv2_fVoK - (pv20.pv2_fVoK - pv21.pv2_fVoK) *fF;
|
||
|
}
|
||
|
}
|
||
|
// proceed to next vertex in list (i.e. new pair of vertices)
|
||
|
ivx0=ivx1;
|
||
|
ivx1++;
|
||
|
}}
|
||
|
// swap buffers
|
||
|
Swap( ptvdSrc, ptvdDst);
|
||
|
Swap( ctvxSrc, ctvxDst);
|
||
|
|
||
|
// clip polygon against right edge
|
||
|
ctvxDst=0;
|
||
|
ivx0=ctvxSrc-1;
|
||
|
ivx1=0;
|
||
|
{for( INDEX ivx=0; ivx<ctvxSrc; ivx++)
|
||
|
{
|
||
|
PolyVertex2D &pv20 = ptvdSrc[ivx0].tvd_pv2;
|
||
|
PolyVertex2D &pv21 = ptvdSrc[ivx1].tvd_pv2;
|
||
|
FLOAT fd0 = _slMaskWidth - pv20.pv2_fI;
|
||
|
FLOAT fd1 = _slMaskWidth - pv21.pv2_fI;
|
||
|
// if first vertex is in
|
||
|
if( fd0>=0) {
|
||
|
// add it to clip array
|
||
|
ptvdDst[ctvxDst].tvd_pv2 = pv20;
|
||
|
ctvxDst++;
|
||
|
// if second vertex is out
|
||
|
if( fd1<0) {
|
||
|
PolyVertex2D &pv2Clipped = ptvdDst[ctvxDst].tvd_pv2;
|
||
|
ctvxDst++;
|
||
|
FLOAT fF = fd1/(fd1-fd0);
|
||
|
pv2Clipped.pv2_fI = _slMaskWidth;
|
||
|
pv2Clipped.pv2_fJ = pv21.pv2_fJ - (pv21.pv2_fJ - pv20.pv2_fJ)*fF;
|
||
|
pv2Clipped.pv2_f1oK = pv21.pv2_f1oK - (pv21.pv2_f1oK - pv20.pv2_f1oK) *fF;
|
||
|
pv2Clipped.pv2_fUoK = pv21.pv2_fUoK - (pv21.pv2_fUoK - pv20.pv2_fUoK) *fF;
|
||
|
pv2Clipped.pv2_fVoK = pv21.pv2_fVoK - (pv21.pv2_fVoK - pv20.pv2_fVoK) *fF;
|
||
|
}
|
||
|
// if first vertex is out (don't add it into clip array)
|
||
|
} else {
|
||
|
// if second vertex is in
|
||
|
if( fd1>=0) {
|
||
|
// add clipped vertex at entry
|
||
|
PolyVertex2D &pv2Clipped = ptvdDst[ctvxDst].tvd_pv2;
|
||
|
ctvxDst++;
|
||
|
FLOAT fF = fd0/(fd0-fd1);
|
||
|
pv2Clipped.pv2_fI = _slMaskWidth;
|
||
|
pv2Clipped.pv2_fJ = pv20.pv2_fJ - (pv20.pv2_fJ - pv21.pv2_fJ)*fF;
|
||
|
pv2Clipped.pv2_f1oK = pv20.pv2_f1oK - (pv20.pv2_f1oK - pv21.pv2_f1oK) *fF;
|
||
|
pv2Clipped.pv2_fUoK = pv20.pv2_fUoK - (pv20.pv2_fUoK - pv21.pv2_fUoK) *fF;
|
||
|
pv2Clipped.pv2_fVoK = pv20.pv2_fVoK - (pv20.pv2_fVoK - pv21.pv2_fVoK) *fF;
|
||
|
}
|
||
|
}
|
||
|
// proceed to next vertex in list (i.e. new pair of vertices)
|
||
|
ivx0=ivx1;
|
||
|
ivx1++;
|
||
|
}}
|
||
|
// swap buffers
|
||
|
Swap( ptvdSrc, ptvdDst);
|
||
|
Swap( ctvxSrc, ctvxDst);
|
||
|
|
||
|
// draw all triangles in clipped polygon as a triangle fan, with clipping
|
||
|
PolyVertex2D &pvx0 = ptvdSrc[0].tvd_pv2;
|
||
|
{for( INDEX ivx=1; ivx<ctvxSrc-1; ivx++) {
|
||
|
PolyVertex2D &pvx1 = ptvdSrc[ivx+0].tvd_pv2;
|
||
|
PolyVertex2D &pvx2 = ptvdSrc[ivx+1].tvd_pv2;
|
||
|
DrawTriangle_Mask( _pubMask, _slMaskWidth, _slMaskHeight, &pvx0, &pvx1, &pvx2, TRUE);
|
||
|
}}
|
||
|
}
|
||
|
|
||
|
// not clipped - just draw!
|
||
|
else {
|
||
|
DrawTriangle_Mask( _pubMask, _slMaskWidth, _slMaskHeight,
|
||
|
&tvd[0].tvd_pv2, &tvd[1].tvd_pv2, &tvd[2].tvd_pv2, TRUE);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
extern void InternalShaderDesc_Mask(ShaderDesc &shDesc)
|
||
|
{
|
||
|
shDesc.sd_astrTextureNames.New(1);
|
||
|
shDesc.sd_astrTexCoordNames.New(1);
|
||
|
shDesc.sd_astrTextureNames[0] = "Mask texture";
|
||
|
shDesc.sd_astrTexCoordNames[0] = "Mask uvmap";
|
||
|
shDesc.sd_strShaderInfo = "Mask shader for shadowmaps";
|
||
|
}
|