mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-26 07:34:52 +01:00
532 lines
18 KiB
C++
532 lines
18 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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/////////////////////////////////////////////////////////////////////
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// Clipping functions
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// check if a polygon is to be visible
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__forceinline ULONG CRenderer::GetPolygonVisibility(const CBrushPolygon &bpo)
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{
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// get transformed polygon's plane
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CWorkingPlane *pwplPolygonPlane = bpo.bpo_pbplPlane->bpl_pwplWorking;
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CWorkingPlane wplReverse;
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BOOL bInvertPolygon = FALSE;
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// if the polygon should be inverted or double sided
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if((re_bRenderingShadows
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&&!re_bDirectionalShadows
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&&re_ubLightIllumination!=0
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&&bpo.bpo_bppProperties.bpp_ubIlluminationType==re_ubLightIllumination)
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|| (re_pbrCurrent->br_pfsFieldSettings!=NULL && !pwplPolygonPlane->wpl_bVisible)
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) {
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bInvertPolygon = TRUE;
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}
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if (bInvertPolygon) {
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// make temporary inverted polygon plane
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pwplPolygonPlane = &wplReverse;
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pwplPolygonPlane->wpl_plView = -bpo.bpo_pbplPlane->bpl_pwplWorking->wpl_plView;
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pwplPolygonPlane->wpl_bVisible =
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re_pbrCurrent->br_prProjection->IsViewerPlaneVisible(pwplPolygonPlane->wpl_plView);
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}
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// if the poly is double-sided and detail
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if( !re_bRenderingShadows && (bpo.bpo_ulFlags&BPOF_DOUBLESIDED) && (bpo.bpo_ulFlags&BPOF_DETAILPOLYGON)) {
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// it's definately visible
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return PDF_POLYGONVISIBLE;
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}
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// if the plane is invisible
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if (!pwplPolygonPlane->wpl_bVisible) {
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// polygon is invisible
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return 0;
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}
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// if the polygon is invisible
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if ((bpo.bpo_ulFlags&BPOF_INVISIBLE)
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||(re_bRenderingShadows && (bpo.bpo_ulFlags&BPOF_DOESNOTCASTSHADOW))) {
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// skip it
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return 0;
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}
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ULONG ulDirection = PDF_POLYGONVISIBLE;
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BOOL bProjectionInverted = re_prProjection->pr_bInverted;
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if (bProjectionInverted && !bInvertPolygon) {
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ulDirection |= PDF_FLIPEDGESPRE;
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} else if (!bProjectionInverted && bInvertPolygon){
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ulDirection |= PDF_FLIPEDGESPOST;
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}
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// else, polygon is visible
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return ulDirection;
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}
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// check if polygon is outside viewfrustum
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__forceinline BOOL CRenderer::IsPolygonCulled(const CBrushPolygon &bpo)
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{
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CBrushSector &bsc = *bpo.bpo_pbscSector;
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// setup initial mask
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ULONG ulMask = 0xFFFFFFFF;
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// for each vertex
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INDEX ctVtx = bpo.bpo_apbvxTriangleVertices.Count();
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{for(INDEX i=0; i<ctVtx; i++) {
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CBrushVertex *pbvx = bpo.bpo_apbvxTriangleVertices[i];
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INDEX ivx = bsc.bsc_abvxVertices.Index(pbvx);
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// get the outcodes for that vertex
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ULONG ulCode = re_avvxViewVertices[bsc.bsc_ivvx0+ivx].vvx_ulOutcode;
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// and them to the mask
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ulMask &= ulCode;
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}}
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// if any bit in the mask is still set, it means that all points are out
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// wtr to that plane
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return ulMask;
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}
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// find which portals should be rendered as portals or as pretenders
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void CRenderer::FindPretenders(void)
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{
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re_pbscCurrent->bsc_ispo0 = re_aspoScreenPolygons.Count();
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// for all polygons in sector
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FOREACHINSTATICARRAY(re_pbscCurrent->bsc_abpoPolygons, CBrushPolygon, itpo) {
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CBrushPolygon &bpo = *itpo;
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// initially not rendered as portal
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bpo.bpo_ulFlags&=~BPOF_RENDERASPORTAL;
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// if it is portal,
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if (bpo.bpo_ulFlags&BPOF_PORTAL) {
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// initially rendered as portal
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bpo.bpo_ulFlags|=BPOF_RENDERASPORTAL;
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// if could be a pretender
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if (bpo.bpo_bppProperties.bpp_uwPretenderDistance!=0) {
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// get distance at which it is a pretender
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FLOAT fPretenderDistance = bpo.bpo_bppProperties.bpp_uwPretenderDistance;
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// for each vertex in the polygon
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INDEX ctVtx = bpo.bpo_apbvxTriangleVertices.Count();
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CBrushSector &bsc = *bpo.bpo_pbscSector;
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{for(INDEX i=0; i<ctVtx; i++) {
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CBrushVertex *pbvx = bpo.bpo_apbvxTriangleVertices[i];
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INDEX ivx = bsc.bsc_abvxVertices.Index(pbvx);
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// get distance of the vertex from the view plane
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FLOAT fx = re_avvxViewVertices[bsc.bsc_ivvx0+ivx].vvx_vView(1);
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FLOAT fy = re_avvxViewVertices[bsc.bsc_ivvx0+ivx].vvx_vView(2);
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FLOAT fz = re_avvxViewVertices[bsc.bsc_ivvx0+ivx].vvx_vView(3);
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FLOAT fD = fx*fx+fy*fy+fz*fz;
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// if nearer than allowed pretender distance
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if (fD<fPretenderDistance*fPretenderDistance) {
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// this polygon is not a pretender
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goto nextpolygon;
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}
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}}
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// if all vertices passed the check, mark as pretender
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bpo.bpo_ulFlags&=~BPOF_RENDERASPORTAL;
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}
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}
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nextpolygon:;
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}
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}
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// make screen polygons for nondetail polygons in current sector
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void CRenderer::MakeNonDetailScreenPolygons(void)
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{
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_pfRenderProfile.StartTimer(CRenderProfile::PTI_MAKENONDETAILSCREENPOLYGONS);
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re_pbscCurrent->bsc_ispo0 = re_aspoScreenPolygons.Count();
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// detail polygons are not skipped if rendering shadows
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const ULONG ulDetailMask = re_bRenderingShadows ? 0 : BPOF_DETAILPOLYGON;
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// for all polygons in sector
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FOREACHINSTATICARRAY(re_pbscCurrent->bsc_abpoPolygons, CBrushPolygon, itpo) {
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CBrushPolygon &bpo = *itpo;
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// if polygon does not contribute to the visibility determination
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if ( (bpo.bpo_ulFlags&ulDetailMask)
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&&!(bpo.bpo_ulFlags&BPOF_RENDERASPORTAL)) {
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// skip it
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continue;
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}
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// no screen polygon by default
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bpo.bpo_pspoScreenPolygon = NULL;
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// skip if the polygon is not visible
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ASSERT( !IsPolygonCulled(bpo)); // cannot be culled yet!
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const ULONG ulVisible = GetPolygonVisibility(bpo);
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if( ulVisible==0) continue;
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_sfStats.IncrementCounter(CStatForm::SCI_POLYGONS);
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_pfRenderProfile.IncrementCounter(CRenderProfile::PCI_NONDETAILPOLYGONS);
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// make screen polygon for the polygon
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CScreenPolygon &spo = *MakeScreenPolygon(bpo);
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// add its edges
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MakeInitialPolygonEdges(bpo, spo, ulVisible);
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}
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// remember number of polygons in sector
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re_pbscCurrent->bsc_ctspo = re_aspoScreenPolygons.Count()-re_pbscCurrent->bsc_ispo0;
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_pfRenderProfile.StopTimer(CRenderProfile::PTI_MAKENONDETAILSCREENPOLYGONS);
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}
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// make screen polygons for detail polygons in current sector
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void CRenderer::MakeDetailScreenPolygons(void)
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{
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// if rendering shadows or not rendering detail polygons
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if (re_bRenderingShadows
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||!wld_bRenderDetailPolygons) {
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// do nothing
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return;
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}
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_pfRenderProfile.StartTimer(CRenderProfile::PTI_MAKEDETAILSCREENPOLYGONS);
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// for all polygons in sector
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FOREACHINSTATICARRAY(re_pbscCurrent->bsc_abpoPolygons, CBrushPolygon, itpo) {
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CBrushPolygon &bpo = *itpo;
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// if polygon is not detail
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if (!(bpo.bpo_ulFlags&BPOF_DETAILPOLYGON)
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|| (bpo.bpo_ulFlags&BPOF_RENDERASPORTAL)) {
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// skip it
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continue;
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}
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// no screen polygon by default
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bpo.bpo_pspoScreenPolygon = NULL;
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// skip if the polygon is not visible
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if( GetPolygonVisibility(bpo)==0) continue;
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// skip if outside the frustum
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if( (re_pbscCurrent->bsc_ulFlags&BSCF_NEEDSCLIPPING) && IsPolygonCulled(bpo)) continue;
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_sfStats.IncrementCounter(CStatForm::SCI_DETAILPOLYGONS);
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_pfRenderProfile.IncrementCounter(CRenderProfile::PCI_DETAILPOLYGONS);
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// make screen polygon for the polygon
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CScreenPolygon &spo = *MakeScreenPolygon(bpo);
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// if it is portal
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if (spo.IsPortal()) {
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// pass it immediately
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PassPortal(spo);
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} else {
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// add polygon to scene polygons for rendering
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AddPolygonToScene(&spo);
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}
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}
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_pfRenderProfile.StopTimer(CRenderProfile::PTI_MAKEDETAILSCREENPOLYGONS);
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}
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// make initial edges for a polygon
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void CRenderer::MakeInitialPolygonEdges(CBrushPolygon &bpo, CScreenPolygon &spo, BOOL ulDirection)
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{
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// get number of edges
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INDEX ctEdges = bpo.bpo_abpePolygonEdges.Count();
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spo.spo_ubDirectionFlags = ulDirection&PDF_FLIPEDGESPOST;
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BOOL bInvert = (ulDirection&PDF_FLIPEDGESPRE)!=0;
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// remember edge vertex start and count
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spo.spo_ctEdgeVx = ctEdges*2;
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spo.spo_iEdgeVx0 = re_aiEdgeVxClipSrc.Count();
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// create edge vertices
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INDEX *ai = re_aiEdgeVxClipSrc.Push(ctEdges*2);
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// for each edge
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for (INDEX iEdge=0; iEdge<ctEdges; iEdge++) {
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// set the two vertices
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CBrushPolygonEdge &bpe = bpo.bpo_abpePolygonEdges[iEdge];
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CWorkingEdge &wed = *bpe.bpe_pbedEdge->bed_pwedWorking;
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if (bpe.bpe_bReverse^bInvert) {
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ai[iEdge*2+0] = wed.wed_iwvx1+re_iViewVx0;
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ai[iEdge*2+1] = wed.wed_iwvx0+re_iViewVx0;
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} else {
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ai[iEdge*2+0] = wed.wed_iwvx0+re_iViewVx0;
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ai[iEdge*2+1] = wed.wed_iwvx1+re_iViewVx0;
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}
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}
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}
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// make final edges for all polygons in current sector
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void CRenderer::MakeFinalPolygonEdges(void)
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{
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_pfRenderProfile.StartTimer(CRenderProfile::PTI_MAKEFINALPOLYGONEDGES);
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// for each polygon
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INDEX ispo0 = re_pbscCurrent->bsc_ispo0;
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INDEX ispoTop = re_pbscCurrent->bsc_ispo0+re_pbscCurrent->bsc_ctspo;
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for(INDEX ispo = ispo0; ispo<ispoTop; ispo++) {
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CScreenPolygon &spo = re_aspoScreenPolygons[ispo];
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// if polygon has no edges
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if (spo.spo_ctEdgeVx==0) {
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// skip it
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continue;
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}
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INDEX iEdgeVx0New = re_aiEdgeVxMain.Count();
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INDEX *piVertices = re_aiEdgeVxMain.Push(spo.spo_ctEdgeVx);
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// for each vertex
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INDEX ivxTop = spo.spo_iEdgeVx0+spo.spo_ctEdgeVx;
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for(INDEX ivx=spo.spo_iEdgeVx0; ivx<ivxTop; ivx++) {
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// copy to final array
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*piVertices++ = re_aiEdgeVxClipSrc[ivx];
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}
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// remember new edge vertex positions
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spo.spo_iEdgeVx0 = iEdgeVx0New;
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}
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// clear temporary arrays
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re_aiEdgeVxClipSrc.PopAll();
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re_aiEdgeVxClipDst.PopAll();
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_pfRenderProfile.StopTimer(CRenderProfile::PTI_MAKEFINALPOLYGONEDGES);
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}
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// clip all polygons to one clip plane
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void CRenderer::ClipToOnePlane(const FLOATplane3D &plView)
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{
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// remember clip plane
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re_plClip = plView;
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// no need for clipping if no vertices are outside
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ASSERT( re_pbscCurrent->bsc_ulFlags&BSCF_NEEDSCLIPPING);
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if( !MakeOutcodes()) return;
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// for each polygon
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INDEX ispo0 = re_pbscCurrent->bsc_ispo0;
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INDEX ispoTop = re_pbscCurrent->bsc_ispo0+re_pbscCurrent->bsc_ctspo;
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for(INDEX ispo = ispo0; ispo<ispoTop; ispo++) {
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// clip to the plane
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ClipOnePolygon(re_aspoScreenPolygons[ispo]);
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}
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// swap edge buffers
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Swap(re_aiEdgeVxClipSrc.sa_Count , re_aiEdgeVxClipDst.sa_Count );
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Swap(re_aiEdgeVxClipSrc.sa_Array , re_aiEdgeVxClipDst.sa_Array );
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Swap(re_aiEdgeVxClipSrc.sa_UsedCount, re_aiEdgeVxClipDst.sa_UsedCount);
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re_aiEdgeVxClipDst.PopAll();
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}
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// clip all polygons to all clip planes of a projection
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void CRenderer::ClipToAllPlanes(CAnyProjection3D &pr)
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{
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_pfRenderProfile.StartTimer(CRenderProfile::PTI_CLIPTOALLPLANES);
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// clip to up/down/left/right clip planes
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FLOATplane3D pl;
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pl = pr->pr_plClipU; pl.Offset(-0.001f); ClipToOnePlane(pl);
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pl = pr->pr_plClipD; pl.Offset(-0.001f); ClipToOnePlane(pl);
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pl = pr->pr_plClipL; pl.Offset(-0.001f); ClipToOnePlane(pl);
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pl = pr->pr_plClipR; pl.Offset(-0.001f); ClipToOnePlane(pl);
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// clip to near clip plane
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ClipToOnePlane(FLOATplane3D(FLOAT3D(0,0,-1), pr->pr_NearClipDistance));
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// clip to far clip plane if existing
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if (pr->pr_FarClipDistance>0) {
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ClipToOnePlane(FLOATplane3D(FLOAT3D(0,0,1), -pr->pr_FarClipDistance));
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}
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// if projection is mirrored or warped
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if (pr->pr_bMirror||pr->pr_bWarp) {
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// clip to mirror plane
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ClipToOnePlane(pr->pr_plMirrorView);
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}
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_pfRenderProfile.StopTimer(CRenderProfile::PTI_CLIPTOALLPLANES);
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}
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// make outcodes for current clip plane for all active vertices
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__forceinline BOOL CRenderer::MakeOutcodes(void)
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{
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SLONG slMask = 0;
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// for each active view vertex
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INDEX iVxTop = re_avvxViewVertices.Count();
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for(INDEX ivx = re_iViewVx0; ivx<iVxTop; ivx++) {
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CViewVertex &vvx = re_avvxViewVertices[ivx];
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// calculate the distance
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vvx.vvx_fD = re_plClip.PointDistance(vvx.vvx_vView);
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// calculate the outcode
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const ULONG ulOutCode = (*(SLONG*)&vvx.vvx_fD) & 0x80000000;
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// add to the outcode of the vertex
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vvx.vvx_ulOutcode = (vvx.vvx_ulOutcode>>1)|ulOutCode;
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// add to mask
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slMask|=ulOutCode;
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}
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// if any was negative, return true -- needs clipping
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return slMask;
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}
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// clip one polygon to current clip plane
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void CRenderer::ClipOnePolygon(CScreenPolygon &spo)
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{
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//
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// NOTE: There is one ugly problem with this loop.
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// I don't know any better way to fix it, so I have commented it.
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// If the vertex references (vvx0 and vvx1) are taken _before_ pushing the vvxNew,
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// it can cause access violation, because pushing can move array in memory.
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// Therefore, it is important to take the references _after_ the Push() call.
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INDEX iEdgeVx0New = re_aiEdgeVxClipDst.Count();
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// for each edge
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INDEX ivxTop = spo.spo_iEdgeVx0+spo.spo_ctEdgeVx;
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for(INDEX ivx=spo.spo_iEdgeVx0; ivx<ivxTop; ivx+=2) {
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INDEX ivx0 = re_aiEdgeVxClipSrc[ivx+0];
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INDEX ivx1 = re_aiEdgeVxClipSrc[ivx+1];
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// get vertices
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FLOAT fD0 = re_avvxViewVertices[ivx0].vvx_fD;
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FLOAT fD1 = re_avvxViewVertices[ivx1].vvx_fD;
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if (fD0<=0) {
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// if both are back
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if (fD1<=0) {
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// no screen edge remains
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continue;
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// if first is back, second front
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} else {
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// make new vertex
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INDEX ivxNew = re_avvxViewVertices.Count();
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CViewVertex &vvxNew = re_avvxViewVertices.Push();
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CViewVertex &vvx0 = re_avvxViewVertices[ivx0]; // must do this after push, see note above!
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CViewVertex &vvx1 = re_avvxViewVertices[ivx1]; // must do this after push, see note above!
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// clip first
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FLOAT fDivisor = 1.0f/(fD0-fD1);
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FLOAT fFactor = fD0*fDivisor;
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vvxNew.vvx_vView(1) = vvx0.vvx_vView(1)-(vvx0.vvx_vView(1)-vvx1.vvx_vView(1))*fFactor;
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vvxNew.vvx_vView(2) = vvx0.vvx_vView(2)-(vvx0.vvx_vView(2)-vvx1.vvx_vView(2))*fFactor;
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vvxNew.vvx_vView(3) = vvx0.vvx_vView(3)-(vvx0.vvx_vView(3)-vvx1.vvx_vView(3))*fFactor;
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// remember new edge
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re_aiEdgeVxClipDst.Push() = ivxNew;
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re_aiEdgeVxClipDst.Push() = ivx1;
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// add new vertex to clip buffer
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re_aiClipBuffer.Push() = ivxNew;
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}
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} else {
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// if first is front, second back
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if ((SLONG&)fD1<=0) {
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// make new vertex
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INDEX ivxNew = re_avvxViewVertices.Count();
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CViewVertex &vvxNew = re_avvxViewVertices.Push();
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CViewVertex &vvx0 = re_avvxViewVertices[ivx0]; // must do this after push, see note above!
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CViewVertex &vvx1 = re_avvxViewVertices[ivx1]; // must do this after push, see note above!
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// clip second
|
|
FLOAT fDivisor = 1.0f/(fD0-fD1);
|
|
FLOAT fFactor = fD1*fDivisor;
|
|
vvxNew.vvx_vView(1) = vvx1.vvx_vView(1)-(vvx0.vvx_vView(1)-vvx1.vvx_vView(1))*fFactor;
|
|
vvxNew.vvx_vView(2) = vvx1.vvx_vView(2)-(vvx0.vvx_vView(2)-vvx1.vvx_vView(2))*fFactor;
|
|
vvxNew.vvx_vView(3) = vvx1.vvx_vView(3)-(vvx0.vvx_vView(3)-vvx1.vvx_vView(3))*fFactor;
|
|
// remember new edge
|
|
re_aiEdgeVxClipDst.Push() = ivx0;
|
|
re_aiEdgeVxClipDst.Push() = ivxNew;
|
|
// add new vertex to clip buffer
|
|
re_aiClipBuffer.Push() = ivxNew;
|
|
// if both are front
|
|
} else {
|
|
// just copy the edge
|
|
re_aiEdgeVxClipDst.Push() = ivx0;
|
|
re_aiEdgeVxClipDst.Push() = ivx1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if there is anything in clip buffer
|
|
if (re_aiClipBuffer.Count()>0) {
|
|
// generate clip edges
|
|
GenerateClipEdges(spo);
|
|
}
|
|
|
|
// remember new edge vertex positions
|
|
spo.spo_ctEdgeVx = re_aiEdgeVxClipDst.Count()-iEdgeVx0New;
|
|
spo.spo_iEdgeVx0 = iEdgeVx0New;
|
|
}
|
|
|
|
/*
|
|
* Compare two vertices for quick-sort.
|
|
*/
|
|
static UBYTE *_aVertices=NULL;
|
|
static int qsort_CompareVertices_plus( const void *ppvVertex0, const void *ppvVertex1)
|
|
{
|
|
INDEX ivx0 = *(const INDEX*)ppvVertex0;
|
|
INDEX ivx1 = *(const INDEX*)ppvVertex1;
|
|
FLOAT f0 = *(FLOAT*)(_aVertices+ivx0*sizeof(CViewVertex));
|
|
FLOAT f1 = *(FLOAT*)(_aVertices+ivx1*sizeof(CViewVertex));
|
|
if (f0<f1) return -1;
|
|
else if (f0>f1) return +1;
|
|
else return 0;
|
|
}
|
|
static int qsort_CompareVertices_minus( const void *ppvVertex0, const void *ppvVertex1)
|
|
{
|
|
INDEX ivx0 = *(const INDEX*)ppvVertex0;
|
|
INDEX ivx1 = *(const INDEX*)ppvVertex1;
|
|
FLOAT f0 = *(FLOAT*)(_aVertices+ivx0*sizeof(CViewVertex));
|
|
FLOAT f1 = *(FLOAT*)(_aVertices+ivx1*sizeof(CViewVertex));
|
|
if (f0<f1) return +1;
|
|
else if (f0>f1) return -1;
|
|
else return 0;
|
|
}
|
|
|
|
// generate clip edges for one polygon
|
|
void CRenderer::GenerateClipEdges(CScreenPolygon &spo)
|
|
{
|
|
ASSERT(re_aiClipBuffer.Count()>0);
|
|
|
|
FLOATplane3D &plPolygonPlane = spo.spo_pbpoBrushPolygon->bpo_pbplPlane->bpl_pwplWorking->wpl_plView;
|
|
// calculate the clip buffer direction in 3d as:
|
|
// clip_normal_vector x polygon_normal_vector
|
|
FLOAT3D vClipDir = ((FLOAT3D &)re_plClip)*((FLOAT3D &)plPolygonPlane);
|
|
|
|
// get max axis
|
|
INDEX iMaxAxis = 1;
|
|
FLOAT fMaxAbs = Abs(vClipDir(1));
|
|
if (Abs(vClipDir(2))>fMaxAbs) {
|
|
iMaxAxis = 2;
|
|
fMaxAbs = Abs(vClipDir(2));
|
|
}
|
|
if (Abs(vClipDir(3))>fMaxAbs) {
|
|
iMaxAxis = 3;
|
|
fMaxAbs = Abs(vClipDir(3));
|
|
}
|
|
|
|
_aVertices = (UBYTE*) &re_avvxViewVertices[0].vvx_vView(iMaxAxis);
|
|
|
|
INDEX *aIndices = &re_aiClipBuffer[0];
|
|
INDEX ctIndices = re_aiClipBuffer.Count();
|
|
|
|
// there must be even number of vertices in the buffer
|
|
ASSERT(ctIndices%2 == 0);
|
|
|
|
// if the sign of axis is negative
|
|
if (vClipDir(iMaxAxis)<0) {
|
|
// sort them inversely
|
|
qsort(aIndices, ctIndices, sizeof(INDEX), qsort_CompareVertices_minus);
|
|
// if it is negative
|
|
} else {
|
|
// sort them normally
|
|
qsort(aIndices, ctIndices, sizeof(INDEX), qsort_CompareVertices_plus);
|
|
}
|
|
|
|
// for each two vertices
|
|
for(INDEX iClippedVertex=0; iClippedVertex<ctIndices; iClippedVertex+=2) {
|
|
// add the edge
|
|
re_aiEdgeVxClipDst.Push() = aIndices[iClippedVertex+0];
|
|
re_aiEdgeVxClipDst.Push() = aIndices[iClippedVertex+1];
|
|
}
|
|
|
|
// clear the clip buffer
|
|
re_aiClipBuffer.PopAll();
|
|
}
|