Serious-Engine/Sources/Engine/Ska/RMRenderMask.cpp
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
Conflicts:
	Sources/Ecc/Parser.cpp
	Sources/Ecc/Scanner.cpp
	Sources/Engine/Base/Scanner.cpp
	Sources/Engine/GameAgent/GameAgent.cpp
	Sources/Engine/Graphics/Gfx_wrapper.h
	Sources/Engine/Network/Network.cpp
	Sources/Engine/Sound/SoundDecoder.h
	Sources/Engine/Templates/HashTableTemplate.cpp
	Sources/Engine/Terrain/Terrain.h
	Sources/EntitiesMP/ParticleCloudsHolder.es
	Sources/EntitiesMP/ParticleCloudsMarker.es
	Sources/SeriousSam/CDCheck.h
	Sources/SeriousSam/Menu.cpp
	Sources/SeriousSam/MenuGadgets.cpp
	Sources/SeriousSam/SeriousSam.cpp
	Sources/SeriousSam/SplashScreen.cpp
	Sources/SeriousSam/StdH.cpp
	Sources/SeriousSam/StdH.h
	Sources/Shaders/StdH.cpp
2016-04-02 23:56:12 -04:00

402 lines
16 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program 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 this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#include <Engine/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;
for( iVtx=0; 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].st.s;
tvd.tvd_fV = ptex[iVtx].st.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";
}