📄 mlrtrianglecloud.cpp
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//===========================================================================//
// Copyright (C) Microsoft Corporation. All rights reserved. //
//===========================================================================//
#include "MLRHeaders.hpp"
#if !defined(MLR_MLRCLIPTRICK_HPP)
#include <MLR\MLRClipTrick.hpp>
#endif
extern DWORD gShowClippedPolys;
//#############################################################################
//####################### MLRTriangleCloud ##############################
//#############################################################################
DynamicArrayOf<MLRClippingState>
*MLRTriangleCloud::clipPerVertex;
DynamicArrayOf<Vector4D>
*MLRTriangleCloud::clipExtraCoords;
DynamicArrayOf<RGBAColor>
*MLRTriangleCloud::clipExtraColors;
DynamicArrayOf<int>
*MLRTriangleCloud::clipExtraLength;
MLRTriangleCloud::ClassData*
MLRTriangleCloud::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRTriangleCloud::InitializeClass()
{
Verify(!DefaultData);
Verify(gos_GetCurrentHeap() == StaticHeap);
DefaultData =
new ClassData(
MLRTriangleCloudClassID,
"MidLevelRenderer::MLRTriangleCloud",
MLREffect::DefaultData
);
Register_Object(DefaultData);
clipPerVertex = new DynamicArrayOf<MLRClippingState> (Limits::Max_Number_Vertices_Per_Mesh);
Register_Pointer(clipPerVertex);
clipExtraCoords = new DynamicArrayOf<Vector4D> (Limits::Max_Number_Vertices_Per_Mesh);
Register_Pointer(clipExtraCoords);
clipExtraColors = new DynamicArrayOf<RGBAColor> (Limits::Max_Number_Vertices_Per_Mesh);
Register_Pointer(clipExtraColors);
clipExtraLength = new DynamicArrayOf<int> (Limits::Max_Number_Primitives_Per_Frame);
Register_Pointer(clipExtraLength);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRTriangleCloud::TerminateClass()
{
Unregister_Pointer(clipPerVertex);
delete clipPerVertex;
Unregister_Pointer(clipExtraCoords);
delete clipExtraCoords;
Unregister_Pointer(clipExtraColors);
delete clipExtraColors;
Unregister_Pointer(clipExtraLength);
delete clipExtraLength;
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRTriangleCloud::MLRTriangleCloud(int nr) :
MLREffect(nr, DefaultData)
{
Verify(gos_GetCurrentHeap() == Heap);
usedNrOfTriangles = NULL;
Check_Pointer(this);
drawMode = SortData::TriList;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRTriangleCloud::~MLRTriangleCloud()
{
Check_Object(this);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRTriangleCloud::SetData
(
const int *count,
const Stuff::Point3D *point_data,
const Stuff::RGBAColor *color_data
)
{
Check_Pointer(this);
usedNrOfTriangles = count;
Verify(*usedNrOfTriangles <= maxNrOf);
points = point_data;
colors = color_data;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRTriangleCloud::Draw (DrawEffectInformation *dInfo, GOSVertexPool *allVerticesToDraw, MLRSorter *sorter)
{
Check_Object(this);
worldToEffect.Invert(*dInfo->effectToWorld);
Transform(*usedNrOfTriangles, 3);
#if 0
Lighting(*shape->worldToShape, dInfo->activeLights, dInfo->nrOfActiveLights);
#endif
if( Clip(dInfo->clippingFlags, allVerticesToDraw) )
{
sorter->AddEffect(this, dInfo->state);
}
}
static MLRClippingState theAnd, theOr, theTest;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
int
MLRTriangleCloud::Clip(MLRClippingState clippingFlags, GOSVertexPool *vt)
{
Check_Object(this);
int i, j, k;
int end, len = *usedNrOfTriangles;
int ret = 0;
#if EFECT_CLIPPED // this effect gets not clipped
int l, mask, k1, ct=0,
Scalar a=0.0f, bc0, bc1;
#endif
//
//--------------------------------------
// See if we don't have to draw anything
//--------------------------------------
//
if(clippingFlags.GetClippingState() == 0 || len <= 0)
{
if(len <= 0)
{
visible = 0;
}
else
{
Check_Object(vt);
gos_vertices = vt->GetActualVertexPool();
numGOSVertices = 0;
//
//-------------------------------
// Handle the non-indexed version
//-------------------------------
//
for(i=0,j=0;i<len;i++,j+=3)
{
if(IsOn(i) == false)
{
continue;
}
GOSCopyTriangleData(
&gos_vertices[numGOSVertices],
transformedCoords->GetData(),
colors,
j, j+2, j+1,
true
);
numGOSVertices += 3;
}
Check_Object(vt);
vt->Increase(numGOSVertices);
visible = numGOSVertices ? 1 : 0;
}
return visible;
}
int myNumberUsedClipVertex, myNumberUsedClipIndex, myNumberUsedClipLength;
myNumberUsedClipVertex = 0;
myNumberUsedClipIndex = 0;
myNumberUsedClipLength = 0;
gos_vertices = vt->GetActualVertexPool();
numGOSVertices = 0;
//
//-------------------------------
// Handle the non-indexed version
//-------------------------------
//
//
//-----------------------------------------------------------------
// Step through each polygon, making sure that we don't try to clip
// backfaced polygons
//-----------------------------------------------------------------
//
for(i=0,j=0;i<len;i++,j+=3)
{
// if(IsOn(i) == false)
// {
// continue;
// }
TurnVisible(i);
//
//---------------------------------------------------------------
// Test each vertex of the polygon against the allowed clipping
// planes, and accumulate status for which planes always clip and
// which planes clipped at least once
//---------------------------------------------------------------
//
theAnd.SetClippingState(0x3f);
theOr.SetClippingState(0);
end = j+3;
Stuff::Vector4D *v4d = transformedCoords->GetData() + j;
MLRClippingState *cs = clipPerVertex->GetData() + j;
for(k=j;k<end;k++,v4d++,cs++)
{
cs->Clip4dVertex(v4d);
theAnd &= (*clipPerVertex)[k];
theOr |= (*clipPerVertex)[k];
#ifdef LAB_ONLY
if(*cs==0)
{
Set_Statistic(NonClippedVertices, NonClippedVertices+1);
}
else
{
Set_Statistic(ClippedVertices, ClippedVertices+1);
}
#endif
}
theAnd = theOr = 0; //ASSUME NO CLIPPING NEEDED FOR MC2. Its just not done here!
//
//-------------------------------------------------------------------
// If any bit is set for all vertices, then the polygon is completely
// outside the viewing space and we don't have to draw it. On the
// other hand, if no bits at all were ever set, we can do a trivial
// accept of the polygon
//-------------------------------------------------------------------
//
if (theAnd != 0)
{
continue;
// TurnInVisible(i);
}
else if (theOr == 0)
{
// TurnVisible(i);
GOSCopyTriangleData(
&gos_vertices[numGOSVertices],
transformedCoords->GetData(),
colors,
j, j+2, j+1,
true
);
#ifdef LAB_ONLY
if(gShowClippedPolys)
{
gos_vertices[numGOSVertices].argb = 0xff0000ff;
gos_vertices[numGOSVertices].u = 0.0f;
gos_vertices[numGOSVertices].v = 0.0f;
gos_vertices[numGOSVertices+1].argb = 0xff0000ff;
gos_vertices[numGOSVertices+1].u = 0.0f;
gos_vertices[numGOSVertices+1].v = 0.0f;
gos_vertices[numGOSVertices+2].argb = 0xff0000ff;
gos_vertices[numGOSVertices+2].u = 0.0f;
gos_vertices[numGOSVertices+2].v = 0.0f;
}
#endif
numGOSVertices += 3;
ret++;
}
//
//-----------------------------------------------------------------
// It is not a trivial case, so we must now do real clipping on the
// polygon
//-----------------------------------------------------------------
//
else
{
#if EFECT_CLIPPED // this effect gets not clipped
int numberVerticesPerPolygon = 0;
//
//---------------------------------------------------------------
// Handle the case of a single clipping plane by stepping through
// the vertices and finding the edge it originates
//---------------------------------------------------------------
//
if (theOr.GetNumberOfSetBits() == 1)
{
for(k=j;k<end;k++)
{
k1 = (k+1 < end) ? k + 1 : j;
//
//----------------------------------------------------
// If this vertex is inside the viewing space, copy it
// directly to the clipping buffer
//----------------------------------------------------
//
int clipped_index =
myNumberUsedClipVertex + numberVerticesPerPolygon;
theTest = clipPerVertex[k];
if(theTest == 0)
{
clipExtraCoords[clipped_index] = transformedCoords[k];
clipExtraColors[clipped_index] = colors[k];
numberVerticesPerPolygon++;
clipped_index++;
//
//-------------------------------------------------------
// We don't need to clip this edge if the next vertex is
// also in the viewing space, so just move on to the next
// vertex
//-------------------------------------------------------
//
if(clipPerVertex[k1] == 0)
{
continue;
}
}
//
//---------------------------------------------------------
// This vertex is outside the viewing space, so if the next
// vertex is also outside the viewing space, no clipping is
// needed and we throw this vertex away. Since only one
// clipping plane is involved, it must be in the same space
// as the first vertex
//---------------------------------------------------------
//
else if(clipPerVertex[k1] != 0)
{
Verify(clipPerVertex[k1] == clipPerVertex[k]);
continue;
}
//
//--------------------------------------------------
// We now find the distance along the edge where the
// clipping plane will intersect
//--------------------------------------------------
//
mask = 1;
theTest |= clipPerVertex[k1];
//
//-----------------------------------------------------
// Find the boundary conditions that match our clipping
// plane
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