📄 mlrprimitiveclipping.hpp
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theAnd.SetClippingState(0x3f);
theOr.SetClippingState(0);
end = j+stride;
for(k=j;k<end;k++)
{
theAnd &= (*clipPerVertex)[index[k]];
theOr |= (*clipPerVertex)[index[k]];
}
//
//-------------------------------------------------------------------
// 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)
{
testList[i] = 0;
#ifdef LAB_ONLY
Set_Statistic(PolysClippedButOutside, PolysClippedButOutside+1);
#endif
}
else if (theOr == 0)
{
ret++;
for(k=j;k<end;k++)
{
visibleIndexedVertices[index[k]] = 1;
}
#ifdef LAB_ONLY
Set_Statistic(PolysClippedButInside, PolysClippedButInside+1);
#endif
}
//
//-----------------------------------------------------------------
// It is not a trivial case, so we must now do real clipping on the
// polygon
//-----------------------------------------------------------------
//
else
{
unsigned short numberVerticesPerPolygon = 0;
//
//---------------------------------------------------------------
// Handle the case of a single clipping plane by stepping through
// the vertices and finding the edge it originates
//---------------------------------------------------------------
//
bool firstIsIn;
if (theOr.GetNumberOfSetBits() == 1)
{
#ifdef LAB_ONLY
Set_Statistic(PolysClippedButOnePlane, PolysClippedButOnePlane+1);
#endif
for(k=j;k<end;k++)
{
k0 = index[k];
k1 = index[(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)[k0];
if(theTest == 0)
{
firstIsIn = true;
(*clipExtraCoords)[clipped_index] = (*transformedCoords)[k0];
#ifdef I_SAY_YES_TO_COLOR
#ifdef I_SAY_YES_TO_LIGHTING
Verify((*actualColors).GetLength() > 0);
(*clipExtraColors)[clipped_index] = (*actualColors)[k0];
#else
Verify(colors.GetLength() > 0);
(*clipExtraColors)[clipped_index] = colors[k0];
#endif
#endif
Verify(texCoords.GetLength() > 0);
(*clipExtraTexCoords)[clipped_index] = texCoords[k0];
#ifdef I_SAY_YES_TO_DUAL_TEXTURES
(*clipExtraTexCoords2)[clipped_index] = texCoords[k0+numVertices];
#endif
#ifdef I_SAY_YES_TO_MULTI_TEXTURES
for(m=1;m<currentNrOfPasses;m++)
{
(*clipExtraMultiTexCoords)[m][clipped_index] = multiTexCoordsPointers[m][k0];
}
#endif
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
{
firstIsIn = false;
if((*clipPerVertex)[k1] != 0)
{
Verify((*clipPerVertex)[k1] == (*clipPerVertex)[k0]);
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
//-----------------------------------------------------
//
for (l=0; l<MLRClippingState::NextBit; l++)
{
if(theTest.IsClipped(mask))
{
// GetDoubleBC(l, bc0, bc1, transformedCoords[k0], transformedCoords[k1]);
//
//-------------------------------------------
// Find the clipping interval from bc0 to bc1
//-------------------------------------------
//
if(firstIsIn==true)
{
a = GetLerpFactor(l, (*transformedCoords)[k0], (*transformedCoords)[k1]);
}
else
{
a = GetLerpFactor(l, (*transformedCoords)[k1], (*transformedCoords)[k0]);
}
Verify(a >= 0.0f && a <= 1.0f);
ct = l;
break;
}
mask <<= 1;
}
//
//------------------------------
// Lerp the homogeneous position
//------------------------------
//
if(firstIsIn==true)
{
(*clipExtraCoords)[clipped_index].Lerp(
(*transformedCoords)[k0],
(*transformedCoords)[k1],
a
);
DoClipTrick((*clipExtraCoords)[clipped_index], ct);
//
//----------------------------------------------------------
// If there are colors, lerp them in screen space for now as
// most cards do that anyway
//----------------------------------------------------------
//
#ifdef I_SAY_YES_TO_COLOR
#ifdef I_SAY_YES_TO_LIGHTING
Verify((*actualColors).GetLength() > 0);
#if COLOR_AS_DWORD
(*clipExtraColors)[clipped_index] = Color_DWORD_Lerp (
(*actualColors)[k0],
(*actualColors)[k1],
a
);
#else
(*clipExtraColors)[clipped_index].Lerp(
(*actualColors)[k0],
(*actualColors)[k1],
a
);
#endif
#else
Verify(colors.GetLength() > 0);
#if COLOR_AS_DWORD
(*clipExtraColors)[clipped_index] = Color_DWORD_Lerp (
colors[k0],
colors[k1],
a
);
#else
(*clipExtraColors)[clipped_index].Lerp(
colors[k0],
colors[k1],
a
);
#endif
#endif
#endif
//
//-----------------------------------------------------
// If there are texture uv's, we need to lerp them in a
// perspective correct manner
//-----------------------------------------------------
//
Verify(texCoords.GetLength() > 0);
(*clipExtraTexCoords)[clipped_index].Lerp
(
texCoords[k0],
texCoords[k1],
a
);
#ifdef I_SAY_YES_TO_DUAL_TEXTURES
(*clipExtraTexCoords2)[clipped_index].Lerp
(
texCoords[k0+numVertices],
texCoords[k1+numVertices],
a
);
#endif
#ifdef I_SAY_YES_TO_MULTI_TEXTURES
for(m=1;m<currentNrOfPasses;m++)
{
(*clipExtraMultiTexCoords)[m][clipped_index] .Lerp
(
multiTexCoordsPointers[m][k0],
multiTexCoordsPointers[m][k1],
a
);
}
#endif
}
else
{
(*clipExtraCoords)[clipped_index].Lerp(
(*transformedCoords)[k1],
(*transformedCoords)[k0],
a
);
DoClipTrick((*clipExtraCoords)[clipped_index], ct);
//
//----------------------------------------------------------
// If there are colors, lerp them in screen space for now as
// most cards do that anyway
//----------------------------------------------------------
//
#ifdef I_SAY_YES_TO_COLOR
#ifdef I_SAY_YES_TO_LIGHTING
Verify((*actualColors).GetLength() > 0);
#if COLOR_AS_DWORD
(*clipExtraColors)[clipped_index] = Color_DWORD_Lerp (
(*actualColors)[k1],
(*actualColors)[k0],
a
);
#else
(*clipExtraColors)[clipped_index].Lerp(
(*actualColors)[k1],
(*actualColors)[k0],
a
);
#endif
#else
Verify(colors.GetLength() > 0);
#if COLOR_AS_DWORD
(*clipExtraColors)[clipped_index] = Color_DWORD_Lerp (
colors[k1],
colors[k0],
a
);
#else
(*clipExtraColors)[clipped_index].Lerp(
colors[k1],
colors[k0],
a
);
#endif
#endif
#endif
//
//-----------------------------------------------------
// If there are texture uv's, we need to lerp them in a
// perspective correct manner
//-----------------------------------------------------
//
Verify(texCoords.GetLength() > 0);
(*clipExtraTexCoords)[clipped_index].Lerp
(
texCoords[k1],
texCoords[k0],
a
);
#ifdef I_SAY_YES_TO_DUAL_TEXTURES
(*clipExtraTexCoords2)[clipped_index].Lerp
(
texCoords[k1+numVertices],
texCoords[k0+numVertices],
a
);
#endif
#ifdef I_SAY_YES_TO_MULTI_TEXTURES
for(m=1;m<currentNrOfPasses;m++)
{
(*clipExtraMultiTexCoords)[m][clipped_index] .Lerp
(
multiTexCoordsPointers[m][k1],
multiTexCoordsPointers[m][k0],
a
);
}
#endif
}
//
//--------------------------------
// Bump the polygon's vertex count
//--------------------------------
//
numberVerticesPerPolygon++;
}
(*clipExtraLength)[myNumberUsedClipLength] = numberVerticesPerPolygon;
#ifdef _ARMOR
(*clipExtraLength)[myNumberUsedClipLength] &= ~0x8000;
#endif
}
//
//---------------------------------------------------------------
// We have to handle multiple planes. We do this by creating two
// buffers and we switch between them as we clip plane by plane
//---------------------------------------------------------------
//
else
{
#ifdef LAB_ONLY
Set_Statistic(PolysClippedButGOnePlane, PolysClippedButGOnePlane+1);
#endif
ClipData2 srcPolygon, dstPolygon;
int dstBuffer = 1;
Verify(texCoords.GetLength() > 0);
srcPolygon.coords = clipBuffer[dstBuffer].coords.GetData();
#ifdef I_SAY_YES_TO_COLOR
#ifdef I_SAY_YES_TO_LIGHTING
Verify((*actualColors).GetLength() > 0);
#else
Verify(colors.GetLength() > 0);
#endif
srcPolygon.colors = clipBuffer[dstBuffer].colors.GetData();
#endif
srcPolygon.texCoords = clipBuffer[dstBuffer].texCoords.GetData();
srcPolygon.clipPerVertex = clipBuffer[dstBuffer].clipPerVertex.GetData();
//
//----------------------------------------------------------
// unravel and copy the original data into the source buffer
//----------------------------------------------------------
//
for(k=j,l=0;k<end;k++,l++)
{
int indexK = index[k];
srcPolygon.coords[l] = (*transformedCoords)[indexK];
#ifdef I_SAY_YES_TO_COLOR
#ifdef I_SAY_YES_TO_LIGHTING
srcPolygon.colors[l] = (*actualColors)[indexK];
#else
srcPolygon.colors[l] = colors[indexK];
#endif
#endif
#ifdef I_SAY_YES_TO_DUAL_TEXTURES
srcPolygon.texCoords[2*l] = texCoords[indexK];
srcPolygon.texCoords[2*l+1] = texCoords[indexK + numVertices];
#else
#ifdef I_SAY_YES_TO_MULTI_TEXTURES
for(m=0;m<currentNrOfPasses;m++)
{
srcPolygon.texCoords[currentNrOfPasses*l+m] = multiTexCoordsPointers[m][indexK];
}
#else
srcPolygon.texCoords[l] = texCoords[indexK];
#endif
#endif
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