📄 mlrcardcloud.cpp
字号:
//===========================================================================//
// Copyright (C) Microsoft Corporation. All rights reserved. //
//===========================================================================//
#include "MLRHeaders.hpp"
#if !defined(MLR_MLRCLIPTRICK_HPP)
#include <MLR\MLRClipTrick.hpp>
#endif
extern DWORD gShowClippedPolys;
//#############################################################################
//######################### MLRCardCloud ################################
//#############################################################################
DynamicArrayOf<MLRClippingState>
*MLRCardCloud::clipPerVertex;
DynamicArrayOf<Vector4D>
*MLRCardCloud::clipExtraCoords;
DynamicArrayOf<RGBAColor>
*MLRCardCloud::clipExtraColors;
DynamicArrayOf<Vector2DScalar>
*MLRCardCloud::clipExtraTexCoords;
DynamicArrayOf<int>
*MLRCardCloud::clipExtraLength;
MLRCardCloud::ClassData*
MLRCardCloud::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRCardCloud::InitializeClass()
{
Verify(!DefaultData);
Verify(gos_GetCurrentHeap() == StaticHeap);
DefaultData =
new ClassData(
MLRCardCloudClassID,
"MidLevelRenderer::MLRCardCloud",
MLREffect::DefaultData
);
Register_Object(DefaultData);
clipPerVertex = new DynamicArrayOf<MLRClippingState> (Limits::Max_Number_Vertices_Per_Mesh);
Register_Object(clipPerVertex);
clipExtraCoords = new DynamicArrayOf<Vector4D> (Limits::Max_Number_Vertices_Per_Mesh);
Register_Object(clipExtraCoords);
clipExtraColors = new DynamicArrayOf<RGBAColor> (Limits::Max_Number_Vertices_Per_Mesh);
Register_Object(clipExtraColors);
clipExtraTexCoords = new DynamicArrayOf<Vector2DScalar> (Limits::Max_Number_Vertices_Per_Mesh);
Register_Object(clipExtraTexCoords);
clipExtraLength = new DynamicArrayOf<int> (Limits::Max_Number_Primitives_Per_Frame);
Register_Object(clipExtraLength);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRCardCloud::TerminateClass()
{
Unregister_Object(clipPerVertex);
delete clipPerVertex;
Unregister_Object(clipExtraCoords);
delete clipExtraCoords;
Unregister_Object(clipExtraColors);
delete clipExtraColors;
Unregister_Object(clipExtraTexCoords);
delete clipExtraTexCoords;
Unregister_Object(clipExtraLength);
delete clipExtraLength;
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRCardCloud::MLRCardCloud(int nr) :
MLREffect(nr, DefaultData)
{
Verify(gos_GetCurrentHeap() == Heap);
usedNrOfCards = NULL;
Check_Pointer(this);
drawMode = SortData::TriList;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRCardCloud::~MLRCardCloud()
{
Check_Object(this);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRCardCloud::SetData
(
const int *count,
const Stuff::Point3D *point_data,
const Stuff::RGBAColor *color_data
)
{
Check_Pointer(this);
usedNrOfCards = count;
Verify(*usedNrOfCards <= maxNrOf);
points = point_data;
colors = color_data;
Verify(texCoords != NULL);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRCardCloud::SetData
(
const int *count,
const Stuff::Point3D *point_data,
const Stuff::RGBAColor *color_data,
const Vector2DScalar *uv_data
)
{
Check_Pointer(this);
usedNrOfCards = count;
Verify(*usedNrOfCards <= maxNrOf);
texCoords = uv_data;
SetData(count, point_data, color_data);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRCardCloud::Draw (DrawEffectInformation *dInfo, GOSVertexPool *allVerticesToDraw, MLRSorter *sorter)
{
Check_Object(this);
worldToEffect.Invert(*dInfo->effectToWorld);
Transform(*usedNrOfCards, 4);
#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
MLRCardCloud::Clip(MLRClippingState clippingFlags, GOSVertexPool *vt)
{
Check_Object(this);
int i, j, k, l;
int end, len = *usedNrOfCards;
int mask, k1, ct=0, ret = 0;
Scalar a=0.0f, bc0, bc1;
Check_Object(vt);
gos_vertices = vt->GetActualVertexPool();
Check_Pointer(gos_vertices);
numGOSVertices = 0;
//
//--------------------------------------
// See if we don't have to draw anything
//--------------------------------------
//
if(clippingFlags.GetClippingState() == 0 || len <= 0)
{
if(len <= 0)
{
visible = 0;
}
else
{
//
//-------------------------------
// Handle the non-indexed version
//-------------------------------
//
for(i=0,j=0;i<len;i++,j+=4)
{
if(IsOn(i) == false)
{
continue;
}
GOSCopyTriangleData(
&gos_vertices[numGOSVertices],
transformedCoords->GetData(),
texCoords,
j, j+1, j+2,
true
);
DWORD tmpColor = GOSCopyColor(&colors[i]);
for(k=numGOSVertices;k<numGOSVertices+3;k++)
{
gos_vertices[k].argb = tmpColor;
}
gos_vertices[numGOSVertices + 3] = gos_vertices[numGOSVertices];
gos_vertices[numGOSVertices + 4] = gos_vertices[numGOSVertices + 2];
GOSCopyData(
&gos_vertices[numGOSVertices + 5],
transformedCoords->GetData(),
texCoords,
j+3,
true
);
gos_vertices[numGOSVertices + 5].argb = tmpColor;
numGOSVertices += 6;
}
Check_Object(vt);
vt->Increase(numGOSVertices);
visible = numGOSVertices ? 1 : 0;
}
return visible;
}
int myNumberUsedClipVertex, myNumberUsedClipIndex, myNumberUsedClipLength;
myNumberUsedClipVertex = 0;
myNumberUsedClipIndex = 0;
myNumberUsedClipLength = 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+=4)
{
// 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+4;
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)
{
TurnInVisible(i);
}
else if (theOr == 0)
{
TurnVisible(i);
GOSCopyTriangleData(
&gos_vertices[numGOSVertices],
transformedCoords->GetData(),
texCoords,
j, j+1, j+2,
true
);
DWORD tmpColor = GOSCopyColor(&colors[i]);
gos_vertices[numGOSVertices].argb = tmpColor;
gos_vertices[numGOSVertices + 1].argb = tmpColor;
gos_vertices[numGOSVertices + 2].argb = tmpColor;
gos_vertices[numGOSVertices + 3] = gos_vertices[numGOSVertices];
gos_vertices[numGOSVertices + 4] = gos_vertices[numGOSVertices + 2];
GOSCopyData(
&gos_vertices[numGOSVertices + 5],
transformedCoords->GetData(),
texCoords,
j+3,
true
);
gos_vertices[numGOSVertices + 5].argb = tmpColor;
#ifdef LAB_ONLY
if(gShowClippedPolys)
{
for(l=0;l<6;l++)
{
gos_vertices[numGOSVertices+l].argb = 0xff0000ff;
gos_vertices[numGOSVertices+l].u = 0.0f;
gos_vertices[numGOSVertices+l].v = 0.0f;
}
}
#endif
numGOSVertices += 6;
ret++;
}
//
//-----------------------------------------------------------------
// It is not a trivial case, so we must now do real clipping on the
// polygon
//-----------------------------------------------------------------
//
else
{
// ultra small triangles clipped at farclip cause problems
if(theOr.IsFarClipped() == true)
{
continue;
}
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];
(*clipExtraTexCoords)[clipped_index] = texCoords[k];
(*clipExtraColors)[clipped_index] = colors[i];
numberVerticesPerPolygon++;
clipped_index++;
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -