📄 mlrcardcloud.cpp
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//
//-------------------------------------------------------
// 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
//-----------------------------------------------------
//
for (l=0; l<MLRClippingState::NextBit; l++)
{
if(theTest.IsClipped(mask))
{
//
//-------------------------------------------
// Find the clipping interval from bc0 to bc1
//-------------------------------------------
//
a = GetLerpFactor(l, (*transformedCoords)[k], (*transformedCoords)[k1]);
Verify(a >= 0.0f && a <= 1.0f);
ct = l;
break;
}
mask <<= 1;
}
//
//------------------------------
// Lerp the homogeneous position
//------------------------------
//
(*clipExtraCoords)[clipped_index].Lerp(
(*transformedCoords)[k],
(*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
//----------------------------------------------------------
//
(*clipExtraTexCoords)[clipped_index].Lerp(
texCoords[k],
texCoords[k1],
a
);
(*clipExtraColors)[clipped_index] = colors[i];
//
//--------------------------------
// Bump the polygon's vertex count
//--------------------------------
//
numberVerticesPerPolygon++;
}
}
//
//---------------------------------------------------------------
// 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
{
EffectClipData srcPolygon, dstPolygon;
int dstBuffer = 0;
//
//-----------------------------------------------------
// Point the source polygon buffer at our original data
//-----------------------------------------------------
//
srcPolygon.coords = &((*transformedCoords)[j]);
srcPolygon.clipPerVertex = &((*clipPerVertex)[j]);
srcPolygon.flags = 0;
// srcPolygon.colors = const_cast<RGBAColor*>(&colors[j]);
srcPolygon.flags |= 2;
srcPolygon.texCoords = const_cast<Vector2DScalar*>(&texCoords[j]);
srcPolygon.length = 4;
//
//--------------------------------
// Point to the destination buffer
//--------------------------------
//
dstPolygon.coords = clipBuffer[dstBuffer].coords.GetData();
// dstPolygon.colors = clipBuffer[dstBuffer].colors.GetData();
dstPolygon.texCoords = clipBuffer[dstBuffer].texCoords.GetData();
dstPolygon.clipPerVertex = clipBuffer[dstBuffer].clipPerVertex.GetData();
dstPolygon.flags = srcPolygon.flags;
dstPolygon.length = 0;
//
//-----------------------------------------------------------
// Spin through each plane that clipped the primitive and use
// it to actually clip the primitive
//-----------------------------------------------------------
//
mask = 1;
MLRClippingState theNewOr(0);
int loop = 4;
do
{
for(l=0; l<MLRClippingState::NextBit; l++)
{
if(theOr.IsClipped(mask))
{
//
//-----------------------------------
// Clip each vertex against the plane
//-----------------------------------
//
for(k=0;k<srcPolygon.length;k++)
{
k1 = (k+1 < srcPolygon.length) ? k+1 : 0;
theTest = srcPolygon.clipPerVertex[k];
//
//----------------------------------------------------
// If this vertex is inside the viewing space, copy it
// directly to the clipping buffer
//----------------------------------------------------
//
if(theTest.IsClipped(mask) == 0)
{
dstPolygon.coords[dstPolygon.length] =
srcPolygon.coords[k];
dstPolygon.clipPerVertex[dstPolygon.length] =
srcPolygon.clipPerVertex[k];
dstPolygon.texCoords[dstPolygon.length] =
srcPolygon.texCoords[k];
dstPolygon.length++;
//
//-------------------------------------------------------
// 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(srcPolygon.clipPerVertex[k1].IsClipped(mask) == 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(srcPolygon.clipPerVertex[k1].IsClipped(mask) != 0)
{
Verify(
srcPolygon.clipPerVertex[k1].IsClipped(mask)
== srcPolygon.clipPerVertex[k].IsClipped(mask)
);
continue;
}
//
//-------------------------------------------
// Find the clipping interval from bc0 to bc1
//-------------------------------------------
//
bc0 = GetBC(l, srcPolygon.coords[k]);
bc1 = GetBC(l, srcPolygon.coords[k1]);
Verify(!Close_Enough(bc0, bc1));
a = bc0 / (bc0 - bc1);
Verify(a >= 0.0f && a <= 1.0f);
//
//------------------------------
// Lerp the homogeneous position
//------------------------------
//
dstPolygon.coords[dstPolygon.length].Lerp(
srcPolygon.coords[k],
srcPolygon.coords[k1],
a
);
DoCleanClipTrick(dstPolygon.coords[dstPolygon.length], l);
//
//-----------------------------------------------------
// If there are texture uv's, we need to lerp them in a
// perspective correct manner
//-----------------------------------------------------
//
dstPolygon.texCoords[dstPolygon.length].Lerp
(
srcPolygon.texCoords[k],
srcPolygon.texCoords[k1],
a
);
//
//-------------------------------------
// We have to generate a new clip state
//-------------------------------------
//
dstPolygon.clipPerVertex[dstPolygon.length].Clip4dVertex(&dstPolygon.coords[dstPolygon.length]);
//
//----------------------------------
// Bump the new polygon vertex count
//----------------------------------
//
dstPolygon.length++;
}
//
//-----------------------------------------------
// Swap source and destination buffer pointers in
// preparation for the next plane test
//-----------------------------------------------
//
srcPolygon.coords = clipBuffer[dstBuffer].coords.GetData();
// srcPolygon.colors = clipBuffer[dstBuffer].colors.GetData();
srcPolygon.texCoords = clipBuffer[dstBuffer].texCoords.GetData();
srcPolygon.clipPerVertex = clipBuffer[dstBuffer].clipPerVertex.GetData();
srcPolygon.length = dstPolygon.length;
dstBuffer = !dstBuffer;
dstPolygon.coords = clipBuffer[dstBuffer].coords.GetData();
// dstPolygon.colors = clipBuffer[dstBuffer].colors.GetData();
dstPolygon.texCoords = clipBuffer[dstBuffer].texCoords.GetData();
dstPolygon.clipPerVertex = clipBuffer[dstBuffer].clipPerVertex.GetData();
dstPolygon.length = 0;
}
mask = mask << 1;
}
theNewOr = 0;
for(k=0;k<srcPolygon.length;k++)
{
theNewOr |= srcPolygon.clipPerVertex[k];
}
theOr == theNewOr;
} while (theNewOr != 0 && loop--);
//
//--------------------------------------------------
// could not clip this rare case, just ignore it
//--------------------------------------------------
//
if(theNewOr != 0)
{
testList[i] = 0;
continue;
}
//
//--------------------------------------------------
// Move the most recent polygon into the clip buffer
//--------------------------------------------------
//
for(k=0;k<srcPolygon.length;k++)
{
int clipped_index = myNumberUsedClipVertex + k;
if(srcPolygon.coords[k].z == srcPolygon.coords[k].w)
{
srcPolygon.coords[k].z -= SMALL;
}
(*clipExtraCoords)[clipped_index] = srcPolygon.coords[k];
(*clipExtraTexCoords)[clipped_index] = srcPolygon.texCoords[k];
(*clipExtraColors)[clipped_index] = colors[i];
}
numberVerticesPerPolygon = srcPolygon.length;
}
(*clipExtraLength)[myNumberUsedClipLength] = numberVerticesPerPolygon;
myNumberUsedClipVertex += numberVerticesPerPolygon;
myNumberUsedClipLength++;
ret++;
// clip
// dont draw the original
TurnInVisible(i);
}
}
if(myNumberUsedClipLength > 0)
{
for(i=0,j=0;i<myNumberUsedClipLength;i++)
{
int stride = (*clipExtraLength)[i];
for(k=1;k<stride-1;k++)
{
Verify((vt->GetLast() + 3 + numGOSVertices) < vt->GetLength());
GOSCopyTriangleData(
&gos_vertices[numGOSVertices],
clipExtraCoords->GetData(),
clipExtraColors->GetData(),
clipExtraTexCoords->GetData(),
j, j+k+1, j+k,
true
);
#ifdef LAB_ONLY
if(gShowClippedPolys)
{
gos_vertices[numGOSVertices].argb = 0xffff0000;
gos_vertices[numGOSVertices].u = 0.0f;
gos_vertices[numGOSVertices].v = 0.0f;
gos_vertices[numGOSVertices+1].argb = 0xffff0000;
gos_vertices[numGOSVertices+1].u = 0.0f;
gos_vertices[numGOSVertices+1].v = 0.0f;
gos_vertices[numGOSVertices+2].argb = 0xffff0000;
gos_vertices[numGOSVertices+2].u = 0.0f;
gos_vertices[numGOSVertices+2].v = 0.0f;
}
#endif
numGOSVertices += 3;
}
j += stride;
}
}
vt->Increase(numGOSVertices);
visible = numGOSVertices ? 1 : 0;
if(visible)
{
}
else
{
}
return visible;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
MLRCardCloud::TestInstance() const
{
if (usedNrOfCards)
{
Check_Pointer(usedNrOfCards);
Verify(*usedNrOfCards >= 0);
Verify(*usedNrOfCards <= maxNrOf);
}
}
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