📄 mlrlightmap.cpp
字号:
//
else
{
firstIsIn = false;
if((*clippingStates)[k1] != 0)
{
Verify((*clippingStates)[k1] == (*clippingStates)[k0]);
continue;
}
}
//
//--------------------------------------------------
// We now find the distance along the edge where the
// clipping plane will intersect
//--------------------------------------------------
//
mask = 1;
theTest |= (*clippingStates)[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);
Verify((*clipExtraCoords)[clipped_index].x >= 0.0f && (*clipExtraCoords)[clipped_index].x <= (*clipExtraCoords)[clipped_index].w );
Verify((*clipExtraCoords)[clipped_index].y >= 0.0f && (*clipExtraCoords)[clipped_index].y <= (*clipExtraCoords)[clipped_index].w );
Verify((*clipExtraCoords)[clipped_index].z >= 0.0f && (*clipExtraCoords)[clipped_index].z <= (*clipExtraCoords)[clipped_index].w );
//
//-----------------------------------------------------
// If there are texture uv's, we need to lerp them in a
// perspective correct manner
//-----------------------------------------------------
//
(*clipExtraTexCoords)[clipped_index].Lerp
(
texCoords[k0],
texCoords[k1],
a
);
}
else
{
(*clipExtraCoords)[clipped_index].Lerp(
(*transformedCoords)[k1],
(*transformedCoords)[k0],
a
);
DoClipTrick((*clipExtraCoords)[clipped_index], ct);
Verify((*clipExtraCoords)[clipped_index].x >= 0.0f && (*clipExtraCoords)[clipped_index].x <= (*clipExtraCoords)[clipped_index].w );
Verify((*clipExtraCoords)[clipped_index].y >= 0.0f && (*clipExtraCoords)[clipped_index].y <= (*clipExtraCoords)[clipped_index].w );
Verify((*clipExtraCoords)[clipped_index].z >= 0.0f && (*clipExtraCoords)[clipped_index].z <= (*clipExtraCoords)[clipped_index].w );
//
//-----------------------------------------------------
// If there are texture uv's, we need to lerp them in a
// perspective correct manner
//-----------------------------------------------------
//
(*clipExtraTexCoords)[clipped_index].Lerp
(
texCoords[k1],
texCoords[k0],
a
);
}
//
//--------------------------------
// 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
{
#ifdef LAB_ONLY
Set_Statistic(PolysClippedButGOnePlane, PolysClippedButGOnePlane+1);
#endif
ClipData2 srcPolygon, dstPolygon;
int dstBuffer = 1;
srcPolygon.coords = clipBuffer[dstBuffer].coords.GetData();
srcPolygon.texCoords = clipBuffer[dstBuffer].texCoords.GetData();
srcPolygon.clipPerVertex = clipBuffer[dstBuffer].clipPerVertex.GetData();
//
//----------------------------------------------------------
// unravel and copy the original data into the source buffer
//----------------------------------------------------------
//
for(k=0;k<stride;k++)
{
srcPolygon.coords[k] = (*transformedCoords)[k];
srcPolygon.texCoords[k] = texCoords[k];
srcPolygon.clipPerVertex[k] = (*clippingStates)[k];
}
srcPolygon.length = stride;
//
//--------------------------------
// Point to the destination buffer
//--------------------------------
//
dstBuffer = 0;
dstPolygon.coords = clipBuffer[dstBuffer].coords.GetData();
dstPolygon.texCoords = clipBuffer[dstBuffer].texCoords.GetData();
dstPolygon.clipPerVertex = clipBuffer[dstBuffer].clipPerVertex.GetData();
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)
{
firstIsIn = true;
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
{
firstIsIn = false;
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
//-------------------------------------------
//
if(firstIsIn == true)
{
a = GetLerpFactor (l, srcPolygon.coords[k], srcPolygon.coords[k1]);
Verify(a >= 0.0f && a <= 1.0f);
//
//------------------------------
// Lerp the homogeneous position
//------------------------------
//
dstPolygon.coords[dstPolygon.length].Lerp(
srcPolygon.coords[k],
srcPolygon.coords[k1],
a
);
DoClipTrick(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
);
}
else
{
a = GetLerpFactor (l, srcPolygon.coords[k1], srcPolygon.coords[k]);
Verify(a >= 0.0f && a <= 1.0f);
//
//------------------------------
// Lerp the homogeneous position
//------------------------------
//
dstPolygon.coords[dstPolygon.length].Lerp(
srcPolygon.coords[k1],
srcPolygon.coords[k],
a
);
DoClipTrick(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[k1],
srcPolygon.texCoords[k],
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.texCoords = clipBuffer[dstBuffer].texCoords.GetData();
srcPolygon.clipPerVertex = clipBuffer[dstBuffer].clipPerVertex.GetData();
srcPolygon.length = dstPolygon.length;
dstBuffer = !dstBuffer;
dstPolygon.coords = clipBuffer[dstBuffer].coords.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;
loop++;
} while (theNewOr != 0 && loop--);
Verify(theNewOr == 0);
//
//--------------------------------------------------
// Move the most recent polygon into the clip buffer
//--------------------------------------------------
//
for(k=0;k<srcPolygon.length;k++)
{
(*clipExtraCoords)[k] = srcPolygon.coords[k];
Verify((*clipExtraCoords)[k].x >= 0.0f && (*clipExtraCoords)[k].x <= (*clipExtraCoords)[k].w );
Verify((*clipExtraCoords)[k].y >= 0.0f && (*clipExtraCoords)[k].y <= (*clipExtraCoords)[k].w );
Verify((*clipExtraCoords)[k].z >= 0.0f && (*clipExtraCoords)[k].z <= (*clipExtraCoords)[k].w );
(*clipExtraTexCoords)[k] = srcPolygon.texCoords[k];
}
numberVerticesPerPolygon = srcPolygon.length;
}
// clip
for(i=1;i<numberVerticesPerPolygon-1;i++)
{
Verify((vertexPool->GetLast() + 3 + numGOSVertices) < vertexPool->GetLength());
GOSCopyTriangleData(
&gos_vertices[numGOSVertices],
clipExtraCoords->GetData(),
clipExtraTexCoords->GetData(),
0, i + 1, i
⌨️ 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 + -