2012-05-29 13:31:11 +00:00
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/visual_collision_mesh.h"
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#include "nel/3d/quad_grid.h"
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#include "nel/3d/camera_col.h"
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#include "nel/3d/driver.h"
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#include "nel/3d/shadow_map.h"
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using namespace std;
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using namespace NLMISC;
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// TestYoyo. external debug flag
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bool TESTYOYO_VCM_RedShadow= false;
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namespace NL3D
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{
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// ***************************************************************************
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#define NL3D_VCM_SHADOW_NUM_CLIP_PLANE 7
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#define NL3D_VCM_SHADOW_NUM_CLIP_PLANE_SHIFT (1<<NL3D_VCM_SHADOW_NUM_CLIP_PLANE)
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#define NL3D_VCM_SHADOW_NUM_CLIP_PLANE_MASK (NL3D_VCM_SHADOW_NUM_CLIP_PLANE_SHIFT-1)
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// ***************************************************************************
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// ***************************************************************************
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// CStaticGrid
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CVisualCollisionMesh::CStaticGrid::create(uint nbQuads, uint nbElts, const NLMISC::CAABBox &gridBBox)
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{
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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nlassert(nbQuads>0 && isPowerOf2(nbQuads));
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// init the grid
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_GridSize= nbQuads;
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_GridSizePower= getPowerOf2(nbQuads);
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_Grid.resize(_GridSize*_GridSize);
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// start with 0 elt in each case
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memset(_Grid.getPtr(), 0, _Grid.size() * sizeof(CCase));
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// init the Elt Build
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_EltBuild.resize(nbElts);
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// total size is 0
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_GridDataSize= 0;
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// bbox init
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_GridPos= gridBBox.getMin();
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_GridScale= gridBBox.getSize();
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_GridScale.x= _GridSize / _GridScale.x;
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_GridScale.y= _GridSize / _GridScale.y;
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// reset intersection data
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_ItSession= 0;
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}
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// ***************************************************************************
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void CVisualCollisionMesh::CStaticGrid::add(uint16 id, const NLMISC::CAABBox &bbox)
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{
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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CVector minp= bbox.getMin() - _GridPos;
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CVector maxp= bbox.getMax() - _GridPos;
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// compute the 2D bbox
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sint xmin= (sint)floorf(minp.x*_GridScale.x);
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sint ymin= (sint)floorf(minp.y*_GridScale.y);
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sint xmax= (sint)ceilf(maxp.x*_GridScale.x);
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sint ymax= (sint)ceilf(maxp.y*_GridScale.y);
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clamp(xmin, 0, (sint)_GridSize-1);
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clamp(ymin, 0, (sint)_GridSize-1);
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clamp(xmax, xmin+1, (sint)_GridSize);
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clamp(ymax, ymin+1, (sint)_GridSize);
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// set in the elt build
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_EltBuild[id].X0= xmin;
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_EltBuild[id].Y0= ymin;
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_EltBuild[id].X1= xmax;
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_EltBuild[id].Y1= ymax;
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// for each case touched, increment NumElts
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for(uint y=ymin;y<(uint)ymax;y++)
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{
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for(uint x=xmin;x<(uint)xmax;x++)
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{
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_Grid[(y<<_GridSizePower)+x].NumElts++;
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_GridDataSize++;
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}
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}
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}
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// ***************************************************************************
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void CVisualCollisionMesh::CStaticGrid::compile()
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{
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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uint i;
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// create the data
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_GridData.resize(_GridDataSize);
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// Init Start ptr for each case
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uint idx= 0;
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for(i=0;i<_Grid.size();i++)
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{
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_Grid[i].Start= idx;
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idx+= _Grid[i].NumElts;
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// reset NumElts, because use it like an index below
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_Grid[i].NumElts= 0;
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}
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nlassert(_GridDataSize==idx);
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// For each element, fill the grid and grid data
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for(i=0;i<_EltBuild.size();i++)
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{
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CEltBuild &eb= _EltBuild[i];
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for(uint y=eb.Y0;y<eb.Y1;y++)
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{
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for(uint x=eb.X0;x<eb.X1;x++)
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{
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CCase &gcase= _Grid[(y<<_GridSizePower)+x];
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uint idx= gcase.Start + gcase.NumElts;
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// store the idx
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_GridData[idx]= i;
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// increment the number of elements for this case
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gcase.NumElts++;
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}
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}
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}
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// create the temp array used for intersection test
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_Sessions.resize(_EltBuild.size());
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_Sessions.fill(0);
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// clear no more needed data
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_EltBuild.clear();
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}
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// ***************************************************************************
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uint CVisualCollisionMesh::CStaticGrid::select(const NLMISC::CAABBox &bbox, std::vector<uint16> &res)
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{
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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// increment the intersection session
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_ItSession++;
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// enlarge the result array as needed
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if(res.size()<_Sessions.size())
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res.resize(_Sessions.size());
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// the number of selected element
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uint numSel= 0;
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// compute the 2D bbox
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CVector minp= bbox.getMin() - _GridPos;
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CVector maxp= bbox.getMax() - _GridPos;
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sint xmin= (sint)floorf(minp.x*_GridScale.x);
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sint ymin= (sint)floorf(minp.y*_GridScale.y);
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sint xmax= (sint)ceilf(maxp.x*_GridScale.x);
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sint ymax= (sint)ceilf(maxp.y*_GridScale.y);
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clamp(xmin, 0, (sint)_GridSize-1);
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clamp(ymin, 0, (sint)_GridSize-1);
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clamp(xmax, xmin+1, (sint)_GridSize);
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clamp(ymax, ymin+1, (sint)_GridSize);
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// for each case touched, increment NumElts
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for(uint y=ymin;y<(uint)ymax;y++)
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{
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for(uint x=xmin;x<(uint)xmax;x++)
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{
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CCase &gcase= _Grid[(y<<_GridSizePower)+x];
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// for each element in this case
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for(uint i= gcase.Start;i<gcase.Start + gcase.NumElts;i++)
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{
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uint elt= _GridData[i];
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// if not alread inserted in the dest
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if(_Sessions[elt]!=_ItSession)
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{
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// mark as intersected
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_Sessions[elt]= _ItSession;
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// append
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res[numSel++]= elt;
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}
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}
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}
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}
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// return the number of selected elements
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return numSel;
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}
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// ***************************************************************************
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// ***************************************************************************
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// CVisualCollisionMesh
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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CVisualCollisionMesh::CVisualCollisionMesh()
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{
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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}
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// ***************************************************************************
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bool CVisualCollisionMesh::build(const std::vector<CVector> &vertices, const std::vector<uint32> &triangles, CVertexBuffer &vbForShadowRender)
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{
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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uint i;
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// if no vertices, or no triangles, abort
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if(vertices.empty())
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return false;
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if(triangles.empty())
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return false;
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// vertices and triangles id are stored in uint16 form. so their should not be more than 65535*3 indices
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if(vertices.size()>65535 || triangles.size()>65535*3)
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return false;
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// copy
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_Vertices= vertices;
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// compress indexes to 16 bits
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_Triangles.resize(triangles.size());
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for(i=0;i<_Triangles.size();i++)
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_Triangles[i]= (uint16)triangles[i];
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// Build the Local bbox for this col mesh
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CAABBox localBBox;
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localBBox.setCenter(vertices[0]);
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for(i=1;i<vertices.size();i++)
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localBBox.extend(vertices[i]);
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// Build the Static Grid
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uint numTris= (uint)triangles.size()/3;
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_QuadGrid.create(16, numTris, localBBox);
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// Add all triangles
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for(i=0;i<numTris;i++)
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{
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CAABBox bb;
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bb.setCenter(_Vertices[_Triangles[i*3+0]]);
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bb.extend(_Vertices[_Triangles[i*3+1]]);
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bb.extend(_Vertices[_Triangles[i*3+2]]);
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_QuadGrid.add(i, bb);
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}
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// compile
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_QuadGrid.compile();
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// Keep a RefPtr on the AGP vertex Buffer for shadow receiving
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_VertexBuffer= &vbForShadowRender;
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return true;
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}
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// ***************************************************************************
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float CVisualCollisionMesh::getCameraCollision(const CMatrix &instanceMatrix, CCameraCol &camCol)
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{
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// Make the Camera Collision local to the mesh!
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CCameraCol camColLocal;
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camColLocal.setApplyMatrix(camCol, instanceMatrix.inverted());
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// Select triangles
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static std::vector<uint16> selection;
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uint numSel= _QuadGrid.select(camColLocal.getBBox(), selection);
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// **** For all triangles, test if intersect the camera collision
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float sqrMinDist= FLT_MAX;
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for(uint i=0;i<numSel;i++)
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{
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uint triId= selection[i];
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// build the triangle
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camColLocal.minimizeDistanceAgainstTri(
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_Vertices[_Triangles[triId*3+0]],
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_Vertices[_Triangles[triId*3+1]],
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_Vertices[_Triangles[triId*3+2]],
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sqrMinDist);
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}
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// **** return the collision found, between [0,1]
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if(sqrMinDist == FLT_MAX)
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return 1;
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else
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{
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float f= 1;
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float d= camColLocal.getRayLen();
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if(d>0)
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{
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f= sqrtf(sqrMinDist) / d;
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f= min(f, 1.f);
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}
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return f;
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}
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}
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// ***************************************************************************
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NLMISC::CAABBox CVisualCollisionMesh::computeWorldBBox(const CMatrix &instanceMatrix)
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{
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CAABBox ret;
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if(!_Vertices.empty())
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{
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ret.setCenter(instanceMatrix*_Vertices[0]);
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for(uint i=1;i<_Vertices.size();i++)
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{
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ret.extend(instanceMatrix*_Vertices[i]);
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}
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}
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return ret;
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}
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// ***************************************************************************
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void CVisualCollisionMesh::receiveShadowMap(const NLMISC::CMatrix &instanceMatrix, const CShadowContext &shadowContext)
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{
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// empty mesh => no op
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if(_Vertices.empty())
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return;
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// The VertexBuffer RefPtr has been released? quit
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if(_VertexBuffer == NULL)
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return;
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// **** Select triangles to be rendered with quadGrid
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// select with quadGrid local in mesh
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CAABBox localBB;
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localBB= CAABBox::transformAABBox(instanceMatrix.inverted(), shadowContext.ShadowWorldBB);
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static std::vector<uint16> triInQuadGrid;
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uint numTrisInQuadGrid= _QuadGrid.select(localBB, triInQuadGrid);
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// no intersection at all? quit
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if(numTrisInQuadGrid==0)
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return;
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// **** prepare more precise Clip with shadow pyramid
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// enlarge temp flag array
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static std::vector<uint8> vertexFlags;
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if(vertexFlags.size()<_Vertices.size())
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vertexFlags.resize(_Vertices.size());
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// reset all to 0
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memset(&vertexFlags[0], 0, _Vertices.size()*sizeof(uint8));
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// Compute the "LocalToInstance" shadow Clip Volume
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static std::vector<CPlane> localClipPlanes;
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/* We want to apply to plane this matrix: IM-1 * MCasterPos,
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where IM=instanceMatrix and MCasterPos= matrix translation of "shadowContext.CasterPos"
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BUT, since to transform a plane, we must do plane * M-1, then compute this matrix:
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localMat= MCasterPos-1 * IM
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*/
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CMatrix localMat;
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localMat.setPos(-shadowContext.CasterPos);
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localMat*= instanceMatrix;
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// Allow max bits of planes clip.
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localClipPlanes.resize(min((uint)shadowContext.ShadowMap->LocalClipPlanes.size(), (uint)NL3D_VCM_SHADOW_NUM_CLIP_PLANE));
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// Transform into Mesh local space
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for(uint i=0;i<localClipPlanes.size();i++)
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{
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localClipPlanes[i]= shadowContext.ShadowMap->LocalClipPlanes[i] * localMat;
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}
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// **** Clip and fill the triangles
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uint currentTriIdx= 0;
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// enlarge the index buffer as max of triangles possibly intersected
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shadowContext.IndexBuffer.setFormat(NL_DEFAULT_INDEX_BUFFER_FORMAT);
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if(shadowContext.IndexBuffer.getNumIndexes()<numTrisInQuadGrid*3)
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shadowContext.IndexBuffer.setNumIndexes(numTrisInQuadGrid*3);
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|
|
// Start to clip and fill
|
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|
|
{
|
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|
|
CIndexBufferReadWrite iba;
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|
|
shadowContext.IndexBuffer.lock(iba);
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|
|
if (iba.getFormat() == CIndexBuffer::Indices32)
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|
|
{
|
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|
|
uint32 *ibPtr= (uint32 *) iba.getPtr();
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|
|
// for all triangles selected with the quadgrid
|
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|
|
for(uint triq=0; triq<numTrisInQuadGrid;triq++)
|
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|
|
{
|
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|
|
uint triId[3];
|
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|
|
triId[0]= _Triangles[uint(triInQuadGrid[triq])*3+0];
|
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|
|
triId[1]= _Triangles[uint(triInQuadGrid[triq])*3+1];
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|
|
triId[2]= _Triangles[uint(triInQuadGrid[triq])*3+2];
|
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|
|
uint triFlag= NL3D_VCM_SHADOW_NUM_CLIP_PLANE_MASK;
|
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|
|
|
|
// for all vertices, clip them
|
|
|
|
for(uint i=0;i<3;i++)
|
|
|
|
{
|
|
|
|
uint vid= triId[i];
|
|
|
|
uint vf= vertexFlags[vid];
|
|
|
|
|
|
|
|
// if this vertex is still not computed
|
|
|
|
if(!vf)
|
|
|
|
{
|
|
|
|
// For all planes of the Clip Volume, clip this vertex.
|
|
|
|
for(uint j=0;j<localClipPlanes.size();j++)
|
|
|
|
{
|
|
|
|
// out if in front
|
|
|
|
bool out= localClipPlanes[j]*_Vertices[vid] > 0;
|
|
|
|
|
|
|
|
vf|= ((uint)out)<<j;
|
|
|
|
}
|
|
|
|
|
|
|
|
// add the bit flag to say "computed".
|
|
|
|
vf|= NL3D_VCM_SHADOW_NUM_CLIP_PLANE_SHIFT;
|
|
|
|
|
|
|
|
// store
|
|
|
|
vertexFlags[vid]= vf;
|
|
|
|
}
|
|
|
|
|
|
|
|
// And all vertex bits.
|
|
|
|
triFlag&= vf;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if triangle not clipped, add the triangle
|
|
|
|
if( (triFlag & NL3D_VCM_SHADOW_NUM_CLIP_PLANE_MASK)==0 )
|
|
|
|
{
|
|
|
|
// Add the 3 index to the index buffer.
|
|
|
|
ibPtr[currentTriIdx++]= triId[0];
|
|
|
|
ibPtr[currentTriIdx++]= triId[1];
|
|
|
|
ibPtr[currentTriIdx++]= triId[2];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
nlassert(iba.getFormat() == CIndexBuffer::Indices16);
|
|
|
|
uint16 *ibPtr= (uint16 *) iba.getPtr();
|
|
|
|
// for all triangles selected with the quadgrid
|
|
|
|
for(uint triq=0; triq<numTrisInQuadGrid;triq++)
|
|
|
|
{
|
|
|
|
uint triId[3];
|
|
|
|
triId[0]= _Triangles[uint(triInQuadGrid[triq])*3+0];
|
|
|
|
triId[1]= _Triangles[uint(triInQuadGrid[triq])*3+1];
|
|
|
|
triId[2]= _Triangles[uint(triInQuadGrid[triq])*3+2];
|
|
|
|
uint triFlag= NL3D_VCM_SHADOW_NUM_CLIP_PLANE_MASK;
|
|
|
|
|
|
|
|
// for all vertices, clip them
|
|
|
|
for(uint i=0;i<3;i++)
|
|
|
|
{
|
|
|
|
uint vid= triId[i];
|
|
|
|
uint vf= vertexFlags[vid];
|
|
|
|
|
|
|
|
// if this vertex is still not computed
|
|
|
|
if(!vf)
|
|
|
|
{
|
|
|
|
// For all planes of the Clip Volume, clip this vertex.
|
|
|
|
for(uint j=0;j<localClipPlanes.size();j++)
|
|
|
|
{
|
|
|
|
// out if in front
|
|
|
|
bool out= localClipPlanes[j]*_Vertices[vid] > 0;
|
|
|
|
|
|
|
|
vf|= ((uint)out)<<j;
|
|
|
|
}
|
|
|
|
|
|
|
|
// add the bit flag to say "computed".
|
|
|
|
vf|= NL3D_VCM_SHADOW_NUM_CLIP_PLANE_SHIFT;
|
|
|
|
|
|
|
|
// store
|
|
|
|
vertexFlags[vid]= vf;
|
|
|
|
}
|
|
|
|
|
|
|
|
// And all vertex bits.
|
|
|
|
triFlag&= vf;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if triangle not clipped, add the triangle
|
2012-06-28 09:08:36 +00:00
|
|
|
// if( (triFlag & NL3D_VCM_SHADOW_NUM_CLIP_PLANE_MASK)==0 )
|
|
|
|
if (triFlag == 0) // previous line not useful due to init
|
2012-05-29 13:31:11 +00:00
|
|
|
{
|
|
|
|
// Add the 3 index to the index buffer.
|
|
|
|
ibPtr[currentTriIdx++]= (uint16) triId[0];
|
|
|
|
ibPtr[currentTriIdx++]= (uint16) triId[1];
|
|
|
|
ibPtr[currentTriIdx++]= (uint16) triId[2];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// **** Render
|
|
|
|
// if some triangle to render
|
|
|
|
if(currentTriIdx)
|
|
|
|
{
|
|
|
|
IDriver *drv= shadowContext.Driver;
|
|
|
|
// setup the collision instance matrix
|
|
|
|
drv->setupModelMatrix(instanceMatrix);
|
|
|
|
// update the material projection matrix, cause matrix changed
|
|
|
|
shadowContext.ShadowMapProjector.applyToMaterial(instanceMatrix, shadowContext.ShadowMaterial);
|
|
|
|
// render
|
|
|
|
drv->activeVertexBuffer(*_VertexBuffer);
|
|
|
|
drv->activeIndexBuffer(shadowContext.IndexBuffer);
|
|
|
|
drv->renderTriangles(shadowContext.ShadowMaterial, 0, currentTriIdx/3);
|
|
|
|
// TestYoyo. Show in Red triangles selected
|
|
|
|
/*if(TESTYOYO_VCM_RedShadow)
|
|
|
|
{
|
|
|
|
static CMaterial tam;
|
|
|
|
tam.initUnlit();
|
|
|
|
tam.setColor(CRGBA(255,0,0,128));
|
|
|
|
tam.setZFunc(CMaterial::always);
|
|
|
|
tam.setZWrite(false);
|
|
|
|
tam.setBlend(true);
|
|
|
|
tam.setBlendFunc(CMaterial::srcalpha, CMaterial::invsrcalpha);
|
|
|
|
tam.setDoubleSided(true);
|
|
|
|
drv->renderTriangles(tam, 0, currentTriIdx/3);
|
|
|
|
}*/
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
} // NL3D
|