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723 lines
21 KiB
C++
723 lines
21 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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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 "stdpch.h"
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#include "landscape_poly_drawer.h"
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// 3D Interfaces
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#include "nel/3d/u_driver.h"
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#include "nel/3d/u_scene.h"
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#include "nel/3d/u_landscape.h"
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// 3d
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#include "nel/3d/zone.h"
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#include "nel/3d/driver_user.h"
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// client
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#include "decal.h"
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using namespace NLMISC;
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using namespace NL3D;
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using namespace std;
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// EXTERN
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extern UDriver *Driver;
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extern UScene *Scene;
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extern UMaterial GenericMat;
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extern ULandscape *Landscape;
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//-----------------------------------------------------------------------------------------------------------
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//---------------------------------------- CInitStencil -----------------------------------------------------
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//-----------------------------------------------------------------------------------------------------------
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void CInitStencil::init()
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{
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// set ILandscapePolyDrawingCallback attribute of current scene
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Scene->setLandscapePolyDrawingCallback(this);
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}
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//-----------------------------------------------------------------------------------------------------------
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void CInitStencil::beginPolyDrawing()
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{
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// The eighth bit will be written with a 1 during next render (landscape)
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Driver->stencilOp(UDriver::keep, UDriver::keep, UDriver::replace);
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}
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//-----------------------------------------------------------------------------------------------------------
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void CInitStencil::endPolyDrawing()
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{
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// The eighth bit will be written with a 0 during next render (veget,...)
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Driver->stencilOp(UDriver::keep, UDriver::keep, UDriver::zero);
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}
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//-----------------------------------------------------------------------------------------------------------
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//---------------------------------- CLandscapePolyDrawer ---------------------------------------------------
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//-----------------------------------------------------------------------------------------------------------
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CLandscapePolyDrawer::CLandscapePolyDrawer()
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{
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// set ILandscapePolyDrawingCallback attribute of current scene to modify stencil operation
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// from NEL classes with callbacks.
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_InitStencil = new CInitStencil();
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_InitStencil->init();
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// shadow rectangle
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_Shadow.V0 = CVector(0.0, 0.0, 0.0);
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_Shadow.V1 = CVector(1.0, 0.0, 0.0);
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_Shadow.V2 = CVector(1.0, 1.0, 0.0);
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_Shadow.V3 = CVector(0.0, 1.0, 0.0);
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}
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//-----------------------------------------------------------------------------------------------------------
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void CLandscapePolyDrawer::initLandscapePolyDrawingCallback()
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{
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// set ILandscapePolyDrawingCallback attribute of current scene to modify stencil operation
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// from NEL classes with callbacks.
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nlassert(_InitStencil);
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_InitStencil->init();
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}
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//-----------------------------------------------------------------------------------------------------------
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CLandscapePolyDrawer::~CLandscapePolyDrawer()
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{
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delete _InitStencil;
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}
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//-----------------------------------------------------------------------------------------------------------
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void CLandscapePolyDrawer::addPoly(const NLMISC::CPolygon2D &poly,
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const NLMISC::CRGBA & color, const NLMISC::CAABBox & bBox)
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{
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nlassert(!poly.Vertices.empty());
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_Polygons.push_back(poly);
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_PolyColor.push_back(color);
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_BBoxes.push_back(bBox);
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buildShadowVolume((uint)_Polygons.size());
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}
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//-----------------------------------------------------------------------------------------------------------
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void CLandscapePolyDrawer::beginRenderLandscapePolyPart()
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{
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// activation of stencil test
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Driver->enableStencilTest(true);
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Driver->stencilFunc(UDriver::always, 128, 0xff);
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// the eighth bit will be written with a 0 during next render to mark stencil buffer
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// parts which will support Shadow Volume algorithm (landscape).
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// When stencil operation will be modify with "replace" operation, the eighth bit will be written
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// with a 1 (vegeation, shadow...)
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Driver->stencilOp(UDriver::keep, UDriver::keep, UDriver::zero);
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}
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//-----------------------------------------------------------------------------------------------------------
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inline void createFace(CVector * face, const vector<CVector> & vertices, uint v1,
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uint v2, uint v3, uint v4)
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{
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face[0] = vertices[v1];
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face[1] = vertices[v2];
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face[2] = vertices[v3];
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face[3] = vertices[v4];
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}
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void CLandscapePolyDrawer::setScissor(uint polyId)
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{
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// vector of bounding box vertices
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const CAABBox & bBox = _BBoxes[polyId];
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const CVector& center = bBox.getCenter();
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const CVector& halfSize = bBox.getHalfSize();
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vector<CVector> vertices(8);
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vertices[0] = CVector(center.x-halfSize.x, center.y+halfSize.y, center.z+halfSize.z);
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vertices[1] = CVector(center.x+halfSize.x, center.y+halfSize.y, center.z+halfSize.z);
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vertices[2] = CVector(center.x+halfSize.x, center.y-halfSize.y, center.z+halfSize.z);
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vertices[3] = CVector(center.x-halfSize.x, center.y-halfSize.y, center.z+halfSize.z);
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vertices[4] = CVector(center.x-halfSize.x, center.y+halfSize.y, center.z-halfSize.z);
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vertices[5] = CVector(center.x+halfSize.x, center.y+halfSize.y, center.z-halfSize.z);
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vertices[6] = CVector(center.x+halfSize.x, center.y-halfSize.y, center.z-halfSize.z);
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vertices[7] = CVector(center.x-halfSize.x, center.y-halfSize.y, center.z-halfSize.z);
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// transform each point to obtain vertices coordinates in camera location
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CMatrix transformMatrix = Scene->getCam().getMatrix();
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transformMatrix.invert();
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for(uint i=0; i<8; i++)
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{
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CVector & point = vertices[i];
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point = transformMatrix.mulPoint(point);
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}
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// clip bounding box faces
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CVector faces[6][4];
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createFace(faces[0], vertices, 3, 2, 1, 0);
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createFace(faces[1], vertices, 7, 6, 5, 4);
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createFace(faces[2], vertices, 0, 1, 5, 4);
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createFace(faces[3], vertices, 7, 6, 2, 3);
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createFace(faces[4], vertices, 2, 6, 5, 1);
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createFace(faces[5], vertices, 7, 3, 0, 4);
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// "near" plane of current frustum
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CPlane nearPlane;
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nearPlane.make(CVector(0, 1, 0), CVector(0, Driver->getFrustum().Near, 0));
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CVector out[10];
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_FiniteFrustum = Driver->getFrustum();
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CVector2f rectMax(0,0), rectMin(0,0);
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// for each face, we research its intersection points with "near" plane (if exist)
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for(uint f=0; f<6; f++)
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{
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uint outNb = nearPlane.clipPolygonFront(faces[f], out, 4);
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// if intersection points exist, we project them in windows coordinates to recover
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// scissor rectangle
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if(outNb!=0)
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{
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for(uint v=0; v<outNb; v++)
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{
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CVector & point = out[v];
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//project
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point = _FiniteFrustum.project(point);
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//clamp
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NLMISC::clamp(point.x, 0, 1);
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NLMISC::clamp(point.y, 0, 1);
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// search for bounding rectangle of scissor test
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if(f==0 && v==0)
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{
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rectMax = rectMin = point;
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}
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else
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{
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rectMax.x = std::max(rectMax.x, point.x);
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rectMax.y = std::max(rectMax.y, point.y);
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rectMin.x = std::min(rectMin.x, point.x);
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rectMin.y = std::min(rectMin.y, point.y);
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}
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}
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}
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}
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CScissor scissor(rectMin.x, rectMin.y, rectMax.x - rectMin.x, rectMax.y - rectMin.y);
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Driver->setScissor(scissor);
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}
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//-----------------------------------------------------------------------------------------------------------
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void CLandscapePolyDrawer::renderLandscapePolyPart()
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{
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uint i;
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UCamera cam = Scene->getCam();
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Driver->setMatrixMode3D(cam);
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CViewport oldViewPort = Driver->getViewport();
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Driver->setViewport(Scene->getViewport());
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// get initial values of depth range
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float depthRangeMin;
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Driver->getDepthRange(depthRangeMin, _MaxDepthRange);
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// get original (finite) frustum
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_FiniteFrustum = Driver->getFrustum();
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// we can write in stencil buffer only the last 7 bits.
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// The eighth bit mustn't be written because it indicates if a part of stencil buffer
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// can support shadow volume algorithm.
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Driver->stencilMask(0x7f);
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for(i=1; i<=_Polygons.size(); i++)
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{
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// calculate and set scissor rectangle to optimize algorithm.
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setScissor(i-1);
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// disable color buffer update
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Driver->setColorMask(false, false, false, false);
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Scene->enableLightingSystem(false);
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// disable Z buffer update
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GenericMat.setZWrite(false);
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// ZFAIL algorithm
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{
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// test and write only if eighth bit is a 1 (landscape).
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Driver->stencilFunc(UDriver::notequal, 0, 0x80);
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// display of shadow volumes in two passes
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GenericMat.setDoubleSided(false);
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// render the shadow volume back faces and increment the stencil buffer
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// when the depth test fails
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Driver->setCullMode(UDriver::CW);
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Driver->stencilOp(UDriver::keep, UDriver::incr, UDriver::keep);
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drawShadowVolume(i, true);
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// render the shadow volume front faces and decrement the stencil buffer
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// when the depth test fails
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Driver->setCullMode(UDriver::CCW);
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Driver->stencilOp(UDriver::keep, UDriver::decr, UDriver::keep);
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drawShadowVolume(i, false);
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GenericMat.setDoubleSided(true);
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}
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// enable color and Z Buffer updates
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Driver->setColorMask(true, true, true, true);
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GenericMat.setZWrite(true);
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// enable light
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Scene->enableLightingSystem(true);
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// render of the polygon : render of a rectangle whith polygon color.
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// It's renderer only if stencil buffer is different to 0 on seven last bits
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Driver->stencilFunc(UDriver::notequal, 0, 0x7f);
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// if stencil buffer is different to 0 (polygon), value must be
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// replace by 0 (seven last bits).
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Driver->stencilOp(UDriver::keep, UDriver::keep, UDriver::replace);
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drawPolygon(i);
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// reset neutral values
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Driver->stencilOp(UDriver::keep, UDriver::keep, UDriver::keep);
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Driver->setScissor(CScissor(0, 0, 1, 1));
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}
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// render decals on landscape only
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Driver->stencilFunc(UDriver::equal, 0x80, 0x80);
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// call to render the decals just before the projected polygons on landscape
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CDecalRenderList::getInstance().renderAllDecals();
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// disable stencil test
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Driver->enableStencilTest(false);
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Driver->stencilMask(0xff);
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Driver->stencilFunc(UDriver::always, 0, 0xff);
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// reset viewport
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Driver->setViewport(oldViewPort);
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}
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//-----------------------------------------------------------------------------------------------------------
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void
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CLandscapePolyDrawer::infiniteFrustum()
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{
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// setup new values of depth range
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Driver->setDepthRange(0.0, 1.0);
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// znear and zfar initial values
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float znear, zfar;
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znear = _FiniteFrustum.Near;
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zfar = _FiniteFrustum.Far;
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// initial projection matrix
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CMatrix frustumMatrix = Driver->getFrustumMatrix();
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// epsilon depends from OpenGL or Direct3D use
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double factor = Driver->getClipSpaceZMin() == -1.f ? 2 : 1;
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double epsilon = factor*(1 - _MaxDepthRange*(zfar/(zfar - znear)));
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// update of coefficients to obtain "robust" infinite frustum,
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// and join depth range used in main scen display
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// OpenGL
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if(factor == 2)
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{
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frustumMatrix.setCoefficient((float)(epsilon-1), 2, 2);
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frustumMatrix.setCoefficient((float)(znear*(epsilon-2)), 2, 3);
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}
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// Direct3D
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else
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{
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frustumMatrix.setCoefficient((float)(1-epsilon), 2, 2);
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frustumMatrix.setCoefficient((float)(znear*(epsilon-1)), 3, 2);
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}
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// initial projection matrix
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Driver->setFrustumMatrix(frustumMatrix);
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}
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//-----------------------------------------------------------------------------------------------------------
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void
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CLandscapePolyDrawer::finiteFrustum()
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{
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// depth range
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Driver->setDepthRange(0.0, _MaxDepthRange);
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// projection matrix
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Driver->setFrustum(_FiniteFrustum);
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}
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//-----------------------------------------------------------------------------------------------------------
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void CLandscapePolyDrawer::buildShadowVolume(uint poly)
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{
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uint i, v1, v2, v3, v4;
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CVertexBuffer vb;
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CIndexBuffer ib;
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CVector2f barycenter(0, 0);
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const CPolygon2D & polygon = _Polygons[poly-1];
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uint verticesNb = (uint)polygon.Vertices.size();
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// barycenter polygon
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for(i=0; i<verticesNb; i++)
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{
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barycenter += polygon.Vertices[i];
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}
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barycenter = barycenter/((float)verticesNb);
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_Barycenters.push_back(barycenter);
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// vertex buffer initialization.
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// vertices coordinates aren't calculated immediately but in drawShadowVolume method,
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// because they are calculated in camera location.
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vb.setVertexFormat(CVertexBuffer::PositionFlag);
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vb.setNumVertices(2*verticesNb + 2);
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{
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CVertexBufferReadWrite vba;
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vb.lock(vba);
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for(i=0; i<2*verticesNb + 2; i++)
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{
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vba.setVertexCoord(i, CVector(0.0, 0.0, 0.0));
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}
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}
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_PolyVB.push_back(vb);
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// index buffer initialization.
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int index = 0;
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ib.setFormat(NL_DEFAULT_INDEX_BUFFER_FORMAT);
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ib.setNumIndexes(12*verticesNb);
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{
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CIndexBufferReadWrite iba;
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ib.lock (iba);
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// near cap
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for(v1=1; v1<=verticesNb; v1++)
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{
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v2 = v1+1;
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if(v2 == verticesNb+1)
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{
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v2 = 1;
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}
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iba.setTri(index, v1, v2, 0);
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index += 3;
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}
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// far cap
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for(v1=verticesNb+2; v1<=2*verticesNb+1; v1++)
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{
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v2 = v1+1;
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if(v2 == 2*verticesNb+2)
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{
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v2 = verticesNb+2;
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}
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iba.setTri(index, v2, v1, verticesNb+1);
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index += 3;
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}
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// surrounding faces
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for(v1=1; v1<=verticesNb; v1++)
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{
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v3 = v1+verticesNb+1;
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v2 = v1+1;
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if(v2 == verticesNb+1)
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{
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v2 = 1;
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}
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v4 = v3+1;
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if(v4 == 2*verticesNb+2)
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{
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v4 = verticesNb+2;
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}
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// first triangle
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iba.setTri(index, v2, v1, v3);
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index += 3;
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// second triangle
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iba.setTri(index, v2, v3, v4);
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index += 3;
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}
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}
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_PolyIB.push_back(ib);
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}
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//-----------------------------------------------------------------------------------------------------------
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void CLandscapePolyDrawer::drawShadowVolume(uint poly, bool firstPass)
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{
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if(firstPass)
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{
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// render shadow volume in camera location, in order to minimize
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// polygon coordinates
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CVertexBuffer & vb = _PolyVB[poly-1];
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const CPolygon2D & polygon = _Polygons[poly-1];
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const CVector2f & barycenter = _Barycenters[poly-1];
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uint verticesNb = (uint)polygon.Vertices.size();
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uint i;
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CVector2f vertex;
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CVector * vertexVB = NULL;
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const CVector cameraPos = Scene->getCam().getPos();
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float height = 2000.0;
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{
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CVertexBufferReadWrite vba;
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vb.lock(vba);
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// top vertices
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vertexVB = vba.getVertexCoordPointer(0);
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*vertexVB = CVector(barycenter.x, barycenter.y, height) - cameraPos;
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for(i=0; i<verticesNb; i++)
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{
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vertex = polygon.Vertices[i];
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vertexVB = vba.getVertexCoordPointer(i+1);
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*vertexVB = CVector(vertex.x, vertex.y, height) - cameraPos;
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}
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// bottom vertices
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vertexVB = vba.getVertexCoordPointer(verticesNb+1);
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*vertexVB = CVector(barycenter.x, barycenter.y, -height) - cameraPos;
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for(i=0; i<verticesNb; i++)
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{
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vertex = polygon.Vertices[i];
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vertexVB = vba.getVertexCoordPointer(i+verticesNb+2);
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*vertexVB = CVector(vertex.x, vertex.y, -height) - cameraPos;
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}
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}
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// new matrix model/view to reposition in camera position
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Driver->setModelMatrix(CMatrix::Identity);
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|
CMatrix viewMatrix = Driver->getViewMatrix();
|
|
_OldViewMatrix = viewMatrix;
|
|
viewMatrix.setPos(CVector::Null);
|
|
Driver->setViewMatrix(viewMatrix);
|
|
|
|
// before drawing shadow volume, we setup an infinite frustum
|
|
// and a [0, 1] depth range
|
|
infiniteFrustum();
|
|
}
|
|
|
|
// render Vertex Buffer
|
|
((CDriverUser*)Driver)->getDriver()->activeVertexBuffer(_PolyVB[poly-1]);
|
|
((CDriverUser*)Driver)->getDriver()->activeIndexBuffer(_PolyIB[poly-1]);
|
|
((CDriverUser*)Driver)->getDriver()->renderTriangles(
|
|
*GenericMat.getObjectPtr(), 0, 4*(uint32)_Polygons[poly-1].Vertices.size());
|
|
|
|
if(!firstPass)
|
|
{
|
|
// we recover initial (finite) projection matrix
|
|
finiteFrustum();
|
|
|
|
// setup old model/view matrix
|
|
Driver->setViewMatrix(_OldViewMatrix);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------------------------------------
|
|
|
|
void CLandscapePolyDrawer::drawPolygon(uint poly)
|
|
{
|
|
GenericMat.setZWrite(false);
|
|
|
|
const CRGBA & currentColor = GenericMat.getColor();
|
|
|
|
// activation of transparency
|
|
GenericMat.setBlend(true);
|
|
GenericMat.setBlendFunc(UMaterial::srcalpha, UMaterial::invsrcalpha);
|
|
GenericMat.getObjectPtr()->setOpacity(128);
|
|
GenericMat.getObjectPtr()->setColor(_PolyColor[poly-1]);
|
|
|
|
// draw a half transparent rectangle which covers all scissor rectangle
|
|
Driver->setMatrixMode2D11();
|
|
Driver->drawQuad(_Shadow, GenericMat);
|
|
UCamera cam = Scene->getCam();
|
|
Driver->setMatrixMode3D(cam);
|
|
|
|
// reset old material of scene
|
|
GenericMat.setBlend(false);
|
|
GenericMat.setColor(currentColor);
|
|
|
|
GenericMat.setZWrite(true);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------------------------------------
|
|
|
|
void CLandscapePolyDrawer::deletePolygons()
|
|
{
|
|
uint i;
|
|
|
|
_Polygons.clear();
|
|
_Barycenters.clear();
|
|
_PolyColor.clear();
|
|
_BBoxes.clear();
|
|
|
|
for(i=0; i<_PolyVB.size(); i++)
|
|
{
|
|
_PolyVB[i].deleteAllVertices();
|
|
}
|
|
_PolyVB.clear();
|
|
|
|
for(i=0; i<_PolyIB.size(); i++)
|
|
{
|
|
_PolyIB[i].deleteAllIndexes();
|
|
}
|
|
_PolyIB.clear();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------------------------------------
|
|
|
|
void CLandscapePolyDrawer::computeBBoxFromPolygon(const NLMISC::CPolygon2D &poly2D,
|
|
NLMISC::CAABBox &destBBox)
|
|
{
|
|
if (poly2D.Vertices.empty())
|
|
{
|
|
destBBox.setMinMax(CVector::Null, CVector::Null);
|
|
return;
|
|
}
|
|
|
|
// search for min and max dimensions of polygon on x and y axes.
|
|
CVector2f point = poly2D.Vertices[0];
|
|
CVector2f rectMax(point), rectMin(point);
|
|
for(uint i=1; i<poly2D.Vertices.size(); i++)
|
|
{
|
|
point = poly2D.Vertices[i];
|
|
|
|
rectMax.x = std::max(rectMax.x, point.x);
|
|
rectMax.y = std::max(rectMax.y, point.y);
|
|
rectMin.x = std::min(rectMin.x, point.x);
|
|
rectMin.y = std::min(rectMin.y, point.y);
|
|
}
|
|
|
|
// init bounding box
|
|
float w = rectMax.x - rectMin.x, h = rectMax.y - rectMin.y;
|
|
destBBox.setCenter(CVector(rectMin.x + w/2 , rectMin.y + h/2, 0));
|
|
destBBox.setHalfSize(CVector(w/2 , h/2, 0));
|
|
|
|
// search for zones list on which the polygon will be "projected".
|
|
uint zoneDim = 160;
|
|
sint32 xmin = ((uint)(rectMin.x/zoneDim))*zoneDim;
|
|
sint32 xmax = ((uint)(rectMax.x/zoneDim))*zoneDim;
|
|
sint32 ymin = (((uint)(rectMin.y/zoneDim)))*zoneDim;
|
|
sint32 ymax = (((uint)(rectMax.y/zoneDim)))*zoneDim;
|
|
|
|
std::list<uint16> zoneIds;
|
|
for(sint32 x=xmin; x<=xmax; x+=zoneDim)
|
|
{
|
|
for(sint32 y=ymin; y<=ymax; y+=zoneDim)
|
|
{
|
|
float xcount = (float)(x/zoneDim);
|
|
float ycount = (float)(-y/zoneDim) + 1;
|
|
|
|
uint16 zoneId = (uint16) ((ycount-1)*256+xcount);
|
|
zoneIds.push_back(zoneId);
|
|
}
|
|
}
|
|
|
|
// search for min and max dimensions on z axis.
|
|
bool firstExtend = true;
|
|
std::list<uint16>::iterator it;
|
|
for(it=zoneIds.begin(); it!=zoneIds.end(); it++)
|
|
{
|
|
if (Landscape)
|
|
{
|
|
const CZone* zone = Landscape->getZone(*it);
|
|
if(zone)
|
|
{
|
|
// For each zone, we traverse its patchs and check intersection between our polygon
|
|
// bounding rectangle on (x, y) plane and the bounding sphere patch .
|
|
// If intersection, we use the bounding box of the patch to extend the polygon boudning box
|
|
// on z axis.
|
|
// NB : The patch bounding box isn't used immediately because it's more expensive
|
|
// to obtain than bounding sphere.
|
|
sint numPatchs = zone->getNumPatchs();
|
|
for(sint i=0; i<numPatchs; i++)
|
|
{
|
|
const CBSphere& bSphere = zone->getPatchBSphere(i);
|
|
|
|
const CVector2f sphereMax = CVector2f(bSphere.Center.x + bSphere.Radius,
|
|
bSphere.Center.y + bSphere.Radius);
|
|
const CVector2f sphereMin = CVector2f(bSphere.Center.x - bSphere.Radius,
|
|
bSphere.Center.y - bSphere.Radius);
|
|
|
|
// intersection beetween patch bounding sphere and polygon bounding rectangle
|
|
if(sphereMin.x<rectMax.x && sphereMax.x>rectMin.x && sphereMin.y<rectMax.y
|
|
&& sphereMax.y>rectMin.y)
|
|
{
|
|
const CPatch* patch = zone->getPatch(i);
|
|
const CAABBox & patchBBox = patch->buildBBox();
|
|
const CVector& center = patchBBox.getCenter();
|
|
const CVector& halfSize = patchBBox.getHalfSize();
|
|
|
|
const CVector2f patchMax = CVector2f(center.x + halfSize.x, center.y + halfSize.y);
|
|
const CVector2f patchMin = CVector2f(center.x - halfSize.x, center.y - halfSize.y);
|
|
|
|
// intersection beetween patch bounding box and polygon bounding rectangle
|
|
if(patchMin.x<rectMax.x && patchMax.x>rectMin.x && patchMin.y<rectMax.y
|
|
&& patchMax.y>rectMin.y)
|
|
{
|
|
if(firstExtend)
|
|
{
|
|
destBBox.setCenter(CVector(destBBox.getCenter().x, destBBox.getCenter().y,
|
|
center.z));
|
|
destBBox.setHalfSize(CVector(destBBox.getHalfSize().x, destBBox.getHalfSize().y,
|
|
halfSize.z));
|
|
firstExtend = false;
|
|
}
|
|
else
|
|
{
|
|
float zmin=destBBox.getCenter().z-destBBox.getHalfSize().z;
|
|
float zmax=destBBox.getCenter().z+destBBox.getHalfSize().z;
|
|
|
|
if(center.z-halfSize.z < zmin)
|
|
zmin = center.z-halfSize.z;
|
|
if(center.z+halfSize.z > zmax)
|
|
zmax = center.z+halfSize.z;
|
|
|
|
destBBox.setCenter(CVector(destBBox.getCenter().x, destBBox.getCenter().y,
|
|
zmin + (zmax-zmin)/2));
|
|
destBBox.setHalfSize(CVector(destBBox.getHalfSize().x, destBBox.getHalfSize().y,
|
|
(zmax-zmin)/2));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------------------------------------
|
|
|