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594 lines
17 KiB
C++
594 lines
17 KiB
C++
// 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/misc/hierarchical_timer.h"
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#include "nel/misc/polygon.h"
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#include "nel/3d/shadow_poly_receiver.h"
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#include "nel/3d/shadow_map.h"
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#include "nel/3d/driver.h"
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#include "nel/3d/camera_col.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D {
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// ***************************************************************************
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CShadowPolyReceiver::CShadowPolyReceiver(uint quadGridSize, float quadGridCellSize)
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{
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_Vertices.reserve(64);
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_FreeVertices.reserve(64);
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_FreeTriangles.reserve(64);
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_Triangles.reserve(64);
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_TriangleGrid.create(quadGridSize, quadGridCellSize);
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_VB.setVertexFormat(CVertexBuffer::PositionFlag);
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_VB.setName("CShadowPolyReceiver");
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// lock volatile, to avoid cpu stall when rendering multiple shadows in the same polyReceiver
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_VB.setPreferredMemory(CVertexBuffer::RAMVolatile, false);
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_RenderTriangles.setPreferredMemory(CIndexBuffer::RAMVolatile, false);
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_RenderTriangles.setFormat(NL_DEFAULT_INDEX_BUFFER_FORMAT);
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NL_SET_IB_NAME(_RenderTriangles, "CShadowPolyReceiver");
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}
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// ***************************************************************************
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uint CShadowPolyReceiver::addTriangle(const NLMISC::CTriangle &tri)
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{
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uint id;
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// Look for a free triangle entry.
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if(_FreeTriangles.empty())
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{
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_Triangles.push_back(TTriangleGrid::CIterator());
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id= (uint)_Triangles.size()-1;
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// enlarge render size.
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_RenderTriangles.setNumIndexes((uint32)_Triangles.size() * 3);
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}
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else
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{
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id= _FreeTriangles.back();
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_FreeTriangles.pop_back();
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}
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// Allocate vertices, reusing same ones.
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CTriangleId triId;
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CVector v[3];
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v[0]= tri.V0;
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v[1]= tri.V1;
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v[2]= tri.V2;
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for(uint i=0;i<3;i++)
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{
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// Find the vertex in the map.
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TVertexMap::iterator it;
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it= _VertexMap.find(v[i]);
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// if not found, allocate it
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if(it==_VertexMap.end())
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{
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triId.Vertex[i]= allocateVertex(v[i]);
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}
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// else get its id
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else
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{
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triId.Vertex[i]= it->second;
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}
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// increment the reference of this vertex
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incVertexRefCount(triId.Vertex[i]);
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}
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// Insert the triangle in the quadGrid.
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CAABBox bb;
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bb.setCenter(tri.V0);
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bb.extend(tri.V1);
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bb.extend(tri.V2);
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// insert in QuadGrid and store iterator for future remove
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_Triangles[id]= _TriangleGrid.insert(bb.getMin(), bb.getMax(), triId);
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return id;
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}
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// ***************************************************************************
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void CShadowPolyReceiver::removeTriangle(uint id)
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{
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nlassert(id<_Triangles.size());
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// Must not be NULL iterator.
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nlassert(_Triangles[id]!=_TriangleGrid.end());
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// Release Vertices
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const CTriangleId &triId= *_Triangles[id];
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releaseVertex(triId.Vertex[0]);
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releaseVertex(triId.Vertex[1]);
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releaseVertex(triId.Vertex[2]);
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// Delete Triangle.
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_TriangleGrid.erase(_Triangles[id]);
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_Triangles[id]= _TriangleGrid.end();
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// Append to free list.
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_FreeTriangles.push_back(id);
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}
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// ***************************************************************************
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uint CShadowPolyReceiver::allocateVertex(const CVector &v)
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{
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uint id;
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// if not valid double, will crash cause map<float,...> crash when float are not valid
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nlassert(isValidDouble(v.x) && isValidDouble(v.y) && isValidDouble(v.z));
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// Look for a free vertex entry.
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if(_FreeVertices.empty())
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{
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// Add the vertex, and init refCount to 0.
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_Vertices.push_back(v);
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id= (uint)_Vertices.size()-1;
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// Resize the VBuffer at max possible
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_VB.setNumVertices((uint32)_Vertices.size());
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}
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else
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{
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id= _FreeVertices.back();
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_FreeVertices.pop_back();
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// init entry
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_Vertices[id]= v;
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_Vertices[id].RefCount= 0;
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}
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// insert in the map (should not be here)
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_VertexMap.insert( make_pair(v, id) );
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return id;
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}
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// ***************************************************************************
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void CShadowPolyReceiver::releaseVertex(uint id)
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{
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nlassert(id<_Vertices.size());
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// dec ref
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nlassert(_Vertices[id].RefCount>0);
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_Vertices[id].RefCount--;
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// no more used?
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if(_Vertices[id].RefCount==0)
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{
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// Free it.
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_FreeVertices.push_back(id);
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// Remove it from map.
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TVertexMap::iterator it= _VertexMap.find(_Vertices[id]);
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if (it!=_VertexMap.end())
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_VertexMap.erase(it);
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else
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nlwarning("vertex %u doesn't exist in _VertexMap, this should not happen", id);
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}
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}
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// ***************************************************************************
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void CShadowPolyReceiver::incVertexRefCount(uint id)
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{
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nlassert(id<_Vertices.size());
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nlassert(_Vertices[id].RefCount < NL3D_SPR_MAX_REF_COUNT);
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_Vertices[id].RefCount++;
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}
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// ***************************************************************************
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inline void CShadowPolyReceiver::renderSelection(IDriver *drv, CMaterial &shadowMat, const CShadowMap *shadowMap, const CVector &casterPos, const CVector &vertDelta)
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{
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uint i, j;
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// For all triangles, reset vertices flags.
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TTriangleGrid::CIterator it;
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for(it=_TriangleGrid.begin();it!=_TriangleGrid.end();it++)
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{
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CTriangleId &triId= *it;
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for(i=0;i<3;i++)
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{
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_Vertices[triId.Vertex[i]].Flags= 0;
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_Vertices[triId.Vertex[i]].VBIdx= -1;
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}
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}
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// Compute the world Clip Volume
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static std::vector<CPlane> worldClipPlanes;
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CMatrix worldMat;
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// set -casterPos, because to transform a plane, we must do plane * M-1
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worldMat.setPos(-casterPos);
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// Allow max bits of planes clip.
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worldClipPlanes.resize(min((uint)shadowMap->LocalClipPlanes.size(), (uint)NL3D_SPR_NUM_CLIP_PLANE));
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// Transform into world
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for(i=0;i<worldClipPlanes.size();i++)
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{
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worldClipPlanes[i]= shadowMap->LocalClipPlanes[i] * worldMat;
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}
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uint currentTriIdx= 0;
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{
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// Volatile: must resize before lock
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_VB.setNumVertices((uint32)_Vertices.size());
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_RenderTriangles.setNumIndexes((uint32)_Triangles.size() * 3);
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// lock volatile, to avoid cpu stall
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CVertexBufferReadWrite vba;
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_VB.lock(vba);
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CIndexBufferReadWrite iba;
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_RenderTriangles.lock (iba);
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TIndexType *triPtr = (TIndexType *) iba.getPtr();
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// For All triangles, clip them.
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uint currentVbIdx= 0;
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for(it=_TriangleGrid.begin();it!=_TriangleGrid.end();it++)
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{
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CTriangleId &triId= *it;
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uint triFlag= NL3D_SPR_NUM_CLIP_PLANE_MASK;
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// for all vertices, clip them
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for(i=0;i<3;i++)
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{
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uint vid= triId.Vertex[i];
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uint vertexFlags= _Vertices[vid].Flags;
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// if this vertex is still not computed
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if(!vertexFlags)
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{
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// For all planes of the Clip Volume, clip this vertex.
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for(j=0;j<worldClipPlanes.size();j++)
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{
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// out if in front
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bool out= worldClipPlanes[j]*_Vertices[vid] > 0;
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vertexFlags|= ((uint)out)<<j;
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}
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// add the bit flag to say "computed".
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vertexFlags|= NL3D_SPR_NUM_CLIP_PLANE_SHIFT;
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// store
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_Vertices[vid].Flags= vertexFlags;
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}
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// And all vertex bits.
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triFlag&= vertexFlags;
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}
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// if triangle not clipped, add the triangle
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if( (triFlag & NL3D_SPR_NUM_CLIP_PLANE_MASK)==0 )
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{
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// Add the 3 vertices to the VB, and to the index buffer.
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for(i=0;i<3;i++)
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{
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uint vid= triId.Vertex[i];
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sint vbId= _Vertices[vid].VBIdx;
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// if not yet inserted in the VB, do it.
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if(vbId==-1)
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{
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// allocate a new place in the VBuffer
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vbId= currentVbIdx++;
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_Vertices[vid].VBIdx= vbId;
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// set the coord
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vba.setVertexCoord(vbId, _Vertices[vid]+vertDelta);
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}
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// add the index to the tri list.
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triPtr[currentTriIdx++]= (TIndexType) vbId;
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}
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}
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}
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}
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// **** Render
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drv->activeVertexBuffer(_VB);
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drv->activeIndexBuffer(_RenderTriangles);
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drv->renderTriangles(shadowMat, 0, currentTriIdx/3);
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// TestYoyo. Show in Red triangles selected
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/*static CMaterial tam;
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tam.initUnlit();
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tam.setColor(CRGBA(255,0,0,128));
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tam.setZFunc(CMaterial::always);
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tam.setZWrite(false);
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tam.setBlend(true);
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tam.setBlendFunc(CMaterial::srcalpha, CMaterial::invsrcalpha);
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tam.setDoubleSided(true);
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drv->renderTriangles(tam, &_RenderTriangles[0], currentTriIdx/3);*/
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}
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// ***************************************************************************
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void CShadowPolyReceiver::computeClippedTrisWithPolyClip(const CShadowMap *shadowMap, const CVector &casterPos, const CVector &vertDelta, const NLMISC::CPolygon2D &poly, std::vector<CRGBAVertex> &destTris, bool colorUpfacingVertices)
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{
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nlctassert(sizeof(CRGBAVertex) == 12 + 4); // ensure padding works as expected
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destTris.clear();
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selectPolygon(poly);
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if (_TriangleGrid.begin() == _TriangleGrid.end()) return;
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uint i, j;
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static std::vector<CVector> vertexNormals; // normal for each vertex
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static std::vector<uint8> vertexNormalsUndefined; // normal for each vertex
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static std::vector<CTriangleId *> visibleTris; // triangles that passed the clip
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vertexNormals.resize(_Vertices.size());
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vertexNormalsUndefined.resize(_Vertices.size(), 1);
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visibleTris.clear();
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// For all triangles, reset vertices flags.
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TTriangleGrid::CIterator it;
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for(it=_TriangleGrid.begin();it!=_TriangleGrid.end();it++)
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{
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CTriangleId &triId= *it;
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for(i=0;i<3;i++)
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{
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_Vertices[triId.Vertex[i]].Flags= 0;
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}
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}
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// Compute the world Clip Volume
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static std::vector<CPlane> worldClipPlanes;
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CMatrix worldMat;
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// set -casterPos, because to transform a plane, we must do plane * M-1
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worldMat.setPos(-casterPos);
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// Allow max bits of planes clip.
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worldClipPlanes.resize(min((uint)shadowMap->LocalClipPlanes.size(), (uint)NL3D_SPR_NUM_CLIP_PLANE));
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// Transform into world
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for(i=0;i<worldClipPlanes.size();i++)
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{
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worldClipPlanes[i]= shadowMap->LocalClipPlanes[i] * worldMat;
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}
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static NLMISC::CPolygon clippedTri;
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CVector triNormal;
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// For All triangles, clip them.
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for(it=_TriangleGrid.begin();it!=_TriangleGrid.end();it++)
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{
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CTriangleId &triId= *it;
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uint triFlag= NL3D_SPR_NUM_CLIP_PLANE_MASK;
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CVectorId *vid[3] = { &_Vertices[triId.Vertex[0]],
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&_Vertices[triId.Vertex[1]],
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&_Vertices[triId.Vertex[2]]
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};
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// for all vertices, clip them
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for(i=0;i<3;i++)
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{
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// if this vertex is still not computed
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if(!vid[i]->Flags)
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{
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// For all planes of the Clip Volume, clip this vertex.
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for(j=0;j<worldClipPlanes.size();j++)
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{
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// out if in front
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bool out= worldClipPlanes[j]* *vid[i] > 0;
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vid[i]->Flags |= ((uint)out)<<j;
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}
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// add the bit flag to say "computed".
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vid[i]->Flags |= NL3D_SPR_NUM_CLIP_PLANE_SHIFT;
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}
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vertexNormalsUndefined[triId.Vertex[i]] = 1; // invalidate normal for next pass
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// And all vertex bits.
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triFlag&= vid[i]->Flags;
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}
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// if triangle not clipped, do finer clip then add resulting triangles
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if( (triFlag & NL3D_SPR_NUM_CLIP_PLANE_MASK)==0 )
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{
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visibleTris.push_back(&triId);
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}
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}
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uint numVisibleTris = (uint)visibleTris.size();
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// compute normals if needed
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if (colorUpfacingVertices)
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{
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for (uint triIndex = 0; triIndex < numVisibleTris; ++triIndex)
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{
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CTriangleId &triId= *visibleTris[triIndex];
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CVectorId *vid[3] = { &_Vertices[triId.Vertex[0]],
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&_Vertices[triId.Vertex[1]],
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&_Vertices[triId.Vertex[2]]
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};
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// compute normal for this tri
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triNormal = ((*vid[1] - *vid[0]) ^ (*vid[2] - *vid[0])).normed();
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// for all vertices, clip them
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for(i=0;i<3;i++)
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{
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sint vertIndex = triId.Vertex[i];
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if (vertexNormalsUndefined[vertIndex])
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{
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vertexNormals[vertIndex] = triNormal;
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vertexNormalsUndefined[vertIndex] = 0;
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}
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else
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{
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vertexNormals[vertIndex] += triNormal;
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}
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}
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}
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}
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if (colorUpfacingVertices)
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{
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for (uint triIndex = 0; triIndex < numVisibleTris; ++triIndex)
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{
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CTriangleId &triId= *visibleTris[triIndex];
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// use CPlane 'uv cliping', store 'color' in 'U'
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static std::vector<CVector> corner0;
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static std::vector<CVector> corner1;
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static std::vector<CUV> uv0;
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static std::vector<CUV> uv1;
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uv0.resize(3 + worldClipPlanes.size());
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uv1.resize(3 + worldClipPlanes.size());
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corner0.resize(3 + worldClipPlanes.size());
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corner1.resize(3 + worldClipPlanes.size());
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//
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corner0[0] = _Vertices[triId.Vertex[0]];
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corner0[1] = _Vertices[triId.Vertex[1]];
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corner0[2] = _Vertices[triId.Vertex[2]];
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//
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uv0[0].set(vertexNormals[triId.Vertex[0]].z >= 0.f ? 1.f : 0.f, 0.f);
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uv0[1].set(vertexNormals[triId.Vertex[1]].z >= 0.f ? 1.f : 0.f, 0.f);
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uv0[2].set(vertexNormals[triId.Vertex[2]].z >= 0.f ? 1.f : 0.f, 0.f);
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//
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sint numVerts = 3;
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//
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for (uint k = 0; k < worldClipPlanes.size(); ++k)
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{
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numVerts = worldClipPlanes[k].clipPolygonBack(&corner0[0], &uv0[0], &corner1[0], &uv1[0], numVerts);
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nlassert(numVerts <= (sint) corner1.size());
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if (numVerts == 0) break;
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uv0.swap(uv1);
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corner0.swap(corner1);
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}
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for (sint k = 0; k < numVerts - 2; ++k)
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{
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uint8 alpha[3] =
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{
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(uint8) (255.f * uv0[0].U),
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(uint8) (255.f * uv0[k + 1].U),
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(uint8) (255.f * uv0[k + 2].U)
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};
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if (alpha[0] != 0 || alpha[1] != 0 || alpha[2] != 0)
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{
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destTris.push_back(CRGBAVertex(corner0[0] + vertDelta, CRGBA(255, 255, 255, alpha[0])));
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destTris.push_back(CRGBAVertex(corner0[k + 1] + vertDelta, CRGBA(255, 255, 255, alpha[1])));
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destTris.push_back(CRGBAVertex(corner0[k + 2] + vertDelta, CRGBA(255, 255, 255, alpha[2])));
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}
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}
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}
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}
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else
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{
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for (uint triIndex = 0; triIndex < numVisibleTris; ++triIndex)
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{
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CTriangleId &triId= *visibleTris[triIndex];
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clippedTri.Vertices.resize(3);
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clippedTri.Vertices[0] = _Vertices[triId.Vertex[0]];
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clippedTri.Vertices[1] = _Vertices[triId.Vertex[1]];
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clippedTri.Vertices[2] = _Vertices[triId.Vertex[2]];
|
|
clippedTri.clip(worldClipPlanes);
|
|
if (clippedTri.Vertices.size() >= 3)
|
|
{
|
|
for(uint k = 0; k < clippedTri.Vertices.size() - 2; ++k)
|
|
{
|
|
destTris.push_back(CRGBAVertex(clippedTri.Vertices[0] + vertDelta, CRGBA::White));
|
|
destTris.push_back(CRGBAVertex(clippedTri.Vertices[k + 1] + vertDelta, CRGBA::White));
|
|
destTris.push_back(CRGBAVertex(clippedTri.Vertices[k + 2] + vertDelta, CRGBA::White));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CShadowPolyReceiver::render(IDriver *drv, CMaterial &shadowMat, const CShadowMap *shadowMap, const CVector &casterPos, const CVector &vertDelta)
|
|
{
|
|
|
|
// **** Fill Triangles that are hit by the Caster
|
|
// First select with quadGrid
|
|
CAABBox worldBB;
|
|
worldBB= shadowMap->LocalBoundingBox;
|
|
worldBB.setCenter(worldBB.getCenter() + casterPos);
|
|
_TriangleGrid.select(worldBB.getMin(), worldBB.getMax());
|
|
if (_TriangleGrid.begin() == _TriangleGrid.end()) return;
|
|
renderSelection(drv, shadowMat, shadowMap, casterPos, vertDelta);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CShadowPolyReceiver::selectPolygon(const NLMISC::CPolygon2D &poly)
|
|
{
|
|
static TTriangleGrid::TSelectionShape selectionShape;
|
|
_TriangleGrid.buildSelectionShape(selectionShape, poly);
|
|
_TriangleGrid.select(selectionShape);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CShadowPolyReceiver::renderWithPolyClip(IDriver *drv, CMaterial &shadowMat, const CShadowMap *shadowMap, const CVector &casterPos, const CVector &vertDelta, const NLMISC::CPolygon2D &poly)
|
|
{
|
|
|
|
selectPolygon(poly);
|
|
renderSelection(drv, shadowMat, shadowMap, casterPos, vertDelta);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
float CShadowPolyReceiver::getCameraCollision(const CVector &start, const CVector &end, TCameraColTest testType, float radius)
|
|
{
|
|
// **** build the camera collision info
|
|
CCameraCol camCol;
|
|
if(testType==CameraColSimpleRay)
|
|
camCol.buildRay(start, end);
|
|
else
|
|
camCol.build(start, end, radius, testType==CameraColCone);
|
|
|
|
// select with quadGrid
|
|
if(testType==CameraColSimpleRay)
|
|
{
|
|
_TriangleGrid.selectRay(start, end);
|
|
}
|
|
else
|
|
{
|
|
_TriangleGrid.select(camCol.getBBox().getMin(), camCol.getBBox().getMax());
|
|
}
|
|
|
|
// **** For all triangles, test if intersect the camera collision
|
|
TTriangleGrid::CIterator it;
|
|
float sqrMinDist= FLT_MAX;
|
|
for(it=_TriangleGrid.begin();it!=_TriangleGrid.end();it++)
|
|
{
|
|
CTriangleId &triId= *it;
|
|
camCol.minimizeDistanceAgainstTri(
|
|
_Vertices[triId.Vertex[0]],
|
|
_Vertices[triId.Vertex[1]],
|
|
_Vertices[triId.Vertex[2]],
|
|
sqrMinDist);
|
|
}
|
|
|
|
// **** return the collision found, between [0,1]
|
|
if(sqrMinDist == FLT_MAX)
|
|
return 1;
|
|
else
|
|
{
|
|
float f= 1;
|
|
float d= camCol.getRayLen();
|
|
if(d>0)
|
|
{
|
|
f= sqrtf(sqrMinDist) / d;
|
|
f= min(f, 1.f);
|
|
}
|
|
return f;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
} // NL3D
|