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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** EA PACIFIC CONFIDENTIAL ***
- ***********************************************************************************************
- * *
- * Original Author:: Mark Lorenzen *
- * *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "streakrender.h"
- #include "ww3d.h"
- #include "rinfo.h"
- #include "dx8wrapper.h"
- #include "sortingrenderer.h"
- #include "vp.h"
- #include "vector3i.h"
- #include "random.h"
- #include "v3_rnd.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- // #pragma optimize("", off)
- // #pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- /* We have chunking logic which handles N segments at a time. To simplify the subdivision logic,
- ** we will ensure that N is a power of two and that N >= 2^MAX_STREAK_SUBDIV_LEVELS, so that the
- ** subdivision logic can be inside the chunking loop.
- */
- #if MAX_STREAK_SUBDIV_LEVELS > 7
- #define STREAK_CHUNK_SIZE (1 << MAX_STREAK_SUBDIV_LEVELS)
- #else
- #define STREAK_CHUNK_SIZE (128)
- #endif
- #define MAX_STREAK_POINT_BUFFER_SIZE (1 + STREAK_CHUNK_SIZE)
- // This macro depends on the assumption that each line segment is two polys.
- #define MAX_STREAK_POLY_BUFFER_SIZE (STREAK_CHUNK_SIZE * 2)
- StreakRendererClass::StreakRendererClass(void) :
- Texture(NULL),
- Shader(ShaderClass::_PresetAdditiveSpriteShader),
- Width(0.0f),
- Color(Vector3(1,1,1)),
- Opacity(1.0f),
- SubdivisionLevel(0),
- NoiseAmplitude(0.0f),
- MergeAbortFactor(1.5f),
- // TextureTileFactor(1.0f),
- // LastUsedSyncTime(WW3D::Get_Sync_Time()),
- // CurrentUVOffset(0.0f,0.0f),
- // UVOffsetDeltaPerMS(0.0f, 0.0f),
- Bits(DEFAULT_BITS),
- m_vertexBufferSize(0),
- m_vertexBuffer(NULL)
- {
- // EMPTY
- }
- StreakRendererClass::StreakRendererClass(const StreakRendererClass & that) :
- Texture(NULL),
- Shader(ShaderClass::_PresetAdditiveSpriteShader),
- Width(0.0f),
- Color(Vector3(1,1,1)),
- Opacity(1.0f),
- SubdivisionLevel(0),
- NoiseAmplitude(0.0f),
- MergeAbortFactor(1.5f),
- // TextureTileFactor(1.0f),
- // LastUsedSyncTime(that.LastUsedSyncTime),
- // CurrentUVOffset(0.0f,0.0f),
- // UVOffsetDeltaPerMS(0.0f, 0.0f),
- Bits(DEFAULT_BITS),
- m_vertexBufferSize(0),
- m_vertexBuffer(NULL)
- {
- *this = that;
- }
- StreakRendererClass & StreakRendererClass::operator = (const StreakRendererClass & that)
- {
- if (this != &that) {
- REF_PTR_SET(Texture,that.Texture);
- Shader = that.Shader;
- Width = that.Width;
- Color = that.Color;
- Opacity = that.Opacity;
- SubdivisionLevel = that.SubdivisionLevel;
- NoiseAmplitude = that.NoiseAmplitude;
- MergeAbortFactor = that.MergeAbortFactor;
- // TextureTileFactor = that.TextureTileFactor;
- // LastUsedSyncTime = that.LastUsedSyncTime;
- // CurrentUVOffset = that.CurrentUVOffset;
- // UVOffsetDeltaPerMS = that.UVOffsetDeltaPerMS;
- Bits = that.Bits;
- // Don't modify m_vertexBufferSize and m_vertexBuffer.
- }
- return *this;
- }
- StreakRendererClass::~StreakRendererClass(void)
- {
- REF_PTR_RELEASE(Texture);
- delete [] m_vertexBuffer;
- }
- void StreakRendererClass::Init(const W3dEmitterLinePropertiesStruct & props)
- {
- // translate the flags
- Set_Merge_Intersections(props.Flags & W3D_ELINE_MERGE_INTERSECTIONS);
- Set_Freeze_Random(props.Flags & W3D_ELINE_FREEZE_RANDOM);
- Set_Disable_Sorting(props.Flags & W3D_ELINE_DISABLE_SORTING);
- Set_End_Caps(props.Flags & W3D_ELINE_END_CAPS);
- int texture_mode = ((props.Flags & W3D_ELINE_TEXTURE_MAP_MODE_MASK) >> W3D_ELINE_TEXTURE_MAP_MODE_OFFSET);
- switch (texture_mode)
- {
- case W3D_ELINE_UNIFORM_WIDTH_TEXTURE_MAP:
- Set_Texture_Mapping_Mode(UNIFORM_WIDTH_TEXTURE_MAP);
- break;
- case W3D_ELINE_UNIFORM_LENGTH_TEXTURE_MAP:
- Set_Texture_Mapping_Mode(UNIFORM_LENGTH_TEXTURE_MAP);
- break;
- case W3D_ELINE_TILED_TEXTURE_MAP:
- Set_Texture_Mapping_Mode(TILED_TEXTURE_MAP);
- break;
- };
- // install all other settings
- Set_Current_Subdivision_Level(props.SubdivisionLevel);
- Set_Noise_Amplitude(props.NoiseAmplitude);
- Set_Merge_Abort_Factor(props.MergeAbortFactor);
- // Set_Texture_Tile_Factor(props.TextureTileFactor);
- // Set_UV_Offset_Rate(Vector2(props.UPerSec,props.VPerSec));
- }
- void StreakRendererClass::Set_Texture(TextureClass *texture)
- {
- REF_PTR_SET(Texture,texture);
- }
- TextureClass * StreakRendererClass::Get_Texture(void) const
- {
- if (Texture != NULL) {
- Texture->Add_Ref();
- }
- return Texture;
- }
- // void StreakRendererClass::Set_Current_UV_Offset(const Vector2 & offset)
- // {
- // CurrentUVOffset = offset;
- // }
- // void StreakRendererClass::Set_Texture_Tile_Factor(float factor)
- // {
- // if (factor > 8.0f) {
- // factor = 8.0f;
- // WWDEBUG_SAY(("Texture Tile Factor too large in StreakRendererClass!\r\n"));
- // } else {
- // factor = MAX(factor, 0.0f);
- // }
- // TextureTileFactor = factor;
- //}
- // void StreakRendererClass::Reset_Line(void)
- // {
- // LastUsedSyncTime = WW3D::Get_Sync_Time();
- // CurrentUVOffset.Set(0.0f,0.0f);
- // }
- ///////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////
- void StreakRendererClass::Render
- (
- RenderInfoClass & rinfo,
- const Matrix3D & transform,
- unsigned int num_points,
- Vector3 * points,
- const SphereClass & obj_sphere
- )
- {
- //NOTHING!
- return;
- }
- ///////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////
- void StreakRendererClass::subdivision_util(unsigned int point_cnt, const Vector3 *xformed_pts,
- const float *base_tex_v, unsigned int *p_sub_point_cnt, Vector3 *xformed_subdiv_pts,
- float *subdiv_tex_v)
- {
- // CAUTION: freezing the random offsets will make it more readily apparent that the offsets
- // are in camera space rather than worldspace.
- int freeze_random = Is_Freeze_Random();
- Random3Class randomize;
- const float oo_int_max = 1.0f / (float)INT_MAX;
- Vector3SolidBoxRandomizer randomizer(Vector3(1,1,1));
- Vector3 randvec(0,0,0);
- unsigned int sub_pointIndex = 0;
- struct StreakSubdivision {
- Vector3 StartPos;
- Vector3 EndPos;
- float StartTexV; // V texture coordinate of start point
- float EndTexV; // V texture coordinate of end point
- float Rand;
- unsigned int Level; // Subdivision level
- };
- StreakSubdivision stack[2 * MAX_STREAK_SUBDIV_LEVELS]; // Maximum number needed
- int tos = 0;
- for (unsigned int pointIndex = 0; pointIndex < point_cnt - 1; pointIndex++) {
- // Subdivide the (pointIndex, pointIndex + 1) segment. Produce pointIndex and all subdivided points up to
- // (not including) pointIndex + 1.
- tos = 0;
- stack[0].StartPos = xformed_pts[pointIndex];
- stack[0].EndPos = xformed_pts[pointIndex + 1];
- stack[0].StartTexV = base_tex_v[pointIndex];
- stack[0].EndTexV = base_tex_v[pointIndex + 1];
- stack[0].Rand = NoiseAmplitude;
- stack[0].Level = 0;
- for (; tos >= 0;) {
- if (stack[tos].Level == SubdivisionLevel) {
- // Generate point location and texture V coordinate
- xformed_subdiv_pts[sub_pointIndex] = stack[tos].StartPos;
- subdiv_tex_v[sub_pointIndex++] = stack[tos].StartTexV;
- // Pop
- tos--;
- } else {
- // Recurse down: pop existing entry and push two subdivided ones.
- if (freeze_random) {
- randvec.Set(randomize * oo_int_max, randomize * oo_int_max, randomize * oo_int_max);
- } else {
- randomizer.Get_Vector(randvec);
- }
- stack[tos + 1].StartPos = stack[tos].StartPos;
- stack[tos + 1].EndPos = (stack[tos].StartPos + stack[tos].EndPos) * 0.5f + randvec * stack[tos].Rand;
- stack[tos + 1].StartTexV = stack[tos].StartTexV;
- stack[tos + 1].EndTexV = (stack[tos].StartTexV + stack[tos].EndTexV) * 0.5f;
- stack[tos + 1].Rand = stack[tos].Rand * 0.5f;
- stack[tos + 1].Level = stack[tos].Level + 1;
- stack[tos].StartPos = stack[tos + 1].EndPos;
- // stack[tos].EndPos already has the right value
- stack[tos].StartTexV = stack[tos + 1].EndTexV;
- // stack[tos].EndTexV already has the right value
- stack[tos].Rand = stack[tos + 1].Rand;
- stack[tos].Level = stack[tos + 1].Level;
- tos++;
- }
- }
- }
- // Last point
- xformed_subdiv_pts[sub_pointIndex] = xformed_pts[point_cnt - 1];
- subdiv_tex_v[sub_pointIndex++] = base_tex_v[point_cnt - 1];
- // Output:
- *p_sub_point_cnt = sub_pointIndex;
- }
- /////// /////// /////// /////// /////// /////// /////// ///////
- /////// /////// /////// /////// /////// /////// /////// ///////
- /////// /////// /////// /////// /////// /////// /////// ///////
- /////// /////// /////// /////// /////// /////// /////// ///////
- /////// /////// /////// /////// /////// /////// /////// ///////
- /////// /////// /////// /////// /////// /////// /////// ///////
- /////// /////// /////// /////// /////// /////// /////// ///////
- /////// /////// /////// /////// /////// /////// /////// ///////
- /////// /////// /////// /////// /////// /////// /////// ///////
- void StreakRendererClass::RenderStreak
- (
- RenderInfoClass & rinfo,
- const Matrix3D & transform,
- unsigned int num_points,
- Vector3 * points,
- Vector4 * colors, /////////////// DIFFERENT FROM RENDER( )
- float * widths, /////////////// DIFFERENT FROM RENDER( )
- const SphereClass & obj_sphere,
- unsigned int *personalities /////////////// DIFFERENT FROM RENDER( )
- )
- {
- Matrix4x4 view;
- DX8Wrapper::Get_Transform(D3DTS_VIEW,view);
- Matrix4x4 identity(true);
- DX8Wrapper::Set_Transform(D3DTS_WORLD,identity);
- DX8Wrapper::Set_Transform(D3DTS_VIEW,identity);
- /*
- ** Handle texture UV offset animation (done once for entire line).
- */
- // unsigned int delta = WW3D::Get_Sync_Time() - LastUsedSyncTime;
- // float del = (float)delta;
- //Vector2 uv_offset = CurrentUVOffset + UVOffsetDeltaPerMS * del;
- // ensure offsets are in [0, 1] range:
- //uv_offset.X = uv_offset.X - floorf(uv_offset.X);
- //uv_offset.Y = uv_offset.Y - floorf(uv_offset.Y);
-
- // Update state
- //CurrentUVOffset = uv_offset;
- // LastUsedSyncTime = WW3D::Get_Sync_Time();
- // Used later
- TextureMapMode map_mode = Get_Texture_Mapping_Mode();
- /*
- ** Process line geometry:
- */
- // This has been tweaked to produce empirically good results.
- const float parallel_factor = 0.9f;
- // We reduce the chunk size to take account of subdivision levels (so that the # of points
- // after subdivision will be no higher than the allowed maximum). We know this will not reduce
- // the chunk size below 2, since the chunk size must be at least two to the power of the
- // maximum allowable number of subdivisions. The plus 1 is because #points = #segments + 1.
- unsigned int chunk_size = (STREAK_CHUNK_SIZE >> SubdivisionLevel) + 1;
- if (chunk_size > num_points) chunk_size = num_points;
- // Chunk through the points (we increment by chunk_size - 1 because the last point of this
- // chunk must be reused as the first point of the next chunk. This is also the reason we stop
- // when chunkIndex = NumPoints - 1: the last point has already been processed in the previous
- // iteration so we don't need another one).
- for (unsigned int chunkIndex = 0; chunkIndex < num_points - 1; chunkIndex += (chunk_size - 1))
- {
- unsigned int point_cnt = num_points - chunkIndex;
- point_cnt = MIN(point_cnt, chunk_size);
- // We use these different loop indices (which loop INSIDE a chunk) to improve readability:
- unsigned int pointIndex; // Point index
- unsigned int segmentIndex; // Segment index
- unsigned int intersectionIndex; // Intersection index
- /*
- ** Transform points in chunk from objectspace to eyespace:
- */
- Vector3 xformed_pts[MAX_STREAK_POINT_BUFFER_SIZE];
- Matrix3D view2( view[0].X,view[0].Y,view[0].Z,view[0].W,
- view[1].X,view[1].Y,view[1].Z,view[1].W,
- view[2].X,view[2].Y,view[2].Z,view[2].W);
- #ifdef ALLOW_TEMPORARIES
- Matrix3D modelview=view2*transform;
- #else
- Matrix3D modelview;
- modelview.mul(view2, transform);
- #endif
- VectorProcessorClass::Transform(&xformed_pts[0],
- &points[chunkIndex], modelview, point_cnt);
- /*
- ** Prepare v parameter per point - used for texture mapping (esp. tiled mapping mode)
- */
- float base_tex_v[MAX_STREAK_POINT_BUFFER_SIZE];
- float u_values[2];
-
- // I HAVE HARD CODED IT TO USE UNIFORM WIDTH AND LENGTH
- for (pointIndex = 0; pointIndex < point_cnt; pointIndex++)
- {
- // All 0
- base_tex_v[pointIndex] = 0.0f;
- }
- u_values[0] = 0.0f;
- u_values[1] = 1.0f;
-
-
-
-
-
-
- // switch (map_mode)
- // {
- // case UNIFORM_WIDTH_TEXTURE_MAP:// only non-dead case
- // for (pointIndex = 0; pointIndex < point_cnt; pointIndex++)
- // {
- // // All 0
- // base_tex_v[pointIndex] = 0.0f;
- // }
- // u_values[0] = 0.0f;
- // u_values[1] = 1.0f;
- // break;
- // case UNIFORM_LENGTH_TEXTURE_MAP:
- // for (pointIndex = 0; pointIndex < point_cnt; pointIndex++)
- // {
- // // Increasing V
- // base_tex_v[pointIndex] = (float)(pointIndex + chunkIndex) * TextureTileFactor;
- // }
- // u_values[0] = 0.0f;
- // u_values[1] = 0.0f;
- // break;
- // case TILED_TEXTURE_MAP:
- // for (pointIndex = 0; pointIndex < point_cnt; pointIndex++)
- // {
- // // Increasing V
- // base_tex_v[pointIndex] = (float)(pointIndex + chunkIndex) * TextureTileFactor;
- // }
- // u_values[0] = 0.0f;
- // u_values[1] = 1.0f;
- // break;
- // }
- /*
- ** Fractal noise recursive subdivision:
- ** We find the midpoint for each section, apply a random offset, and recurse. We also find
- ** the average V coordinate of the endpoints which is the midpoint V (for tiled texture
- ** mapping).
- */
- Vector3 xformed_subdiv_pts[MAX_STREAK_POINT_BUFFER_SIZE];
- float subdiv_tex_v[MAX_STREAK_POINT_BUFFER_SIZE];
- unsigned int sub_point_cnt;
- subdivision_util(point_cnt, xformed_pts, base_tex_v, &sub_point_cnt, xformed_subdiv_pts, subdiv_tex_v);
- // Start using subdivided points from now on
- Vector3 *points = xformed_subdiv_pts;
- float *tex_v = subdiv_tex_v;
- point_cnt = sub_point_cnt;
- /*
- ** Calculate line segment edge planes:
- */
- // For each line segment find the two silhouette planes from eyepoint to the line segment
- // cylinder. To simplify we do not find the tangent planes but intersect the cylinder with a
- // plane passing through its axis and perpendicular to the eye vector, find the edges of the
- // resulting rectangle, and create planes through these edges and the eyepoint.
- // Note that these planes are represented as a single normal rather than a normal and a
- // distance; this is because they pass through the origin (eyepoint) so their distance is
- // always zero.
- // Since the line has thickness, each segment has two edges. We name these 'top' and
- // 'bottom' - note however that the top/bottom distinction does not relate to screen
- // up/down and remains consistent throughout the segmented line.
- enum SegmentEdge
- {
- FIRST_EDGE = 0, // For loop conditions
- TOP_EDGE = 0, // Top Edge
- BOTTOM_EDGE = 1, // Bottom Edge
- MAX_EDGE = 1, // For loop conditions
- NUM_EDGES = 2 // For array allocations
- };
- bool switch_edges = false;
-
- // We have dummy segments for "before the first point" and "after the last point" - in these
- // segments the top and bottom edge are the same - they are a perpendicular plane defined by
- // the endpoint vertices. This is so we can merge intersections properly for the first and
- // last points.
- struct LineSegment
- {
- Vector3 StartPlane;
- Vector3 EdgePlane[NUM_EDGES];
- };
- // # segments = numpoints + 1 (numpoints - 1, plus two dummy segments)
- LineSegment segment[MAX_STREAK_POINT_BUFFER_SIZE + 1];
- // Intersections. This has data for two edges (top or bottom) intersecting.
- struct LineSegmentIntersection
- {
- unsigned int PointCount; // How many points does this intersection represent
- unsigned int NextSegmentID; // ID of segment after this intersection
- Vector3 Direction; // Calculated intersection direction line
- Vector3 Point; // Averaged 3D point on the line which this represents
- float TexV; // Averaged texture V coordinate of points
- bool Fold; // Does the line fold over at this intersection?
- bool Parallel; // Edges at this intersection are parallel (or almost-)
- };
- // Used to calculate the edge planes
- float radius = Width * 0.5f;
- // The number of intersections is the number of points minus 2. However, we store
- // intersection records for the first and last point, even though they are not really
- // intersections. The reason we do this is for the intersection merging - the vertices for
- // the first and last points can get merged just like any other intersection. Also, we have
- // a dummy intersection record before the first point - this is because we want "previous
- // segments" for the first point and each intersection only has an index for the next
- // segment.
- LineSegmentIntersection intersection[MAX_STREAK_POINT_BUFFER_SIZE + 1][NUM_EDGES];
- for (segmentIndex = 1; segmentIndex < point_cnt; segmentIndex++)
- { // #segments = #points - 1 (+ 2 dummy segments)
- radius = widths[segmentIndex]; /// NEW ///// // TODO: Does not work correctly when subdivision are not 0
- Vector3 &curr_point = points[segmentIndex - 1];
- Vector3 &next_point = points[segmentIndex];
- if (Equal_Within_Epsilon(curr_point, next_point, 0.0001f))
- {
- next_point.X += 0.001f;
- }
- // We temporarily store the segment direction in the segment's StartPlane (since it is
- // used to calculate the StartPlane later).
- Vector3 &segdir = segment[segmentIndex].StartPlane;
- segdir = next_point - curr_point;
- segdir.Normalize();
- // Find nearest point on infinite line to eye (origin)
- Vector3 nearest = curr_point + segdir * -Vector3::Dot_Product(segdir, curr_point);
- // Find top and bottom points on cylinder
- Vector3 offset;
- Vector3::Cross_Product(segdir, nearest, &offset);
- offset.Normalize();
- Vector3 top = curr_point + offset * radius;
- Vector3 bottom = curr_point + offset * -radius;
- // Find planes through top/bottom points and eyepoint. In addition to the two points, we
- // know that the planes are parallel to the line segment.
- Vector3 top_normal;
- Vector3::Cross_Product(top, segdir, &top_normal);
- top_normal.Normalize();
- segment[segmentIndex].EdgePlane[TOP_EDGE] = top_normal;
- Vector3 bottom_normal;
- Vector3::Cross_Product(segdir, bottom, &bottom_normal);
- bottom_normal.Normalize();
- segment[segmentIndex].EdgePlane[BOTTOM_EDGE] = bottom_normal;
- // If the visual angle between the previous and current line segments (we use the angle
- // between the planes defined by each line segment and the eyepoint) is less than 90
- // degrees, switch the top and bottom edges for the current and subsequent segments and
- // mark the intersection as having a fold
- if (segmentIndex > 1)
- {
- Vector3 prev_plane;
- Vector3::Cross_Product(points[segmentIndex - 2], curr_point, &prev_plane);
- prev_plane.Normalize();
- Vector3 curr_plane;
- Vector3::Cross_Product(curr_point, next_point, &curr_plane);
- curr_plane.Normalize();
- if (Vector3::Dot_Product(prev_plane, curr_plane) < 0.0f)
- {
- switch_edges = !switch_edges;
- intersection[segmentIndex][TOP_EDGE].Fold = true;
- intersection[segmentIndex][BOTTOM_EDGE].Fold = true;
- }
- else
- {
- intersection[segmentIndex][TOP_EDGE].Fold = false;
- intersection[segmentIndex][BOTTOM_EDGE].Fold = false;
- }
- }
- if (switch_edges)
- {
- // We switch signs so the normals will always point inwards
- segment[segmentIndex].EdgePlane[TOP_EDGE] = -bottom_normal;
- segment[segmentIndex].EdgePlane[BOTTOM_EDGE] = -top_normal;
- }
- }
- // The two dummy segments for the clipping edges of the first and last real segments will be
- // defined later, with the first and last intersections.
- /*
- ** Calculate segment edge intersections:
- */
- unsigned int numsegs = point_cnt - 1; // Doesn't include the two dummy segments
- unsigned int num_intersections[NUM_EDGES];
- // These include the 1st, last point "intersections", not the pre-first dummy intersection
- num_intersections[TOP_EDGE] = point_cnt;
- num_intersections[BOTTOM_EDGE] = point_cnt;
- // Initialize pre-first point dummy intersection record (only NextSegmentID will be used).
- intersection[0][TOP_EDGE].PointCount = 0; // Should never be used
- intersection[0][TOP_EDGE].NextSegmentID = 0; // Points to first dummy segment
- intersection[0][TOP_EDGE].Direction.Set(1,0,0); // Should never be used
- intersection[0][TOP_EDGE].Point.Set(0,0,0); // Should never be used
- intersection[0][TOP_EDGE].TexV = 0.0f; // Should never be used
- intersection[0][TOP_EDGE].Fold = true; // Should never be used
- intersection[0][TOP_EDGE].Parallel = false; // Should never be used
- intersection[0][BOTTOM_EDGE].PointCount = 0; // Should never be used
- intersection[0][BOTTOM_EDGE].NextSegmentID = 0; // Points to first dummy segment
- intersection[0][BOTTOM_EDGE].Point.Set(0,0,0); // Should never be used
- intersection[0][BOTTOM_EDGE].TexV = 0.0f; // Should never be used
- intersection[0][BOTTOM_EDGE].Direction.Set(1,0,0); // Should never be used
- intersection[0][BOTTOM_EDGE].Fold = true; // Should never be used
- intersection[0][BOTTOM_EDGE].Parallel = false; // Should never be used
- // Initialize first point "intersection" record.
- intersection[1][TOP_EDGE].PointCount = 1;
- intersection[1][TOP_EDGE].NextSegmentID = 1;
- intersection[1][TOP_EDGE].Point = points[0];
- intersection[1][TOP_EDGE].TexV = tex_v[0];
- intersection[1][TOP_EDGE].Fold = true;
- intersection[1][TOP_EDGE].Parallel = false;
- intersection[1][BOTTOM_EDGE].PointCount = 1;
- intersection[1][BOTTOM_EDGE].NextSegmentID = 1;
- intersection[1][BOTTOM_EDGE].Point = points[0];
- intersection[1][BOTTOM_EDGE].TexV = tex_v[0];
- intersection[1][BOTTOM_EDGE].Fold = true;
- intersection[1][BOTTOM_EDGE].Parallel = false;
- // Find closest point to 1st top/bottom segment edge plane, and convert to direction vector
- // and dummy segment edge plane.
- Vector3 top;
- Vector3 bottom;
- Vector3 &first_point = points[0];
- Vector3 *first_plane = &(segment[1].EdgePlane[0]);
- top = first_point - first_plane[TOP_EDGE] * Vector3::Dot_Product(first_plane[TOP_EDGE], first_point);
- top.Normalize();
- intersection[1][TOP_EDGE].Direction = top;
- bottom = first_point - first_plane[BOTTOM_EDGE] * Vector3::Dot_Product(first_plane[BOTTOM_EDGE], first_point);
- bottom.Normalize();
- intersection[1][BOTTOM_EDGE].Direction = bottom;
-
- Vector3 segdir = points[1] - points[0];
- segdir.Normalize(); // Is this needed? Probably not - remove later when all works
- Vector3 start_pl;
- Vector3::Cross_Product(top, bottom, &start_pl);
- start_pl.Normalize();
- float dp = Vector3::Dot_Product(segdir, start_pl);
- if (dp > 0.0f)
- {
- segment[0].StartPlane = segment[0].EdgePlane[TOP_EDGE] = segment[0].EdgePlane[BOTTOM_EDGE] = start_pl;
- }
- else
- {
- segment[0].StartPlane = segment[0].EdgePlane[TOP_EDGE] = segment[0].EdgePlane[BOTTOM_EDGE] = -start_pl;
- }
- // Initialize StartPlane for the first "real" segment
- segment[1].StartPlane = segment[0].StartPlane;
- // Initialize last point "intersection" record.
- unsigned int last_isec = num_intersections[TOP_EDGE]; // Same # top, bottom intersections
- intersection[last_isec][TOP_EDGE].PointCount = 1;
- intersection[last_isec][TOP_EDGE].NextSegmentID = numsegs + 1; // Last dummy segment
- intersection[last_isec][TOP_EDGE].Point = points[point_cnt - 1];
- intersection[last_isec][TOP_EDGE].TexV = tex_v[point_cnt - 1];
- intersection[last_isec][TOP_EDGE].Fold = true;
- intersection[last_isec][TOP_EDGE].Parallel = false;
- intersection[last_isec][BOTTOM_EDGE].PointCount = 1;
- intersection[last_isec][BOTTOM_EDGE].NextSegmentID = numsegs + 1;// Last dummy segment
- intersection[last_isec][BOTTOM_EDGE].Point = points[point_cnt - 1];
- intersection[last_isec][BOTTOM_EDGE].TexV = tex_v[point_cnt - 1];
- intersection[last_isec][BOTTOM_EDGE].Fold = true;
- intersection[last_isec][BOTTOM_EDGE].Parallel = false;
- // Find closest point to last top/bottom segment edge plane, and convert to direction vector
- // and dummy segment edge vector
- Vector3 &last_point = points[point_cnt - 1];
- Vector3 *last_plane = &(segment[numsegs].EdgePlane[0]);
- top = last_point - last_plane[TOP_EDGE] * Vector3::Dot_Product(last_plane[TOP_EDGE], last_point);
- top.Normalize();
- intersection[last_isec][TOP_EDGE].Direction = top;
- bottom = last_point - last_plane[BOTTOM_EDGE] * Vector3::Dot_Product(last_plane[BOTTOM_EDGE], last_point);
- bottom.Normalize();
- intersection[last_isec][BOTTOM_EDGE].Direction = bottom;
-
- segdir = points[point_cnt - 1] - points[point_cnt - 2];
- segdir.Normalize(); // Is this needed? Probably not - remove later when all works
- Vector3::Cross_Product(top, bottom, &start_pl);
- start_pl.Normalize();
- dp = Vector3::Dot_Product(segdir, start_pl);
- if (dp > 0.0f)
- {
- segment[numsegs + 1].StartPlane = segment[numsegs + 1].EdgePlane[TOP_EDGE] =
- segment[numsegs + 1].EdgePlane[BOTTOM_EDGE] = start_pl;
- }
- else
- {
- segment[numsegs + 1].StartPlane = segment[numsegs + 1].EdgePlane[TOP_EDGE] =
- segment[numsegs + 1].EdgePlane[BOTTOM_EDGE] = -start_pl;
- }
- // Calculate midpoint segment intersections. There are 2 segment intersections for each
- // point: top and bottom (due to the fact that the segments have width, so they have a top
- // edge and a bottom edge). Note that the top/bottom distinction does not relate to screen
- // up/down. Since each segment edge is represented by a plane passing through the origin
- // (eyepoint), the intersection of two such is a line passing through the origin, which is
- // represented as a normalized direction vector.
- // We use both segment intersections to define the startplane for the segment which begins
- // at that intersection.
- float vdp;
- for (intersectionIndex = 2; intersectionIndex < num_intersections[TOP_EDGE]; intersectionIndex++)
- {
- // Relevant midpoint:
- Vector3 &midpoint = points[intersectionIndex - 1];
- float mid_tex_v = tex_v[intersectionIndex - 1];
- // Initialize misc. fields
- intersection[intersectionIndex][TOP_EDGE].PointCount = 1;
- intersection[intersectionIndex][TOP_EDGE].NextSegmentID = intersectionIndex;
- intersection[intersectionIndex][TOP_EDGE].Point = midpoint;
- // intersection[intersectionIndex][TOP_EDGE].TexV = mid_tex_v;
- intersection[intersectionIndex][TOP_EDGE].TexV = personalities[intersectionIndex]&1;//LORENZEN LORENZEN
- intersection[intersectionIndex][BOTTOM_EDGE].PointCount = 1;
- intersection[intersectionIndex][BOTTOM_EDGE].NextSegmentID = intersectionIndex;
- intersection[intersectionIndex][BOTTOM_EDGE].Point = midpoint;
- // intersection[intersectionIndex][BOTTOM_EDGE].TexV = mid_tex_v;
- intersection[intersectionIndex][BOTTOM_EDGE].TexV = personalities[intersectionIndex]&1;//LORENZEN LORENZEN
- // Intersection calculation: if the top/bottom planes of both adjoining segments are not
- // very close to being parallel, intersect them to get top/bottom intersection lines. If
- // the planes are almost parallel, pick one, find the point on the plane closest to the
- // midpoint, and convert that point to a line direction vector.
- // Top:
- vdp = Vector3::Dot_Product(segment[intersectionIndex - 1].EdgePlane[TOP_EDGE], segment[intersectionIndex].EdgePlane[TOP_EDGE]);
- if (fabs(vdp) < parallel_factor)
- {
- // Not parallel - intersect planes to get line (get vector, normalize it, ensure it is
- // pointing towards the midpoint)
- Vector3::Cross_Product(segment[intersectionIndex - 1].EdgePlane[TOP_EDGE], segment[intersectionIndex].EdgePlane[TOP_EDGE],
- &(intersection[intersectionIndex][TOP_EDGE].Direction));
- intersection[intersectionIndex][TOP_EDGE].Direction.Normalize();
- if (Vector3::Dot_Product(intersection[intersectionIndex][TOP_EDGE].Direction, midpoint) < 0.0f)
- {
- intersection[intersectionIndex][TOP_EDGE].Direction = -intersection[intersectionIndex][TOP_EDGE].Direction;
- }
- intersection[intersectionIndex][TOP_EDGE].Parallel = false;
- }
- else
- {
- // Parallel (or almost): find point on av. plane closest to midpoint, convert to line
- // Ensure average calculation is numerically stable:
- Vector3 pl;
- if (vdp > 0.0f)
- {
- pl = segment[intersectionIndex - 1].EdgePlane[TOP_EDGE] + segment[intersectionIndex].EdgePlane[TOP_EDGE];
- }
- else
- {
- pl = segment[intersectionIndex - 1].EdgePlane[TOP_EDGE] - segment[intersectionIndex].EdgePlane[TOP_EDGE];
- }
- pl.Normalize();
- intersection[intersectionIndex][TOP_EDGE].Direction = midpoint - pl * Vector3::Dot_Product(pl, midpoint);
- intersection[intersectionIndex][TOP_EDGE].Direction.Normalize();
- intersection[intersectionIndex][TOP_EDGE].Parallel = true;
- }
- // Bottom:
- vdp = Vector3::Dot_Product(segment[intersectionIndex - 1].EdgePlane[BOTTOM_EDGE], segment[intersectionIndex].EdgePlane[BOTTOM_EDGE]);
- if (fabs(vdp) < parallel_factor)
- {
- // Not parallel - intersect planes to get line (get vector, normalize it, ensure it is
- // pointing towards the midpoint)
- Vector3::Cross_Product(segment[intersectionIndex - 1].EdgePlane[BOTTOM_EDGE], segment[intersectionIndex].EdgePlane[BOTTOM_EDGE],
- &(intersection[intersectionIndex][BOTTOM_EDGE].Direction));
- intersection[intersectionIndex][BOTTOM_EDGE].Direction.Normalize();
- if (Vector3::Dot_Product(intersection[intersectionIndex][BOTTOM_EDGE].Direction, midpoint) < 0.0f)
- {
- intersection[intersectionIndex][BOTTOM_EDGE].Direction = -intersection[intersectionIndex][BOTTOM_EDGE].Direction;
- }
- intersection[intersectionIndex][BOTTOM_EDGE].Parallel = false;
- }
- else
- {
- // Parallel (or almost): find point on av. plane closest to midpoint, convert to line
- // Ensure average calculation is numerically stable:
- Vector3 pl;
- if (vdp > 0.0f)
- {
- pl = segment[intersectionIndex - 1].EdgePlane[BOTTOM_EDGE] + segment[intersectionIndex].EdgePlane[BOTTOM_EDGE];
- }
- else
- {
- pl = segment[intersectionIndex - 1].EdgePlane[BOTTOM_EDGE] - segment[intersectionIndex].EdgePlane[BOTTOM_EDGE];
- }
- pl.Normalize();
- intersection[intersectionIndex][BOTTOM_EDGE].Direction = midpoint - pl * Vector3::Dot_Product(pl, midpoint);
- intersection[intersectionIndex][BOTTOM_EDGE].Direction.Normalize();
- intersection[intersectionIndex][BOTTOM_EDGE].Parallel = true;
- }
- // Find StartPlane:
- Vector3::Cross_Product(intersection[intersectionIndex][TOP_EDGE].Direction, intersection[intersectionIndex][BOTTOM_EDGE].Direction, &start_pl);
- start_pl.Normalize();
- dp = Vector3::Dot_Product(segment[intersectionIndex].StartPlane, start_pl);
- if (dp > 0.0f)
- {
- segment[intersectionIndex].StartPlane = start_pl;
- }
- else
- {
- segment[intersectionIndex].StartPlane = -start_pl;
- }
- } // for intersectionIndex
- /*
- ** Intersection merging: when an intersection is inside an adjacent segment and certain
- ** other conditions hold true, we need to merge intersections to avoid visual glitches
- ** caused by the polys folding over on themselves.
- */
- if (Is_Merge_Intersections())
- {
- // Since we are merging the intersections in-place, we have two index variables, a "read
- // index" and a "write index".
- unsigned int intersectionIndex_r;
- unsigned int intersectionIndex_w;
- // The merges will be repeated in multiple passes until none are performed. The reason
- // for this is that one merge may cause the need for another merge elsewhere.
- bool merged = true;
-
- while (merged)
- {
- merged = false;
- SegmentEdge edge;
- for (edge = FIRST_EDGE; edge <= MAX_EDGE; edge = (SegmentEdge)((int)edge + 1))
- {
- // Merge top and bottom edge intersections: loop through the intersections from the
- // first intersection to the penultimate intersection, for each intersection check
- // if it needs to be merged with the next one (which is why the loop doesn't go all
- // the way to the last intersection). We start at 1 because 0 is the dummy
- // "pre-first-point" intersection.
- unsigned int num_isects = num_intersections[edge]; // Capture here because will change inside loop
- for (intersectionIndex_r = 1, intersectionIndex_w = 1; intersectionIndex_r < num_isects; intersectionIndex_r++, intersectionIndex_w++) {
- // Check for either of two possible reasons to merge this intersection with the
- // next: either the segment on the far side of the next intersection overlaps
- // this intersection, or the previous segment overlaps the next intersection.
- // Note that some other conditions need to be true as well.
- // Note: intersectionIndex_r is used for anything at or after the current position, intersectionIndex_w is
- // used for anything before the current position (previous positions have
- // potentially already been merged).
- // Note: intersectionIndex_r is used for anything at or after the current position, intersectionIndex_w is
- // used for anything before the current position (previous positions have
- // potentially already been merged).
- LineSegmentIntersection *curr_int = &(intersection[intersectionIndex_r][edge]);
- LineSegmentIntersection *next_int = &(intersection[intersectionIndex_r + 1][edge]);
- LineSegmentIntersection *write_int = &(intersection[intersectionIndex_w][edge]);
- LineSegmentIntersection *prev_int = &(intersection[intersectionIndex_w - 1][edge]);
- LineSegment *next_seg = &(segment[next_int->NextSegmentID]);
- LineSegment *curr_seg = &(segment[curr_int->NextSegmentID]);
- LineSegment *prev_seg = &(segment[prev_int->NextSegmentID]);
- // If this intersection is inside both the start plane and the segment edge
- // plane of the segment after the next intersection, merge this edge
- // intersection and the next. We repeat merging until no longer needed.
- // NOTE - we do not merge across a fold.
- while ( (!next_int->Fold &&
- (Vector3::Dot_Product(curr_int->Direction, next_seg->StartPlane) > 0.0f) &&
- (Vector3::Dot_Product(curr_int->Direction, next_seg->EdgePlane[edge]) > 0.0f )) ||
- (!curr_int->Fold &&
- (Vector3::Dot_Product(next_int->Direction, -curr_seg->StartPlane) > 0.0f) &&
- (Vector3::Dot_Product(next_int->Direction, prev_seg->EdgePlane[edge]) > 0.0f )) )
- {
- // First calculate location of merged intersection - this is so we can abort
- // the merge if it yields funky results.
- // Find mean point (weighted so all points have same weighting)
- unsigned int new_count = curr_int->PointCount + next_int->PointCount;
- float oo_new_count = 1.0f / (float)new_count;
- float curr_factor = oo_new_count * (float)curr_int->PointCount;
- float next_factor = oo_new_count * (float)curr_int->PointCount;
- Vector3 new_point = curr_int->Point * curr_factor + next_int->Point * next_factor;
- float new_tex_v = curr_int->TexV * curr_factor + next_int->TexV * next_factor;
- // Calculate new intersection direction by intersecting prev_seg with next_seg
- bool new_parallel;
- Vector3 new_direction;
- vdp = Vector3::Dot_Product(prev_seg->EdgePlane[edge], next_seg->EdgePlane[edge]);
- if (fabs(vdp) < parallel_factor)
- {
- // Not parallel - intersect planes to get line (get vector, normalize it,
- // ensure it is pointing towards the current point)
- Vector3::Cross_Product(prev_seg->EdgePlane[edge], next_seg->EdgePlane[edge], &new_direction);
- new_direction.Normalize();
- if (Vector3::Dot_Product(new_direction, new_point) < 0.0f)
- {
- new_direction = -new_direction;
- }
- new_parallel = false;
- }
- else
- {
- // Parallel (or almost). If the current intersection is not parallel, take
- // the average plane and intersect it with the skipped plane. If the
- // current intersection is parallel, find the average plane, and find the
- // direction vector on it closest to the current intersections direction
- // vector.
- // Ensure average calculation is numerically stable:
- Vector3 pl;
- if (vdp > 0.0f)
- {
- pl = prev_seg->EdgePlane[edge] + next_seg->EdgePlane[edge];
- }
- else
- {
- pl = prev_seg->EdgePlane[edge] - next_seg->EdgePlane[edge];
- }
- pl.Normalize();
- if (curr_int->Parallel)
- {
- new_direction = new_direction - pl * Vector3::Dot_Product(pl, new_direction);
- new_direction.Normalize();
- }
- else
- {
- Vector3::Cross_Product(curr_seg->EdgePlane[edge], pl, &new_direction);
- new_direction.Normalize();
- }
- new_parallel = true;
- }
- // Now check to see if the merge caused any funky results - if so abort it.
- // Currently we check to see if the distance of the direction from the two
- // points is larger than the radius times the merge_abort factor.
- if (MergeAbortFactor > 0.0f)
- {
- float abort_dist = radius * MergeAbortFactor;
- float abort_dist2 = abort_dist * abort_dist;
- Vector3 diff_curr = curr_int->Point -
- new_direction * Vector3::Dot_Product(curr_int->Point, new_direction);
- if (diff_curr.Length2() > abort_dist2) break;
- Vector3 next_curr = next_int->Point -
- new_direction * Vector3::Dot_Product(next_int->Point, new_direction);
- if (next_curr.Length2() > abort_dist2) break;
- }
- // Merge edge intersections (curr_int and next_int) into curr_int
- merged = true;
- curr_int->Direction = new_direction;
- curr_int->Parallel = new_parallel;
- curr_int->Point = new_point;
- curr_int->TexV = new_tex_v;
- curr_int->PointCount = new_count;
- curr_int->NextSegmentID = next_int->NextSegmentID;
- curr_int->Fold = curr_int->Fold || next_int->Fold;
- // Decrement number of edge intersections
- num_intersections[edge]--;
- // Advance intersectionIndex_r to shift subsequent entries backwards in result.
- intersectionIndex_r++;
- // If we are at the end then break:
- if (intersectionIndex_r == num_isects)
- {
- break;
- }
- // Advance next_int and next_seg.
- next_int = &(intersection[intersectionIndex_r + 1][edge]);
- next_seg = &(segment[next_int->NextSegmentID]);
- } // while <merging needed>
- // Copy from "read index" to "write index"
- write_int->PointCount = curr_int->PointCount;
- write_int->NextSegmentID = curr_int->NextSegmentID;
- write_int->Point = curr_int->Point;
- write_int->TexV = curr_int->TexV;
- write_int->Direction = curr_int->Direction;
- write_int->Fold = curr_int->Fold;
- } // for intersectionIndex
- // If intersectionIndex_r is exactly equal to num_isects (rather than being larger by one) at this
- // point, this means that the last intersection was not merged with the previous one. In
- // this case, we need to do one last copy:
- if (intersectionIndex_r == num_isects)
- {
- LineSegmentIntersection *write_int = &(intersection[intersectionIndex_w][edge]);
- LineSegmentIntersection *curr_int = &(intersection[intersectionIndex_r][edge]);
- write_int->PointCount = curr_int->PointCount;
- write_int->NextSegmentID = curr_int->NextSegmentID;
- write_int->Point = curr_int->Point;
- write_int->TexV = curr_int->TexV;
- write_int->Direction = curr_int->Direction;
- write_int->Fold = curr_int->Fold;
- }
- #ifdef ENABLE_WWDEBUGGING
- // Testing code - ensure total PointCount fits the number of points
- unsigned int total_cnt = 0;
- for (unsigned int nidx = 0; nidx <= num_intersections[edge]; nidx++)
- {
- total_cnt += intersection[nidx][edge].PointCount;
- }
- assert(total_cnt == point_cnt);
- #endif
- } // for edge
- } // while (merged)
- } // if (Is_Merge_Intersections())
- /*
- ** Find vertex positions, generate vertices and triangles:
- ** Since we can have top/bottom intersections merged, we need to skip points if both the top
- ** and bottom intersections are merged, generate triangle fans if one of the sides is merged
- ** and the other isnt, and generate triangle strips otherwise.
- */
- // Configure vertex array and setup renderer.
- unsigned int vnum = num_intersections[TOP_EDGE] + num_intersections[BOTTOM_EDGE];
- VertexFormatXYZUV1 *vertexArray = getVertexBuffer(vnum);
- Vector3i v_index_array[MAX_STREAK_POLY_BUFFER_SIZE];
-
- // Vertex and triangle indices
- unsigned int vertexIndex = 0;
- unsigned int triangleIndex = 0;
- // GENERALIZE FOR WHEN NO TEXTURE (DO NOT SET UV IN THESE CASES? NEED TO GENERALIZE FOR DIFFERENT TEXTURING MODES ANYWAY).
- // "Prime the pump" with two vertices (pick nearest point on each direction line):
- Vector3 &top_dir = intersection[1][TOP_EDGE].Direction;
- top = top_dir * Vector3::Dot_Product(points[0], top_dir);
- Vector3 &bottom_dir = intersection[1][BOTTOM_EDGE].Direction;
- bottom = bottom_dir * Vector3::Dot_Product(points[0], bottom_dir);
- vertexArray[vertexIndex].x = top.X;
- vertexArray[vertexIndex].y = top.Y;
- vertexArray[vertexIndex].z = top.Z;
- vertexArray[vertexIndex].u1 = u_values[0] ;
- vertexArray[vertexIndex].v1 = intersection[1][TOP_EDGE].TexV ;
- vertexIndex++;
- vertexArray[vertexIndex].x = bottom.X;
- vertexArray[vertexIndex].y = bottom.Y;
- vertexArray[vertexIndex].z = bottom.Z;
- vertexArray[vertexIndex].u1 = u_values[1] ;
- vertexArray[vertexIndex].v1 = intersection[1][BOTTOM_EDGE].TexV ;
- vertexIndex++;
-
- unsigned int last_top_vertexIndex = 0;
- unsigned int last_bottom_vertexIndex = 1;
- // Loop over intersections, create new vertices and triangles.
- unsigned int top_int_idx = 1; // Skip "pre-first-point" dummy intersection
- unsigned int bottom_int_idx = 1; // Skip "pre-first-point" dummy intersection
- pointIndex = 0;
- unsigned int residual_top_points = intersection[1][TOP_EDGE].PointCount;
- unsigned int residual_bottom_points = intersection[1][BOTTOM_EDGE].PointCount;
- // Reduce both pointcounts by the same amount so the smaller one is 1 (skip points)
- unsigned int delta = MIN(residual_top_points, residual_bottom_points) - 1;
- residual_top_points -= delta;
- residual_bottom_points -= delta;
- pointIndex += delta;
- for (; ; )
- {
- if (residual_top_points == 1 && residual_bottom_points == 1)
- {
- // Advance both intersections, creating a tristrip segment
- v_index_array[triangleIndex].I = last_top_vertexIndex;
- v_index_array[triangleIndex].J = last_bottom_vertexIndex;
- v_index_array[triangleIndex].K = vertexIndex;
- triangleIndex++;
- v_index_array[triangleIndex].I = last_bottom_vertexIndex;
- v_index_array[triangleIndex].J = vertexIndex + 1;
- v_index_array[triangleIndex].K = vertexIndex;
- triangleIndex++;
- last_top_vertexIndex = vertexIndex;
- last_bottom_vertexIndex = vertexIndex + 1;
- // Advance both intersections.
- top_int_idx++;
- bottom_int_idx++;
- residual_top_points = intersection[top_int_idx][TOP_EDGE].PointCount;
- residual_bottom_points = intersection[bottom_int_idx][BOTTOM_EDGE].PointCount;
- // Advance point index (must do here because the new point index is used below):
- pointIndex++;
- // Generate two vertices for next point by picking nearest point on each direction line
- Vector3 &top_dir = intersection[top_int_idx][TOP_EDGE].Direction;
- top = top_dir * Vector3::Dot_Product(points[pointIndex], top_dir);
- Vector3 &bottom_dir = intersection[bottom_int_idx][BOTTOM_EDGE].Direction;
- bottom = bottom_dir * Vector3::Dot_Product(points[pointIndex], bottom_dir);
- vertexArray[vertexIndex].x = top.X;
- vertexArray[vertexIndex].y = top.Y;
- vertexArray[vertexIndex].z = top.Z;
- vertexArray[vertexIndex].u1 = u_values[0] ;
- vertexArray[vertexIndex].v1 = intersection[top_int_idx][TOP_EDGE].TexV ;
- vertexIndex++;
- vertexArray[vertexIndex].x = bottom.X;
- vertexArray[vertexIndex].y = bottom.Y;
- vertexArray[vertexIndex].z = bottom.Z;
- vertexArray[vertexIndex].u1 = u_values[1] ;
- vertexArray[vertexIndex].v1 = intersection[bottom_int_idx][BOTTOM_EDGE].TexV ;
- vertexIndex++;
- }
- else
- {
- // Exactly one of the pointcounts is greater than one - advance it and draw one triangle
- if (residual_top_points > 1)
- {
- // Draw one triangle (fan segment)
- v_index_array[triangleIndex].I = last_top_vertexIndex;
- v_index_array[triangleIndex].J = last_bottom_vertexIndex;
- v_index_array[triangleIndex].K = vertexIndex;
- triangleIndex++;
- last_bottom_vertexIndex = vertexIndex;
- // Advance bottom intersection only
- residual_top_points--;
- bottom_int_idx++;
- residual_bottom_points = intersection[bottom_int_idx][BOTTOM_EDGE].PointCount;
- // Advance point index (must do here because the new point index is used below):
- pointIndex++;
- // Generate bottom vertex by picking nearest point on bottom direction line
- Vector3 &bottom_dir = intersection[bottom_int_idx][BOTTOM_EDGE].Direction;
- bottom = bottom_dir * Vector3::Dot_Product(points[pointIndex], bottom_dir);
- vertexArray[vertexIndex].x = bottom.X;
- vertexArray[vertexIndex].y = bottom.Y;
- vertexArray[vertexIndex].z = bottom.Z;
- vertexArray[vertexIndex].u1 = u_values[1] ;
- vertexArray[vertexIndex].v1 = intersection[bottom_int_idx][BOTTOM_EDGE].TexV ;
- vertexIndex++;
- }
- else
- {
- // residual_bottom_points > 1
- // Draw one triangle (fan segment)
- v_index_array[triangleIndex].I = last_top_vertexIndex;
- v_index_array[triangleIndex].J = last_bottom_vertexIndex;
- v_index_array[triangleIndex].K = vertexIndex;
- triangleIndex++;
- last_top_vertexIndex = vertexIndex;
- // Advance top intersection only
- residual_bottom_points--;
- top_int_idx++;
- residual_top_points = intersection[top_int_idx][TOP_EDGE].PointCount;
- // Advance point index (must do here because the new point index is used below):
- pointIndex++;
- // Generate top vertex by picking nearest point on top direction line
- Vector3 &top_dir = intersection[top_int_idx][TOP_EDGE].Direction;
- top = top_dir * Vector3::Dot_Product(points[pointIndex], top_dir);
- vertexArray[vertexIndex].x = top.X;
- vertexArray[vertexIndex].y = top.Y;
- vertexArray[vertexIndex].z = top.Z;
- vertexArray[vertexIndex].u1 = u_values[0] ;
- vertexArray[vertexIndex].v1 = intersection[top_int_idx][TOP_EDGE].TexV ;
- vertexIndex++;
- }
- }
- // Reduce both pointcounts by the same amount so the smaller one is 1 (skip points)
- delta = MIN(residual_top_points, residual_bottom_points) - 1;
- residual_top_points -= delta;
- residual_bottom_points -= delta;
- pointIndex += delta;
- // Exit conditions
- if ( (top_int_idx >= num_intersections[TOP_EDGE] && residual_top_points == 1) ||
- (bottom_int_idx >= num_intersections[BOTTOM_EDGE] && residual_bottom_points == 1))
- {
- // Debugging check - if either intersection index is before end, both of them should be
- // and the points should be before the end.
- assert(top_int_idx == num_intersections[TOP_EDGE]);
- assert(bottom_int_idx == num_intersections[BOTTOM_EDGE]);
- assert(pointIndex == point_cnt - 1);
- break;
- }
- }
- /*
- ** Set color, opacity, vertex flags:
- */
-
- // If color is not white or opacity not 100%, enable gradient in shader and in renderer - otherwise disable.
- //unsigned int rgba;
- //rgba=DX8Wrapper::Convert_Color(Color,Opacity);
- //bool rgba_all=(rgba==0xFFFFFFFF);
- // int colorIndex = 0;
- // for (vertexIndex = 0; vertexIndex < vnum; vertexIndex++)
- // {
- // //vertexArray[vertexIndex].diffuse = rgba;/// OLD WAY COLORS THEM ALL TO THE COLOR,OPACITY MEMBERS /////////////////
- // unsigned int perPointARGB;
- // colorIndex = MIN(vertexIndex / 2, point_cnt);
- // perPointARGB = DX8Wrapper::Convert_Color( colors[colorIndex] );// twice as many verts as points? or so?
- // vertexArray[vertexIndex].diffuse = perPointARGB;
- // vertexArray[vertexIndex].u1 = (float)((vertexIndex&2) == 2);
- // vertexArray[vertexIndex].v1 = (float)((vertexIndex&1) == 1);
- // }
- // Enable sorting if sorting has not been disabled and line is translucent and alpha testing is not enabled.
- bool sorting = (!Is_Sorting_Disabled()) && (Shader.Get_Dst_Blend_Func() != ShaderClass::DSTBLEND_ZERO && Shader.Get_Alpha_Test() == ShaderClass::ALPHATEST_DISABLE);
- ///////////////////////////////////////////////////////////////////////////////////////
- ShaderClass shader = Shader;
- shader.Set_Cull_Mode(ShaderClass::CULL_MODE_DISABLE);
- shader.Set_Primary_Gradient(ShaderClass::GRADIENT_MODULATE);
- VertexMaterialClass *mat;
- mat=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
- DX8Wrapper::Set_Material(mat);
- REF_PTR_RELEASE(mat);
- // If Texture is non-NULL enable texturing in shader - otherwise disable.
- if (Texture)
- {
- shader.Set_Texturing(ShaderClass::TEXTURING_ENABLE);
- }
- else
- {
- shader.Set_Texturing(ShaderClass::TEXTURING_DISABLE);
- }
- ///////////////////////////////////////////////////////////////////////////////////////////
- /*
- ** Render
- */
-
- DynamicVBAccessClass Verts((sorting?BUFFER_TYPE_DYNAMIC_SORTING:BUFFER_TYPE_DYNAMIC_DX8),dynamic_fvf_type,vnum);
- // Copy in the data to the VB
- {
- DynamicVBAccessClass::WriteLockClass Lock(&Verts);
- unsigned int i;
- unsigned char *vb=(unsigned char*)Lock.Get_Formatted_Vertex_Array();
- const FVFInfoClass& fvfinfo=Verts.FVF_Info();
- int segIdx = 0;
- unsigned int argb = 0x00000000;
- unsigned int oddEven = 0;
- //oddEven = ( personalities[0] & 1 );
- const unsigned verticesOffset = fvfinfo.Get_Location_Offset();
- const unsigned diffuseOffset = fvfinfo.Get_Diffuse_Offset();
- const unsigned textureOffset = fvfinfo.Get_Tex_Offset(0);
- const unsigned vbSize = fvfinfo.Get_FVF_Size();
- for (i=0; i<vnum; i++)
- {
- DEBUG_ASSERTCRASH(vertexArray[i].x != (float)0xdeadbeef && vertexArray[i].y != (float)0xdeadbeef && vertexArray[i].z != (float)0xdeadbeef && vertexArray[i].u1 != (float)0xdeadbeeef && vertexArray[i].v1 != (float)0xdeadbeef, ("Uninitialized vertexArray[%d]", i));
- DEBUG_ASSERTCRASH((! _isnan(vertexArray[i].x) && _finite(vertexArray[i].x) && ! _isnan(vertexArray[i].y) && _finite(vertexArray[i].y) && ! _isnan(vertexArray[i].z) && _finite(vertexArray[i].z)) , ("Bad vertexArray[%d]", i));
- Vector3 *vertex = reinterpret_cast<Vector3 *>(vb + verticesOffset);
- vertex->X = vertexArray[i].x;
- vertex->Y = vertexArray[i].y;
- vertex->Z = vertexArray[i].z;
- *reinterpret_cast<unsigned int *>(vb + diffuseOffset) = DX8Wrapper::Convert_Color_Clamp(colors[MIN((i/2), point_cnt)]); // TODO: Does not work correctly when subdivision are not 0
- Vector2 *texture = reinterpret_cast<Vector2 *>(vb + textureOffset);
- texture->U = vertexArray[i].u1;
- texture->V = vertexArray[i].v1;
- vb += vbSize;
- }
- } // copy
-
- DynamicIBAccessClass ib_access((sorting?BUFFER_TYPE_DYNAMIC_SORTING:BUFFER_TYPE_DYNAMIC_DX8),triangleIndex*3);
- {
- unsigned int i;
- DynamicIBAccessClass::WriteLockClass lock(&ib_access);
- unsigned short* inds=lock.Get_Index_Array();
- try {
- for (i=0; i<triangleIndex; i++)
- {
- *inds++=v_index_array[i].I;
- *inds++=v_index_array[i].J;
- *inds++=v_index_array[i].K;
- }
- IndexBufferExceptionFunc();
- } catch(...) {
- IndexBufferExceptionFunc();
- }
- }
-
- DX8Wrapper::Set_Index_Buffer(ib_access,0);
- DX8Wrapper::Set_Vertex_Buffer(Verts);
- DX8Wrapper::Set_Texture(0,Texture);
- DX8Wrapper::Set_Shader(shader);
- if (sorting)
- {
- SortingRendererClass::Insert_Triangles(obj_sphere,0,triangleIndex,0,vnum);
- }
- else
- {
- DX8Wrapper::Draw_Triangles(0,triangleIndex,0,vnum);
- }
-
- } // Chunking loop
- DX8Wrapper::Set_Transform(D3DTS_VIEW,view);
- }
- /////////////////////////////////////////////////////////////////////////////
- /////////////////////////////////////////////////////////////////////////////
- /////////////////////////////////////////////////////////////////////////////
- /////////////////////////////////////////////////////////////////////////////
- /////////////////////////////////////////////////////////////////////////////
- VertexFormatXYZUV1 *StreakRendererClass::getVertexBuffer(unsigned int number)
- {
- // TODO: use a stl vector instead of our own array.
- if (number > m_vertexBufferSize)
- {
- unsigned int numberToAlloc = number + (number >> 1);
- delete [] m_vertexBuffer;
- m_vertexBuffer = W3DNEWARRAY VertexFormatXYZUV1[numberToAlloc];
- m_vertexBufferSize = numberToAlloc;
- }
- #ifdef _INTERNAL
- for (unsigned i = 0; i < number; ++i)
- {
- m_vertexBuffer[i].x = m_vertexBuffer[i].y = m_vertexBuffer[i].z = m_vertexBuffer[i].u1 = m_vertexBuffer[i].v1 = (float)0xdeadbeef;
- }
- #endif
- return m_vertexBuffer;
- }
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