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forked from 0ad/0ad
0ad/source/maths/Brush.cpp
Ykkrosh 1f5b8f1c9a Move GUI renderer towards using shader infrastructure.
Remove support for unused GUI sprite effects.
Use vertex arrays for bounding box rendering.

This was SVN commit r11039.
2012-02-08 20:43:38 +00:00

304 lines
7.2 KiB
C++

/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Implementation of CBrush, a class representing a convex object
*/
#include "precompiled.h"
#include "lib/ogl.h"
#include <float.h>
#include "Brush.h"
#include "BoundingBoxAligned.h"
#include "graphics/Frustum.h"
///////////////////////////////////////////////////////////////////////////////
// Convert the given bounds into a brush
CBrush::CBrush(const CBoundingBoxAligned& bounds)
{
m_Vertices.resize(8);
for(size_t i = 0; i < 8; ++i)
{
m_Vertices[i][0] = bounds[(i & 1) ? 1 : 0][0];
m_Vertices[i][1] = bounds[(i & 2) ? 1 : 0][1];
m_Vertices[i][2] = bounds[(i & 4) ? 1 : 0][2];
}
m_Faces.resize(30);
m_Faces[0] = 0; m_Faces[1] = 1; m_Faces[2] = 3; m_Faces[3] = 2; m_Faces[4] = 0; // Z = min
m_Faces[5] = 4; m_Faces[6] = 5; m_Faces[7] = 7; m_Faces[8] = 6; m_Faces[9] = 4; // Z = max
m_Faces[10] = 0; m_Faces[11] = 2; m_Faces[12] = 6; m_Faces[13] = 4; m_Faces[14] = 0; // X = min
m_Faces[15] = 1; m_Faces[16] = 3; m_Faces[17] = 7; m_Faces[18] = 5; m_Faces[19] = 1; // X = max
m_Faces[20] = 0; m_Faces[21] = 1; m_Faces[22] = 5; m_Faces[23] = 4; m_Faces[24] = 0; // Y = min
m_Faces[25] = 2; m_Faces[26] = 3; m_Faces[27] = 7; m_Faces[28] = 6; m_Faces[29] = 2; // Y = max
}
///////////////////////////////////////////////////////////////////////////////
// Calculate bounds of this brush
void CBrush::Bounds(CBoundingBoxAligned& result) const
{
result.SetEmpty();
for(size_t i = 0; i < m_Vertices.size(); ++i)
result += m_Vertices[i];
}
///////////////////////////////////////////////////////////////////////////////
// Cut the brush according to a given plane
struct SliceVertexInfo {
float d; // distance
size_t res; // index in result brush (or no_vertex if cut away)
};
struct NewVertexInfo {
size_t v1, v2; // adjacent vertices in original brush
size_t res; // index in result brush
size_t neighb1, neighb2; // index into newv
};
struct SliceInfo {
std::vector<SliceVertexInfo> v;
std::vector<NewVertexInfo> newv;
size_t thisFaceNewVertex; // index into newv
const CBrush* original;
CBrush* result;
};
struct CBrush::Helper
{
static size_t SliceNewVertex(SliceInfo& si, size_t v1, size_t v2);
};
// create a new vertex between the given two vertices (index into original brush)
// returns the index of the new vertex in the resulting brush
size_t CBrush::Helper::SliceNewVertex(SliceInfo& si, size_t v1, size_t v2)
{
size_t idx;
for(idx = 0; idx < si.newv.size(); ++idx)
{
if ((si.newv[idx].v1 == v1 && si.newv[idx].v2 == v2) ||
(si.newv[idx].v1 == v2 && si.newv[idx].v2 == v1))
break;
}
if (idx >= si.newv.size())
{
NewVertexInfo nvi;
CVector3D newpos;
float inv = 1.0 / (si.v[v1].d - si.v[v2].d);
newpos = si.original->m_Vertices[v2]*(si.v[v1].d*inv) +
si.original->m_Vertices[v1]*(-si.v[v2].d*inv);
nvi.v1 = v1;
nvi.v2 = v2;
nvi.res = si.result->m_Vertices.size();
nvi.neighb1 = no_vertex;
nvi.neighb2 = no_vertex;
si.result->m_Vertices.push_back(newpos);
si.newv.push_back(nvi);
}
if (si.thisFaceNewVertex != no_vertex)
{
if (si.newv[si.thisFaceNewVertex].neighb1 == no_vertex)
si.newv[si.thisFaceNewVertex].neighb1 = idx;
else
si.newv[si.thisFaceNewVertex].neighb2 = idx;
if (si.newv[idx].neighb1 == no_vertex)
si.newv[idx].neighb1 = si.thisFaceNewVertex;
else
si.newv[idx].neighb2 = si.thisFaceNewVertex;
si.thisFaceNewVertex = no_vertex;
}
else
{
si.thisFaceNewVertex = idx;
}
return si.newv[idx].res;
}
void CBrush::Slice(const CPlane& plane, CBrush& result) const
{
ENSURE(&result != this);
SliceInfo si;
si.original = this;
si.result = &result;
si.thisFaceNewVertex = no_vertex;
si.newv.reserve(m_Vertices.size() / 2);
result.m_Vertices.resize(0); // clear any left-overs
result.m_Faces.resize(0);
result.m_Vertices.reserve(m_Vertices.size() + 2);
result.m_Faces.reserve(m_Faces.size() + 5);
// Classify and copy vertices
si.v.resize(m_Vertices.size());
for(size_t i = 0; i < m_Vertices.size(); ++i)
{
si.v[i].d = plane.DistanceToPlane(m_Vertices[i]);
if (si.v[i].d >= 0.0)
{
si.v[i].res = result.m_Vertices.size();
result.m_Vertices.push_back(m_Vertices[i]);
}
else
{
si.v[i].res = no_vertex;
}
}
// Transfer faces
size_t firstInFace = no_vertex; // in original brush
size_t startInResultFaceArray = ~0u;
for(size_t i = 0; i < m_Faces.size(); ++i)
{
if (firstInFace == no_vertex)
{
ENSURE(si.thisFaceNewVertex == no_vertex);
firstInFace = m_Faces[i];
startInResultFaceArray = result.m_Faces.size();
continue;
}
size_t prev = m_Faces[i-1];
size_t cur = m_Faces[i];
if (si.v[prev].res == no_vertex)
{
if (si.v[cur].res != no_vertex)
{
// re-entering the front side of the plane
result.m_Faces.push_back(Helper::SliceNewVertex(si, prev, cur));
result.m_Faces.push_back(si.v[cur].res);
}
}
else
{
if (si.v[cur].res != no_vertex)
{
// perfectly normal edge
result.m_Faces.push_back(si.v[cur].res);
}
else
{
// leaving the front side of the plane
result.m_Faces.push_back(Helper::SliceNewVertex(si, prev, cur));
}
}
if (cur == firstInFace)
{
if (result.m_Faces.size() > startInResultFaceArray)
result.m_Faces.push_back(result.m_Faces[startInResultFaceArray]);
firstInFace = no_vertex; // start a new face
}
}
ENSURE(firstInFace == no_vertex);
// Create the face that lies in the slicing plane
if (si.newv.size())
{
size_t prev = 0;
size_t idx;
result.m_Faces.push_back(si.newv[0].res);
idx = si.newv[0].neighb2;
si.newv[0].neighb2 = no_vertex;
while(idx != 0)
{
ENSURE(idx < si.newv.size());
if (si.newv[idx].neighb1 == prev)
{
si.newv[idx].neighb1 = si.newv[idx].neighb2;
si.newv[idx].neighb2 = no_vertex;
}
else
{
ENSURE(si.newv[idx].neighb2 == prev);
si.newv[idx].neighb2 = no_vertex;
}
result.m_Faces.push_back(si.newv[idx].res);
prev = idx;
idx = si.newv[idx].neighb1;
si.newv[prev].neighb1 = no_vertex;
}
result.m_Faces.push_back(si.newv[0].res);
}
}
///////////////////////////////////////////////////////////////////////////////
// Intersect with frustum by repeated slicing
void CBrush::Intersect(const CFrustum& frustum, CBrush& result) const
{
ENSURE(&result != this);
if (!frustum.GetNumPlanes())
{
result = *this;
return;
}
CBrush buf;
const CBrush* prev = this;
CBrush* next;
if (frustum.GetNumPlanes() & 1)
next = &result;
else
next = &buf;
for(size_t i = 0; i < frustum.GetNumPlanes(); ++i)
{
prev->Slice(frustum[i], *next);
prev = next;
if (prev == &buf)
next = &result;
else
next = &buf;
}
ENSURE(prev == &result);
}