2004-06-03 20:38:14 +02:00
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#include "precompiled.h"
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2004-05-30 02:46:58 +02:00
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#include <assert.h>
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#include <algorithm>
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#include "res/tex.h"
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#include "Renderer.h"
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#include "TransparencyRenderer.h"
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#include "ModelRData.h"
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#include "Model.h"
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CModelRData::CModelRData(CModel* model)
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: m_Model(model), m_Vertices(0), m_Normals(0), m_Indices(0), m_VB(0), m_Flags(0)
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{
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assert(model);
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// build all data now
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Build();
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}
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CModelRData::~CModelRData()
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{
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delete[] m_Indices;
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delete[] m_Vertices;
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delete[] m_Normals;
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if (m_VB) {
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glGenBuffersARB(1,(GLuint*) &m_VB);
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}
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}
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void CModelRData::Build()
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{
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// build data
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BuildVertices();
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BuildIndices();
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// force a texture load on models texture
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g_Renderer.LoadTexture(m_Model->GetTexture(),GL_CLAMP_TO_EDGE);
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// setup model render flags
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if (g_Renderer.IsTextureTransparent(m_Model->GetTexture())) {
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m_Flags|=MODELRDATA_FLAG_TRANSPARENT;
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}
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}
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void CModelRData::BuildIndices()
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{
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CModelDef* mdef=m_Model->GetModelDef();
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// allocate indices if we haven't got any already
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if (!m_Indices) {
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m_Indices=new u16[mdef->GetNumFaces()*3];
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}
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// build indices
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u32 indices=0;
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SModelFace* faces=mdef->GetFaces();
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for (int j=0; j<mdef->GetNumFaces(); j++) {
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SModelFace& face=faces[j];
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m_Indices[indices++]=face.m_Verts[0];
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m_Indices[indices++]=face.m_Verts[1];
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m_Indices[indices++]=face.m_Verts[2];
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}
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}
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inline int clamp(int x,int min,int max)
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{
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if (x<min) return min;
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else if (x>max) return max;
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else return x;
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}
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static SColor4ub ConvertColor(const RGBColor& src)
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{
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SColor4ub result;
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result.R=clamp(int(src.X*255),0,255);
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result.G=clamp(int(src.Y*255),0,255);
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result.B=clamp(int(src.Z*255),0,255);
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result.A=0xff;
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return result;
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}
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static CVector3D SkinPoint(const SModelVertex& vertex,const CMatrix3D* matrices)
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{
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CVector3D result(0,0,0),tmp;
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for (u32 i=0;vertex.m_Blend.m_Bone[i]!=0xff && i<SVertexBlend::SIZE;i++) {
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const CMatrix3D& m=matrices[vertex.m_Blend.m_Bone[i]];
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m.Transform(vertex.m_Coords,tmp);
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result+=tmp*vertex.m_Blend.m_Weight[i];
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}
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return result;
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}
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static CVector3D SkinNormal(const SModelVertex& vertex,const CMatrix3D* invmatrices)
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{
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CVector3D result(0,0,0),tmp;
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for (u32 i=0;vertex.m_Blend.m_Bone[i]!=0xff && i<SVertexBlend::SIZE;i++) {
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const CMatrix3D& m=invmatrices[vertex.m_Blend.m_Bone[i]];
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m.RotateTransposed(vertex.m_Norm,tmp);
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result+=tmp*vertex.m_Blend.m_Weight[i];
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}
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return result;
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}
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void CModelRData::BuildVertices()
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{
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CModelDef* mdef=m_Model->GetModelDef();
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// allocate vertices if we haven't got any already
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if (!m_Vertices) {
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m_Vertices=new SVertex[mdef->GetNumVertices()];
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m_Normals=new CVector3D[mdef->GetNumVertices()];
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}
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// build vertices
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u32 numVertices=mdef->GetNumVertices();
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SModelVertex* vertices=mdef->GetVertices();
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if (m_Model->GetBoneMatrices()) {
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// boned model - calculate skinned vertex positions/normals
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for (uint j=0; j<numVertices; j++) {
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m_Vertices[j].m_Position=SkinPoint(vertices[j],m_Model->GetBoneMatrices());
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m_Normals[j]=SkinNormal(vertices[j],m_Model->GetInvBoneMatrices());
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}
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} else {
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// just copy regular positions, transform normals to world space
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const CMatrix3D& trans=m_Model->GetInvTransform();
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for (uint j=0; j<numVertices; j++) {
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m_Vertices[j].m_Position=vertices[j].m_Coords;
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m_Normals[j]=trans.RotateTransposed(vertices[j].m_Norm);
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}
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}
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// now fill in UV and vertex colour data
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for (uint j=0; j<numVertices; j++) {
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m_Vertices[j].m_UVs[0]=vertices[j].m_U;
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m_Vertices[j].m_UVs[1]=1-vertices[j].m_V;
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g_Renderer.m_SHCoeffsUnits.Evaluate(m_Normals[j],m_Vertices[j].m_Color);
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}
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if (g_Renderer.m_Caps.m_VBO) {
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if (!m_VB) {
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glGenBuffersARB(1,(GLuint*) &m_VB);
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glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_VB);
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glBufferDataARB(GL_ARRAY_BUFFER_ARB,mdef->GetNumVertices()*sizeof(SVertex),0,mdef->GetNumBones() ? GL_DYNAMIC_DRAW_ARB : GL_STATIC_DRAW_ARB);
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}
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glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_VB);
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glBufferSubDataARB(GL_ARRAY_BUFFER_ARB,0,mdef->GetNumVertices()*sizeof(SVertex),m_Vertices);
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}
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}
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void CModelRData::RenderStreams(u32 streamflags,bool transparentPass)
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{
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// ignore transparent passes if this is a transparent object
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if (!transparentPass && (m_Flags & MODELRDATA_FLAG_TRANSPARENT)) {
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return;
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}
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CModelDef* mdldef=(CModelDef*) m_Model->GetModelDef();
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if (streamflags & STREAM_UV0) g_Renderer.SetTexture(0,m_Model->GetTexture());
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u8* base;
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if (g_Renderer.m_Caps.m_VBO) {
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glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_VB);
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base=0;
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} else {
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base=(u8*) &m_Vertices[0];
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}
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// set vertex pointers
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u32 stride=sizeof(SVertex);
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glVertexPointer(3,GL_FLOAT,stride,base+offsetof(SVertex,m_Position));
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if (streamflags & STREAM_COLOR) glColorPointer(3,GL_FLOAT,stride,base+offsetof(SVertex,m_Color));
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if (streamflags & STREAM_UV0) glTexCoordPointer(2,GL_FLOAT,stride,base+offsetof(SVertex,m_UVs));
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// render the lot
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u32 numFaces=mdldef->GetNumFaces();
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// glDrawRangeElements(GL_TRIANGLES,0,mdldef->GetNumVertices(),numFaces*3,GL_UNSIGNED_SHORT,m_Indices);
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glDrawElements(GL_TRIANGLES,numFaces*3,GL_UNSIGNED_SHORT,m_Indices);
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// bump stats
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g_Renderer.m_Stats.m_DrawCalls++;
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if (transparentPass) {
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g_Renderer.m_Stats.m_TransparentTris+=numFaces;
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} else {
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g_Renderer.m_Stats.m_ModelTris+=numFaces;
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}
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}
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void CModelRData::Update()
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{
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if (m_UpdateFlags!=0) {
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// renderdata changed : rebuild necessary portions
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if (m_UpdateFlags & RENDERDATA_UPDATE_VERTICES) {
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BuildVertices();
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}
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if (m_UpdateFlags & RENDERDATA_UPDATE_INDICES) {
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BuildIndices();
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}
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m_UpdateFlags=0;
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}
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}
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typedef std::pair<int,float> IntFloatPair;
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static std::vector<IntFloatPair> IndexSorter;
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struct SortFacesByDist {
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bool operator()(const IntFloatPair& lhs,const IntFloatPair& rhs) {
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return lhs.second>rhs.second ? true : false;
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}
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};
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float CModelRData::BackToFrontIndexSort(CMatrix3D& objToCam)
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{
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float mindist=1.0e30f;
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CVector3D osvtx,csvtx;
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CModelDef* mdldef=(CModelDef*) m_Model->GetModelDef();
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SModelVertex* vtxs=mdldef->GetVertices();
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u32 numFaces=mdldef->GetNumFaces();
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SModelFace* faces=mdldef->GetFaces();
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IndexSorter.reserve(numFaces);
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SModelFace* facePtr=faces;
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u32 i;
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for (i=0;i<numFaces;i++)
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{
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osvtx=vtxs[facePtr->m_Verts[0]].m_Coords;
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osvtx+=vtxs[facePtr->m_Verts[1]].m_Coords;
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osvtx+=vtxs[facePtr->m_Verts[2]].m_Coords;
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osvtx*=1.0f/3.0f;
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csvtx=objToCam.Transform(osvtx);
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float distsqrd=SQR(csvtx.X)+SQR(csvtx.Y)+SQR(csvtx.Z);
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if (distsqrd<mindist) mindist=distsqrd;
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IndexSorter.push_back(IntFloatPair(i,distsqrd));
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facePtr++;
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}
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std::sort(IndexSorter.begin(),IndexSorter.end(),SortFacesByDist());
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// now build index list
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u32 indices=0;
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for (i=0;i<numFaces;i++) {
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SModelFace& face=faces[IndexSorter[i].first];
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m_Indices[indices++]=face.m_Verts[0];
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m_Indices[indices++]=face.m_Verts[1];
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m_Indices[indices++]=face.m_Verts[2];
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}
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// clear list for next call
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IndexSorter.clear();
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return mindist;
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}
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