forked from 0ad/0ad
492 lines
16 KiB
C++
492 lines
16 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. 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 General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Implementation of CBrush, a class representing a convex object
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*/
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#include "precompiled.h"
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#include "lib/ogl.h"
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#include <float.h>
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#include "Brush.h"
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#include "BoundingBoxAligned.h"
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#include "graphics/Frustum.h"
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#include "graphics/ShaderProgram.h"
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///////////////////////////////////////////////////////////////////////////////
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// Convert the given bounds into a brush
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CBrush::CBrush(const CBoundingBoxAligned& bounds)
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{
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m_Vertices.resize(8);
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for(size_t i = 0; i < 8; ++i)
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{
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m_Vertices[i][0] = bounds[(i & 1) ? 1 : 0][0]; // X
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m_Vertices[i][1] = bounds[(i & 2) ? 1 : 0][1]; // Y
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m_Vertices[i][2] = bounds[(i & 4) ? 1 : 0][2]; // Z
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}
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// construct cube face indices, 5 vertex indices per face (start vertex included twice)
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m_Faces.resize(30);
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m_Faces[0] = 0; m_Faces[1] = 1; m_Faces[2] = 3; m_Faces[3] = 2; m_Faces[4] = 0; // Z = min
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m_Faces[5] = 4; m_Faces[6] = 5; m_Faces[7] = 7; m_Faces[8] = 6; m_Faces[9] = 4; // Z = max
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m_Faces[10] = 0; m_Faces[11] = 2; m_Faces[12] = 6; m_Faces[13] = 4; m_Faces[14] = 0; // X = min
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m_Faces[15] = 1; m_Faces[16] = 3; m_Faces[17] = 7; m_Faces[18] = 5; m_Faces[19] = 1; // X = max
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m_Faces[20] = 0; m_Faces[21] = 1; m_Faces[22] = 5; m_Faces[23] = 4; m_Faces[24] = 0; // Y = min
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m_Faces[25] = 2; m_Faces[26] = 3; m_Faces[27] = 7; m_Faces[28] = 6; m_Faces[29] = 2; // Y = max
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}
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///////////////////////////////////////////////////////////////////////////////
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// Calculate bounds of this brush
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void CBrush::Bounds(CBoundingBoxAligned& result) const
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{
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result.SetEmpty();
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for(size_t i = 0; i < m_Vertices.size(); ++i)
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result += m_Vertices[i];
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}
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///////////////////////////////////////////////////////////////////////////////
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// Cut the brush according to a given plane
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/// Holds information about what happens to a single vertex in a brush during a slicing operation.
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struct SliceOpVertexInfo
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{
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float planeDist; ///< Signed distance from this vertex to the slicing plane.
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size_t resIdx; ///< Index of this vertex in the resulting brush (or NO_VERTEX if cut away)
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};
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/// Holds information about a newly introduced vertex on an edge in a brush as the result of a slicing operation.
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struct SliceOpNewVertexInfo
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{
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/// Indices of adjacent edge vertices in original brush
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size_t edgeIdx1, edgeIdx2;
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/// Index of newly introduced vertex in resulting brush
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size_t resIdx;
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/**
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* Index into SliceOpInfo.nvInfo; hold the indices of this new vertex's direct neighbours in the slicing plane face,
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* with no consistent winding direction around the face for either field (e.g., the neighb1 of X can point back to
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* X with either its neighb1 or neighb2).
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*/
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size_t neighbIdx1, neighbIdx2;
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};
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/// Holds support information during a CBrush/CPlane slicing operation.
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struct SliceOpInfo
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{
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CBrush* result;
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const CBrush* original;
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/**
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* Holds information about what happens to each vertex in the original brush after the slice operation.
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* Same size as m_Vertices of the brush getting sliced.
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*/
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std::vector<SliceOpVertexInfo> ovInfo;
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/// Holds information about newly inserted vertices during a slice operation.
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std::vector<SliceOpNewVertexInfo> nvInfo;
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/**
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* Indices into nvInfo; during the execution of the slicing algorithm, holds the previously inserted new vertex on
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* one of the edges of the face that's currently being evaluated for slice points, or NO_VERTEX if no such vertex
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* exists.
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*/
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size_t thisFaceNewVertexIdx;
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};
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struct CBrush::Helper
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{
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/**
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* Creates a new vertex between the given two vertices (indexed into the original brush).
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* Returns the index of the new vertex in the resulting brush.
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*/
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static size_t SliceNewVertex(SliceOpInfo& sliceInfo, size_t v1, size_t v2);
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};
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size_t CBrush::Helper::SliceNewVertex(SliceOpInfo& sliceOp, size_t edgeIdx1, size_t edgeIdx2)
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{
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// check if a new vertex has already been inserted on this edge
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size_t idx;
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for(idx = 0; idx < sliceOp.nvInfo.size(); ++idx)
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{
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if ((sliceOp.nvInfo[idx].edgeIdx1 == edgeIdx1 && sliceOp.nvInfo[idx].edgeIdx2 == edgeIdx2) ||
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(sliceOp.nvInfo[idx].edgeIdx1 == edgeIdx2 && sliceOp.nvInfo[idx].edgeIdx2 == edgeIdx1))
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break;
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}
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if (idx >= sliceOp.nvInfo.size())
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{
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// no previously inserted new vertex found on this edge; insert a new one
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SliceOpNewVertexInfo nvi;
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CVector3D newPos;
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// interpolate between the two vertices based on their distance from the plane
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float inv = 1.0 / (sliceOp.ovInfo[edgeIdx1].planeDist - sliceOp.ovInfo[edgeIdx2].planeDist);
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newPos = sliceOp.original->m_Vertices[edgeIdx2] * ( sliceOp.ovInfo[edgeIdx1].planeDist * inv) +
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sliceOp.original->m_Vertices[edgeIdx1] * (-sliceOp.ovInfo[edgeIdx2].planeDist * inv);
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nvi.edgeIdx1 = edgeIdx1;
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nvi.edgeIdx2 = edgeIdx2;
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nvi.resIdx = sliceOp.result->m_Vertices.size();
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nvi.neighbIdx1 = NO_VERTEX;
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nvi.neighbIdx2 = NO_VERTEX;
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sliceOp.result->m_Vertices.push_back(newPos);
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sliceOp.nvInfo.push_back(nvi);
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}
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// at this point, 'idx' is the index into nvInfo of the vertex inserted onto the edge
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if (sliceOp.thisFaceNewVertexIdx != NO_VERTEX)
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{
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// a vertex has been previously inserted onto another edge of this face; link them together as neighbours
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// (using whichever one of the neighbIdx1 or -2 links is still available)
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if (sliceOp.nvInfo[sliceOp.thisFaceNewVertexIdx].neighbIdx1 == NO_VERTEX)
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sliceOp.nvInfo[sliceOp.thisFaceNewVertexIdx].neighbIdx1 = idx;
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else
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sliceOp.nvInfo[sliceOp.thisFaceNewVertexIdx].neighbIdx2 = idx;
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if (sliceOp.nvInfo[idx].neighbIdx1 == NO_VERTEX)
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sliceOp.nvInfo[idx].neighbIdx1 = sliceOp.thisFaceNewVertexIdx;
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else
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sliceOp.nvInfo[idx].neighbIdx2 = sliceOp.thisFaceNewVertexIdx;
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// a plane should slice a face only in two locations, so reset for the next face
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sliceOp.thisFaceNewVertexIdx = NO_VERTEX;
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}
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else
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{
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// store the index of the inserted vertex on this edge, so that we can retrieve it when the plane slices
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// this face again in another edge
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sliceOp.thisFaceNewVertexIdx = idx;
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}
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return sliceOp.nvInfo[idx].resIdx;
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}
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void CBrush::Slice(const CPlane& plane, CBrush& result) const
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{
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ENSURE(&result != this);
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SliceOpInfo sliceOp;
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sliceOp.original = this;
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sliceOp.result = &result;
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sliceOp.thisFaceNewVertexIdx = NO_VERTEX;
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sliceOp.ovInfo.resize(m_Vertices.size());
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sliceOp.nvInfo.reserve(m_Vertices.size() / 2);
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result.m_Vertices.resize(0); // clear any left-overs
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result.m_Faces.resize(0);
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result.m_Vertices.reserve(m_Vertices.size() + 2);
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result.m_Faces.reserve(m_Faces.size() + 5);
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// Copy vertices that weren't sliced away by the plane to the resulting brush.
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for(size_t i = 0; i < m_Vertices.size(); ++i)
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{
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const CVector3D& vtx = m_Vertices[i]; // current vertex
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SliceOpVertexInfo& vtxInfo = sliceOp.ovInfo[i]; // slicing operation info about current vertex
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vtxInfo.planeDist = plane.DistanceToPlane(vtx);
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if (vtxInfo.planeDist >= 0.0)
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{
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// positive side of the plane; not sliced away
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vtxInfo.resIdx = result.m_Vertices.size();
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result.m_Vertices.push_back(vtx);
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}
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else
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{
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// other side of the plane; sliced away
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vtxInfo.resIdx = NO_VERTEX;
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}
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}
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// Transfer faces. (Recall how faces are specified; see CBrush::m_Faces). The idea is to examine each face separately,
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// and see where its edges cross the slicing plane (meaning that exactly one of the vertices of that edge was cut away).
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// On those edges, new vertices are introduced where the edge intersects the plane, and the resulting brush's m_Faces
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// array is updated to refer to the newly inserted vertices instead of the original one that got cut away.
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size_t currentFaceStartIdx = NO_VERTEX; // index of the first vertex of the current face in the original brush
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size_t resultFaceStartIdx = NO_VERTEX; // index of the first vertex of the current face in the resulting brush
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for(size_t i = 0; i < m_Faces.size(); ++i)
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{
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if (currentFaceStartIdx == NO_VERTEX)
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{
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// starting a new face
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ENSURE(sliceOp.thisFaceNewVertexIdx == NO_VERTEX);
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currentFaceStartIdx = m_Faces[i];
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resultFaceStartIdx = result.m_Faces.size();
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continue;
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}
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size_t prevIdx = m_Faces[i-1]; // index of previous vertex in this face list
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size_t curIdx = m_Faces[i]; // index of current vertex in this face list
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if (sliceOp.ovInfo[prevIdx].resIdx == NO_VERTEX)
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{
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// previous face vertex got sliced away by the plane; see if the edge (prev,current) crosses the slicing plane
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if (sliceOp.ovInfo[curIdx].resIdx != NO_VERTEX)
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{
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// re-entering the front side of the plane; insert vertex on intersection of plane and (prev,current) edge
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result.m_Faces.push_back(Helper::SliceNewVertex(sliceOp, prevIdx, curIdx));
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result.m_Faces.push_back(sliceOp.ovInfo[curIdx].resIdx);
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}
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}
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else
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{
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// previous face vertex didn't get sliced away; see if the edge (prev,current) crosses the slicing plane
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if (sliceOp.ovInfo[curIdx].resIdx != NO_VERTEX)
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{
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// perfectly normal edge; doesn't cross the plane
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result.m_Faces.push_back(sliceOp.ovInfo[curIdx].resIdx);
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}
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else
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{
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// leaving the front side of the plane; insert vertex on intersection of plane and edge (prev, current)
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result.m_Faces.push_back(Helper::SliceNewVertex(sliceOp, prevIdx, curIdx));
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}
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}
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// if we're back at the first vertex of the current face, then we've completed the face
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if (curIdx == currentFaceStartIdx)
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{
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// close the index loop
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if (result.m_Faces.size() > resultFaceStartIdx)
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result.m_Faces.push_back(result.m_Faces[resultFaceStartIdx]);
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currentFaceStartIdx = NO_VERTEX; // start a new face
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}
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}
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ENSURE(currentFaceStartIdx == NO_VERTEX);
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// Create the face that lies in the slicing plane. Remember, all the intersections of the slicing plane with face
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// edges of the brush have been stored in sliceOp.nvInfo by the SliceNewVertex function, and refer to their direct
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// neighbours in the slicing plane face using the neighbIdx1 and neighbIdx2 fields (in no consistent winding order).
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if (sliceOp.nvInfo.size())
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{
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// push the starting vertex
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result.m_Faces.push_back(sliceOp.nvInfo[0].resIdx);
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// At this point, there is no consistent winding order in the neighbX fields, so at each vertex we need to figure
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// out whether neighb1 or neighb2 points 'onwards' along the face, according to an initially chosen winding direction.
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// (or, equivalently, which one points back to the one we were just at). At each vertex, we then set neighb1 to be the
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// one to point onwards, deleting any pointers which we no longer need to complete the trace.
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size_t idx;
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size_t prev = 0;
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idx = sliceOp.nvInfo[0].neighbIdx2; // pick arbitrary starting direction
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sliceOp.nvInfo[0].neighbIdx2 = NO_VERTEX;
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while(idx != 0)
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{
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ENSURE(idx < sliceOp.nvInfo.size());
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if (idx >= sliceOp.nvInfo.size())
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break;
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if (sliceOp.nvInfo[idx].neighbIdx1 == prev)
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{
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// neighb1 is pointing the wrong way; we want to normalize it to point onwards in the direction
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// we initially chose, so swap it with neighb2 and delete neighb2 (no longer needed)
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sliceOp.nvInfo[idx].neighbIdx1 = sliceOp.nvInfo[idx].neighbIdx2;
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sliceOp.nvInfo[idx].neighbIdx2 = NO_VERTEX;
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}
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else
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{
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// neighb1 isn't pointing to the previous vertex, so neighb2 must be (otherwise a pair of vertices failed to
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// get paired properly during face/plane slicing).
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ENSURE(sliceOp.nvInfo[idx].neighbIdx2 == prev);
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sliceOp.nvInfo[idx].neighbIdx2 = NO_VERTEX;
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}
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result.m_Faces.push_back(sliceOp.nvInfo[idx].resIdx);
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// move to next vertex; neighb1 has been normalized to point onward
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prev = idx;
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idx = sliceOp.nvInfo[idx].neighbIdx1;
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sliceOp.nvInfo[prev].neighbIdx1 = NO_VERTEX; // no longer needed, we've moved on
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}
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// push starting vertex again to close the shape
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result.m_Faces.push_back(sliceOp.nvInfo[0].resIdx);
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// Intersect with frustum by repeated slicing
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void CBrush::Intersect(const CFrustum& frustum, CBrush& result) const
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{
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ENSURE(&result != this);
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if (!frustum.GetNumPlanes())
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{
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result = *this;
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return;
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}
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CBrush buf;
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const CBrush* prev = this;
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CBrush* next;
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// Repeatedly slice this brush with each plane of the frustum, alternating between 'result' and 'buf' to
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// save intermediate results. Set up the starting brush so that the final version always ends up in 'result'.
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if (frustum.GetNumPlanes() & 1)
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next = &result;
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else
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next = &buf;
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for(size_t i = 0; i < frustum.GetNumPlanes(); ++i)
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{
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prev->Slice(frustum[i], *next);
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prev = next;
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if (prev == &buf)
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next = &result;
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else
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next = &buf;
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}
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ENSURE(prev == &result);
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}
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std::vector<CVector3D> CBrush::GetVertices() const
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{
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return m_Vertices;
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}
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void CBrush::GetFaces(std::vector<std::vector<size_t> >& out) const
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{
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// split the back-to-back faces into separate face vectors, so that they're in a
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// user-friendlier format than the back-to-back vertex index array
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// i.e. split 'x--xy------yz----z' into 'x--x', 'y-------y', 'z---z'
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size_t faceStartIdx = 0;
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while (faceStartIdx < m_Faces.size())
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{
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// start new face
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std::vector<size_t> singleFace;
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singleFace.push_back(m_Faces[faceStartIdx]);
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// step over all the values in the face until we hit the starting value again (which closes the face)
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size_t j = faceStartIdx + 1;
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while (j < m_Faces.size() && m_Faces[j] != m_Faces[faceStartIdx])
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{
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singleFace.push_back(m_Faces[j]);
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j++;
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}
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// each face must be closed by the same value that started it
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ENSURE(m_Faces[faceStartIdx] == m_Faces[j]);
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singleFace.push_back(m_Faces[j]);
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out.push_back(singleFace);
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faceStartIdx = j + 1;
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}
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}
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void CBrush::Render(CShaderProgramPtr& shader) const
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{
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std::vector<float> data;
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std::vector<std::vector<size_t> > faces;
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GetFaces(faces);
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#define ADD_VERT(a) \
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STMT( \
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data.push_back(u); \
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data.push_back(v); \
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data.push_back(m_Vertices[faces[i][a]].X); \
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data.push_back(m_Vertices[faces[i][a]].Y); \
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data.push_back(m_Vertices[faces[i][a]].Z); \
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)
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for (size_t i = 0; i < faces.size(); ++i)
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{
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// Triangulate into (0,1,2), (0,2,3), ...
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for (size_t j = 1; j < faces[i].size() - 2; ++j)
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{
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float u = 0;
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float v = 0;
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ADD_VERT(0);
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ADD_VERT(j);
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ADD_VERT(j+1);
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}
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}
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#undef ADD_VERT
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shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 5*sizeof(float), &data[0]);
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shader->VertexPointer(3, GL_FLOAT, 5*sizeof(float), &data[2]);
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shader->AssertPointersBound();
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glDrawArrays(GL_TRIANGLES, 0, data.size() / 5);
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}
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void CBrush::RenderOutline(CShaderProgramPtr& shader) const
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{
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std::vector<float> data;
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std::vector<std::vector<size_t> > faces;
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GetFaces(faces);
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#define ADD_VERT(a) \
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STMT( \
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data.push_back(u); \
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data.push_back(v); \
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data.push_back(m_Vertices[faces[i][a]].X); \
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data.push_back(m_Vertices[faces[i][a]].Y); \
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data.push_back(m_Vertices[faces[i][a]].Z); \
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)
|
|
|
|
for (size_t i = 0; i < faces.size(); ++i)
|
|
{
|
|
for (size_t j = 0; j < faces[i].size() - 1; ++j)
|
|
{
|
|
float u = 0;
|
|
float v = 0;
|
|
ADD_VERT(j);
|
|
ADD_VERT(j+1);
|
|
}
|
|
}
|
|
|
|
#undef ADD_VERT
|
|
|
|
shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 5*sizeof(float), &data[0]);
|
|
shader->VertexPointer(3, GL_FLOAT, 5*sizeof(float), &data[2]);
|
|
|
|
shader->AssertPointersBound();
|
|
glDrawArrays(GL_LINES, 0, data.size() / 5);
|
|
}
|