forked from 0ad/0ad
Ykkrosh
b1b96a89d6
Previously we had a single culling frustum based on the main camera, and any object outside the frustum would never get rendered, even if it should actually contribute to shadows or reflections/refractions. This caused ugly pop-in effects in the shadows and reflections while scrolling. Extend the renderer to support multiple cull groups, each with a separate frustum and with separate lists of submitted objects, so that shadows and reflections will render the correctly culled sets of objects. Update the shadow map generation to compute the (hopefully) correct bounds and matrices for this new scheme. Include terrain patches in the shadow bounds, so hills can cast shadows correctly. Remove the code that tried to render objects slightly outside the camera frustum in order to reduce the pop-in effect, since that was a workaround for the lack of a proper fix. Remove the model/patch filtering code, which was used to cull objects that were in the normal camera frustum but should be excluded from reflections/refractions, since that's redundant now too. Inline DistanceToPlane to save a few hundred usecs per frame inside CCmpUnitRenderer::RenderSubmit. Fixes #504, #579. This was SVN commit r15445.
439 lines
13 KiB
C++
439 lines
13 KiB
C++
/* Copyright (C) 2010 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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* CCamera holds a view and a projection matrix. It also has a frustum
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* which can be used to cull objects for rendering.
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*/
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#include "precompiled.h"
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#include "Camera.h"
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#include "graphics/HFTracer.h"
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#include "graphics/Terrain.h"
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#include "lib/ogl.h"
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#include "maths/MathUtil.h"
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#include "maths/Vector4D.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "renderer/Renderer.h"
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#include "renderer/WaterManager.h"
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CCamera::CCamera()
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{
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// set viewport to something anything should handle, but should be initialised
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// to window size before use
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m_ViewPort.m_X = 0;
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m_ViewPort.m_Y = 0;
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m_ViewPort.m_Width = 800;
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m_ViewPort.m_Height = 600;
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}
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CCamera::~CCamera()
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{
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}
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void CCamera::SetProjection(float nearp, float farp, float fov)
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{
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m_NearPlane = nearp;
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m_FarPlane = farp;
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m_FOV = fov;
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float aspect = (float)m_ViewPort.m_Width/(float)m_ViewPort.m_Height;
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float f = 1.0f/tanf(m_FOV/2);
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m_ProjMat.SetZero ();
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m_ProjMat._11 = f/aspect;
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m_ProjMat._22 = f;
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m_ProjMat._33 = -(m_FarPlane+m_NearPlane)/(m_NearPlane-m_FarPlane);
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m_ProjMat._34 = 2*m_FarPlane*m_NearPlane/(m_NearPlane-m_FarPlane);
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m_ProjMat._43 = 1.0f;
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}
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void CCamera::SetProjectionTile(int tiles, int tile_x, int tile_y)
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{
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float aspect = (float)m_ViewPort.m_Width/(float)m_ViewPort.m_Height;
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float f = 1.0f/tanf(m_FOV/2);
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m_ProjMat._11 = tiles*f/aspect;
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m_ProjMat._22 = tiles*f;
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m_ProjMat._13 = -(1-tiles + 2*tile_x);
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m_ProjMat._23 = -(1-tiles + 2*tile_y);
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}
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//Updates the frustum planes. Should be called
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//everytime the view or projection matrices are
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//altered.
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void CCamera::UpdateFrustum(const CBoundingBoxAligned& scissor)
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{
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CMatrix3D MatFinal;
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CMatrix3D MatView;
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m_Orientation.GetInverse(MatView);
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MatFinal = m_ProjMat * MatView;
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m_ViewFrustum.SetNumPlanes(6);
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// get the RIGHT plane
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m_ViewFrustum.m_aPlanes[0].m_Norm.X = scissor[1].X*MatFinal._41 - MatFinal._11;
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m_ViewFrustum.m_aPlanes[0].m_Norm.Y = scissor[1].X*MatFinal._42 - MatFinal._12;
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m_ViewFrustum.m_aPlanes[0].m_Norm.Z = scissor[1].X*MatFinal._43 - MatFinal._13;
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m_ViewFrustum.m_aPlanes[0].m_Dist = scissor[1].X*MatFinal._44 - MatFinal._14;
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// get the LEFT plane
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m_ViewFrustum.m_aPlanes[1].m_Norm.X = -scissor[0].X*MatFinal._41 + MatFinal._11;
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m_ViewFrustum.m_aPlanes[1].m_Norm.Y = -scissor[0].X*MatFinal._42 + MatFinal._12;
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m_ViewFrustum.m_aPlanes[1].m_Norm.Z = -scissor[0].X*MatFinal._43 + MatFinal._13;
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m_ViewFrustum.m_aPlanes[1].m_Dist = -scissor[0].X*MatFinal._44 + MatFinal._14;
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// get the BOTTOM plane
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m_ViewFrustum.m_aPlanes[2].m_Norm.X = -scissor[0].Y*MatFinal._41 + MatFinal._21;
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m_ViewFrustum.m_aPlanes[2].m_Norm.Y = -scissor[0].Y*MatFinal._42 + MatFinal._22;
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m_ViewFrustum.m_aPlanes[2].m_Norm.Z = -scissor[0].Y*MatFinal._43 + MatFinal._23;
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m_ViewFrustum.m_aPlanes[2].m_Dist = -scissor[0].Y*MatFinal._44 + MatFinal._24;
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// get the TOP plane
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m_ViewFrustum.m_aPlanes[3].m_Norm.X = scissor[1].Y*MatFinal._41 - MatFinal._21;
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m_ViewFrustum.m_aPlanes[3].m_Norm.Y = scissor[1].Y*MatFinal._42 - MatFinal._22;
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m_ViewFrustum.m_aPlanes[3].m_Norm.Z = scissor[1].Y*MatFinal._43 - MatFinal._23;
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m_ViewFrustum.m_aPlanes[3].m_Dist = scissor[1].Y*MatFinal._44 - MatFinal._24;
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// get the FAR plane
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m_ViewFrustum.m_aPlanes[4].m_Norm.X = scissor[1].Z*MatFinal._41 - MatFinal._31;
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m_ViewFrustum.m_aPlanes[4].m_Norm.Y = scissor[1].Z*MatFinal._42 - MatFinal._32;
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m_ViewFrustum.m_aPlanes[4].m_Norm.Z = scissor[1].Z*MatFinal._43 - MatFinal._33;
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m_ViewFrustum.m_aPlanes[4].m_Dist = scissor[1].Z*MatFinal._44 - MatFinal._34;
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// get the NEAR plane
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m_ViewFrustum.m_aPlanes[5].m_Norm.X = -scissor[0].Z*MatFinal._41 + MatFinal._31;
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m_ViewFrustum.m_aPlanes[5].m_Norm.Y = -scissor[0].Z*MatFinal._42 + MatFinal._32;
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m_ViewFrustum.m_aPlanes[5].m_Norm.Z = -scissor[0].Z*MatFinal._43 + MatFinal._33;
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m_ViewFrustum.m_aPlanes[5].m_Dist = -scissor[0].Z*MatFinal._44 + MatFinal._34;
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for (size_t i = 0; i < 6; ++i)
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m_ViewFrustum.m_aPlanes[i].Normalize();
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}
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void CCamera::ClipFrustum(const CPlane& clipPlane)
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{
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CPlane normClipPlane = clipPlane;
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normClipPlane.Normalize();
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m_ViewFrustum.AddPlane(normClipPlane);
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}
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void CCamera::SetViewPort(const SViewPort& viewport)
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{
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m_ViewPort.m_X = viewport.m_X;
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m_ViewPort.m_Y = viewport.m_Y;
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m_ViewPort.m_Width = viewport.m_Width;
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m_ViewPort.m_Height = viewport.m_Height;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// GetCameraPlanePoints: return four points in camera space at given distance from camera
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void CCamera::GetCameraPlanePoints(float dist, CVector3D pts[4]) const
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{
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float aspect = float(m_ViewPort.m_Width)/float(m_ViewPort.m_Height);
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float x = dist*aspect*tanf(m_FOV*0.5f);
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float y = dist*tanf(m_FOV*0.5f);
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pts[0].X = -x;
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pts[0].Y = -y;
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pts[0].Z = dist;
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pts[1].X = x;
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pts[1].Y = -y;
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pts[1].Z = dist;
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pts[2].X = x;
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pts[2].Y = y;
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pts[2].Z = dist;
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pts[3].X = -x;
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pts[3].Y = y;
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pts[3].Z = dist;
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}
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void CCamera::BuildCameraRay(int px, int py, CVector3D& origin, CVector3D& dir) const
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{
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CVector3D cPts[4];
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GetCameraPlanePoints(m_FarPlane, cPts);
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// transform to world space
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CVector3D wPts[4];
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for (int i = 0; i < 4; i++)
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wPts[i] = m_Orientation.Transform(cPts[i]);
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// get world space position of mouse point
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float dx = (float)px / (float)g_Renderer.GetWidth();
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float dz = 1 - (float)py / (float)g_Renderer.GetHeight();
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CVector3D vdx = wPts[1] - wPts[0];
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CVector3D vdz = wPts[3] - wPts[0];
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CVector3D pt = wPts[0] + (vdx * dx) + (vdz * dz);
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// copy origin
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origin = m_Orientation.GetTranslation();
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// build direction
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dir = pt - origin;
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dir.Normalize();
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}
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void CCamera::GetScreenCoordinates(const CVector3D& world, float& x, float& y) const
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{
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CMatrix3D transform = m_ProjMat * m_Orientation.GetInverse();
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CVector4D screenspace = transform.Transform(CVector4D(world.X, world.Y, world.Z, 1.0f));
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x = screenspace.X / screenspace.W;
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y = screenspace.Y / screenspace.W;
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x = (x + 1) * 0.5f * g_Renderer.GetWidth();
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y = (1 - y) * 0.5f * g_Renderer.GetHeight();
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}
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CVector3D CCamera::GetWorldCoordinates(int px, int py, bool aboveWater) const
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{
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CHFTracer tracer(g_Game->GetWorld()->GetTerrain());
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int x, z;
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CVector3D origin, dir, delta, terrainPoint, waterPoint;
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BuildCameraRay(px, py, origin, dir);
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bool gotTerrain = tracer.RayIntersect(origin, dir, x, z, terrainPoint);
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if (!aboveWater)
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{
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if (gotTerrain)
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return terrainPoint;
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// Off the edge of the world?
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// Work out where it /would/ hit, if the map were extended out to infinity with average height.
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return GetWorldCoordinates(px, py, 50.0f);
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}
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CPlane plane;
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plane.Set(CVector3D(0.f, 1.f, 0.f), // upwards normal
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CVector3D(0.f, g_Renderer.GetWaterManager()->m_WaterHeight, 0.f)); // passes through water plane
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bool gotWater = plane.FindRayIntersection( origin, dir, &waterPoint );
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// Clamp the water intersection to within the map's bounds, so that
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// we'll always return a valid position on the map
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ssize_t mapSize = g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide();
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if (gotWater)
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{
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waterPoint.X = clamp(waterPoint.X, 0.f, (float)((mapSize-1)*TERRAIN_TILE_SIZE));
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waterPoint.Z = clamp(waterPoint.Z, 0.f, (float)((mapSize-1)*TERRAIN_TILE_SIZE));
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}
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if (gotTerrain)
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{
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if (gotWater)
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{
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// Intersecting both heightmap and water plane; choose the closest of those
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if ((origin - terrainPoint).LengthSquared() < (origin - waterPoint).LengthSquared())
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return terrainPoint;
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else
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return waterPoint;
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}
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else
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{
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// Intersecting heightmap but parallel to water plane
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return terrainPoint;
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}
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}
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else
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{
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if (gotWater)
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{
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// Only intersecting water plane
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return waterPoint;
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}
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else
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{
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// Not intersecting terrain or water; just return 0,0,0.
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return CVector3D(0.f, 0.f, 0.f);
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}
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}
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}
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CVector3D CCamera::GetWorldCoordinates(int px, int py, float h) const
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{
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CPlane plane;
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plane.Set(CVector3D(0.f, 1.f, 0.f), CVector3D(0.f, h, 0.f)); // upwards normal, passes through h
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CVector3D origin, dir, delta, currentTarget;
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BuildCameraRay(px, py, origin, dir);
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if (plane.FindRayIntersection(origin, dir, ¤tTarget))
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return currentTarget;
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// No intersection with the infinite plane - nothing sensible can be returned,
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// so just choose an arbitrary point on the plane
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return CVector3D(0.f, h, 0.f);
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}
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CVector3D CCamera::GetFocus() const
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{
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// Basically the same as GetWorldCoordinates
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CHFTracer tracer(g_Game->GetWorld()->GetTerrain());
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int x, z;
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CVector3D origin, dir, delta, terrainPoint, waterPoint;
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origin = m_Orientation.GetTranslation();
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dir = m_Orientation.GetIn();
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bool gotTerrain = tracer.RayIntersect(origin, dir, x, z, terrainPoint);
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CPlane plane;
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plane.Set(CVector3D(0.f, 1.f, 0.f), // upwards normal
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CVector3D(0.f, g_Renderer.GetWaterManager()->m_WaterHeight, 0.f)); // passes through water plane
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bool gotWater = plane.FindRayIntersection( origin, dir, &waterPoint );
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// Clamp the water intersection to within the map's bounds, so that
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// we'll always return a valid position on the map
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ssize_t mapSize = g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide();
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if (gotWater)
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{
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waterPoint.X = clamp(waterPoint.X, 0.f, (float)((mapSize-1)*TERRAIN_TILE_SIZE));
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waterPoint.Z = clamp(waterPoint.Z, 0.f, (float)((mapSize-1)*TERRAIN_TILE_SIZE));
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}
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if (gotTerrain)
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{
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if (gotWater)
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{
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// Intersecting both heightmap and water plane; choose the closest of those
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if ((origin - terrainPoint).LengthSquared() < (origin - waterPoint).LengthSquared())
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return terrainPoint;
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else
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return waterPoint;
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}
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else
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{
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// Intersecting heightmap but parallel to water plane
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return terrainPoint;
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}
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}
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else
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{
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if (gotWater)
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{
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// Only intersecting water plane
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return waterPoint;
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}
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else
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{
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// Not intersecting terrain or water; just return 0,0,0.
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return CVector3D(0.f, 0.f, 0.f);
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}
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}
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}
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void CCamera::LookAt(const CVector3D& camera, const CVector3D& target, const CVector3D& up)
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{
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CVector3D delta = target - camera;
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LookAlong(camera, delta, up);
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}
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void CCamera::LookAlong(CVector3D camera, CVector3D orientation, CVector3D up)
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{
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orientation.Normalize();
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up.Normalize();
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CVector3D s = orientation.Cross(up);
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m_Orientation._11 = -s.X; m_Orientation._12 = up.X; m_Orientation._13 = orientation.X; m_Orientation._14 = camera.X;
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m_Orientation._21 = -s.Y; m_Orientation._22 = up.Y; m_Orientation._23 = orientation.Y; m_Orientation._24 = camera.Y;
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m_Orientation._31 = -s.Z; m_Orientation._32 = up.Z; m_Orientation._33 = orientation.Z; m_Orientation._34 = camera.Z;
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m_Orientation._41 = 0.0f; m_Orientation._42 = 0.0f; m_Orientation._43 = 0.0f; m_Orientation._44 = 1.0f;
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}
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///////////////////////////////////////////////////////////////////////////////////
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// Render the camera's frustum
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void CCamera::Render(int intermediates) const
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{
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#if CONFIG2_GLES
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#warning TODO: implement camera frustum for GLES
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#else
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CVector3D nearPoints[4];
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CVector3D farPoints[4];
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GetCameraPlanePoints(m_NearPlane, nearPoints);
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GetCameraPlanePoints(m_FarPlane, farPoints);
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for(int i = 0; i < 4; i++)
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{
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nearPoints[i] = m_Orientation.Transform(nearPoints[i]);
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farPoints[i] = m_Orientation.Transform(farPoints[i]);
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}
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// near plane
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glBegin(GL_POLYGON);
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glVertex3fv(&nearPoints[0].X);
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glVertex3fv(&nearPoints[1].X);
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glVertex3fv(&nearPoints[2].X);
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glVertex3fv(&nearPoints[3].X);
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glEnd();
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// far plane
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glBegin(GL_POLYGON);
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glVertex3fv(&farPoints[0].X);
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glVertex3fv(&farPoints[1].X);
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glVertex3fv(&farPoints[2].X);
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glVertex3fv(&farPoints[3].X);
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glEnd();
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// connection lines
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glBegin(GL_QUAD_STRIP);
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glVertex3fv(&nearPoints[0].X);
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glVertex3fv(&farPoints[0].X);
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glVertex3fv(&nearPoints[1].X);
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glVertex3fv(&farPoints[1].X);
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glVertex3fv(&nearPoints[2].X);
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glVertex3fv(&farPoints[2].X);
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glVertex3fv(&nearPoints[3].X);
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glVertex3fv(&farPoints[3].X);
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glVertex3fv(&nearPoints[0].X);
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glVertex3fv(&farPoints[0].X);
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glEnd();
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// intermediate planes
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CVector3D intermediatePoints[4];
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for(int i = 0; i < intermediates; ++i)
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{
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float t = (i+1.0)/(intermediates+1.0);
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for(int j = 0; j < 4; ++j)
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intermediatePoints[j] = nearPoints[j]*t + farPoints[j]*(1.0-t);
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glBegin(GL_POLYGON);
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glVertex3fv(&intermediatePoints[0].X);
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glVertex3fv(&intermediatePoints[1].X);
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glVertex3fv(&intermediatePoints[2].X);
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glVertex3fv(&intermediatePoints[3].X);
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glEnd();
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}
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#endif
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}
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