mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-22 05:45:38 +00:00
Cull geometry based on the culling distances in the nodes. Should give some sort of speedup on lower end pcs where the CPU is predominantly the bottle neck.
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parent
f31f06b42e
commit
c2b1db11f8
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@ -473,8 +473,8 @@ void CLegacy3D::InsertVertex(ModelCache *Cache, const Vertex *V, const Poly *P,
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GLfloat texWidth = (GLfloat) (32<<((P->header[3]>>3)&7));
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GLfloat texHeight = (GLfloat) (32<<((P->header[3]>>0)&7));
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TexSheet *texSheet = fmtToTexSheet[texFormat]; // get X, Y offset of texture sheet within texture map
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GLfloat texBaseX = texSheet->xOffset + GetTextureBaseX(P);
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GLfloat texBaseY = texSheet->yOffset + GetTextureBaseY(P);
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GLfloat texBaseX = (GLfloat)(texSheet->xOffset + GetTextureBaseX(P));
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GLfloat texBaseY = (GLfloat)(texSheet->yOffset + GetTextureBaseY(P));
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/*
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* Lighting and Color Modulation:
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@ -7,6 +7,7 @@ NodeAttributes::NodeAttributes()
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currentTexOffsetX = 0;
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currentTexOffsetY = 0;
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currentPage = 0;
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currentClipStatus = Clip::INTERCEPT;
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}
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bool NodeAttributes::Push()
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@ -23,6 +24,7 @@ bool NodeAttributes::Push()
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na.page = currentPage;
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na.texOffsetX = currentTexOffsetX;
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na.texOffsetY = currentTexOffsetY;
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na.clip = currentClipStatus;
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m_vecAttribs.push_back(na);
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@ -40,6 +42,7 @@ bool NodeAttributes::Pop()
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currentPage = last->page;
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currentTexOffsetX = last->texOffsetX;
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currentTexOffsetY = last->texOffsetY;
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currentClipStatus = last->clip;
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m_vecAttribs.pop_back();
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@ -56,6 +59,8 @@ void NodeAttributes::Reset()
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currentPage = 0;
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currentTexOffsetX = 0;
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currentTexOffsetY = 0;
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currentClipStatus = Clip::INTERCEPT;
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m_vecAttribs.clear();
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}
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@ -100,6 +100,8 @@ struct Viewport
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int priority;
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};
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enum class Clip { INSIDE, OUTSIDE, INTERCEPT };
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class NodeAttributes
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{
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public:
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@ -114,6 +116,7 @@ public:
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int currentTexOffsetX;
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int currentTexOffsetY;
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int currentPage;
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Clip currentClipStatus;
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private:
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@ -122,6 +125,7 @@ private:
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int texOffsetX;
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int texOffsetY;
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int page;
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Clip clip;
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};
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std::vector<NodeAttribs> m_vecAttribs;
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};
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@ -342,6 +342,7 @@ void CNew3D::DescendCullingNode(UINT32 addr)
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UINT32 matrixOffset, child1Ptr, sibling2Ptr;
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float x, y, z;
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int tx, ty;
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BBox bbox;
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if (m_nodeAttribs.StackLimit()) {
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return;
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@ -358,8 +359,6 @@ void CNew3D::DescendCullingNode(UINT32 addr)
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sibling2Ptr = node[0x08 - m_offset] & 0x1FFFFFF; // mask colour table bits
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matrixOffset = node[0x03 - m_offset] & 0xFFF;
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float test = ToFloat(Convert16BitProFloat(node[9 - m_offset] >> 16));
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if ((node[0x00] & 0x07) != 0x06) { // colour table seems to indicate no siblings
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if (!(sibling2Ptr & 0x1000000) && sibling2Ptr) {
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DescendCullingNode(sibling2Ptr); // no need to mask bit, would already be zero
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@ -402,6 +401,18 @@ void CNew3D::DescendCullingNode(UINT32 addr)
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MultMatrix(matrixOffset,m_modelMat);
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}
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if (m_nodeAttribs.currentClipStatus != Clip::INSIDE) {
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float distance = ToFloat(Convert16BitProFloat(node[9 - m_offset] & 0xFFFF));
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CalcBox(distance, bbox);
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TransformBox(m_modelMat, bbox);
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m_nodeAttribs.currentClipStatus = ClipBox(bbox, m_planes);
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}
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if (m_nodeAttribs.currentClipStatus != Clip::OUTSIDE) {
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// Descend down first link
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if ((node[0x00] & 0x08)) // 4-element LOD table
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{
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@ -420,6 +431,8 @@ void CNew3D::DescendCullingNode(UINT32 addr)
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DescendNodePtr(child1Ptr);
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}
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}
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m_modelMat.PopMatrix();
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// Restore old texture offsets
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@ -671,6 +684,9 @@ void CNew3D::RenderViewport(UINT32 addr)
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vp->projectionMatrix.Frustum(l, r, b, t, near, far);
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}
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// calculate frustum planes
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CalcFrustumPlanes(m_planes, vp->projectionMatrix);
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// Lighting (note that sun vector points toward sun -- away from vertex)
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vp->lightingParams[0] = *(float *)&vpnode[0x05]; // sun X
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vp->lightingParams[1] = *(float *)&vpnode[0x06]; // sun Y
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@ -1209,5 +1225,165 @@ float CNew3D::ToFloat(UINT32 a1)
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return *(float*)(&a1);
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}
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void CNew3D::CalcFrustumPlanes(Plane p[6], const float* matrix)
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{
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// Left Plane
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p[0].a = matrix[3] + matrix[0];
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p[0].b = matrix[7] + matrix[4];
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p[0].c = matrix[11] + matrix[8];
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p[0].d = matrix[15] + matrix[12];
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p[0].Normalise();
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// Right Plane
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p[1].a = matrix[3] - matrix[0];
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p[1].b = matrix[7] - matrix[4];
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p[1].c = matrix[11] - matrix[8];
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p[1].d = matrix[15] - matrix[12];
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p[1].Normalise();
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// Bottom Plane
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p[2].a = matrix[3] + matrix[1];
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p[2].b = matrix[7] + matrix[5];
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p[2].c = matrix[11] + matrix[9];
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p[2].d = matrix[15] + matrix[13];
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p[2].Normalise();
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// Top Plane
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p[3].a = matrix[3] - matrix[1];
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p[3].b = matrix[7] - matrix[5];
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p[3].c = matrix[11] - matrix[9];
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p[3].d = matrix[15] - matrix[13];
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p[3].Normalise();
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// Near Plane
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p[4].a = matrix[3] + matrix[2];
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p[4].b = matrix[7] + matrix[6];
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p[4].c = matrix[11] + matrix[10];
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p[4].d = matrix[15] + matrix[14];
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p[4].Normalise();
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// Far Plane
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p[5].a = matrix[3] - matrix[2];
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p[5].b = matrix[7] - matrix[6];
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p[5].c = matrix[11] - matrix[10];
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p[5].d = matrix[15] - matrix[14];
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p[5].Normalise();
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}
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void CNew3D::CalcBox(float distance, BBox& box)
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{
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//bottom left front
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box.points[0][0] = -distance;
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box.points[0][1] = -distance;
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box.points[0][2] = distance;
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box.points[0][3] = 1;
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//bottom left back
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box.points[1][0] = -distance;
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box.points[1][1] = -distance;
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box.points[1][2] = -distance;
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box.points[1][3] = 1;
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//bottom right back
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box.points[2][0] = distance;
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box.points[2][1] = -distance;
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box.points[2][2] = -distance;
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box.points[2][3] = 1;
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//bottom right front
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box.points[3][0] = distance;
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box.points[3][1] = -distance;
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box.points[3][2] = distance;
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box.points[3][3] = 1;
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//top left front
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box.points[4][0] = -distance;
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box.points[4][1] = distance;
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box.points[4][2] = distance;
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box.points[4][3] = 1;
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//top left back
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box.points[5][0] = -distance;
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box.points[5][1] = distance;
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box.points[5][2] = -distance;
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box.points[5][3] = 1;
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//top right back
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box.points[6][0] = distance;
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box.points[6][1] = distance;
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box.points[6][2] = -distance;
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box.points[6][3] = 1;
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//top right front
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box.points[7][0] = distance;
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box.points[7][1] = distance;
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box.points[7][2] = distance;
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box.points[7][3] = 1;
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}
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void CNew3D::MultVec(const float matrix[16], const float in[4], float out[4])
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{
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for (int i = 0; i < 4; i++) {
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out[i] =
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in[0] * matrix[0 * 4 + i] +
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in[1] * matrix[1 * 4 + i] +
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in[2] * matrix[2 * 4 + i] +
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in[3] * matrix[3 * 4 + i];
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}
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}
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void CNew3D::TransformBox(const float *m, BBox& box)
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{
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for (int i = 0; i < 8; i++) {
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float v[4];
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MultVec(m, box.points[i], v);
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box.points[i][0] = v[0];
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box.points[i][1] = v[1];
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box.points[i][2] = v[2];
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}
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}
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Clip CNew3D::ClipBox(BBox& box, Plane planes[6])
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{
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int count = 0;
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for (int i = 0; i < 8; i++) {
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int temp = 0;
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for (int j = 0; j < 6; j++) {
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if (planes[j].DistanceToPoint(box.points[i]) >= 0) {
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temp++;
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}
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}
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if (temp == 6) count++; // point is inside all 6 frustum planes
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}
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if (count == 8) return Clip::INSIDE;
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if (count > 0) return Clip::INTERCEPT;
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//if we got here all points are outside of the view frustum
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//check for all points being side same of any plane, means box outside of view
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for (int i = 0; i < 6; i++) {
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int temp = 0;
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for (int j = 0; j < 8; j++) {
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if (planes[i].DistanceToPoint(box.points[j]) >= 0) {
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float distance = planes[i].DistanceToPoint(box.points[j]);
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temp++;
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}
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}
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if (temp == 0) return Clip::OUTSIDE;
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}
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//if we got here, box is traversing view frustum
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return Clip::INTERCEPT;
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}
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} // New3D
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@ -37,6 +37,8 @@
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#include "R3DShader.h"
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#include "VBO.h"
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#include "R3DData.h"
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#include "Plane.h"
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#include "Vec.h"
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namespace New3D {
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@ -218,6 +220,19 @@ private:
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VBO m_vbo; // large VBO to hold our poly data, start of VBO is ROM data, ram polys follow
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R3DShader m_r3dShader;
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Plane m_planes[6];
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struct BBox
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{
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V4::Vec4 points[8];
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};
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void CalcFrustumPlanes (Plane p[6], const float* matrix);
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void CalcBox (float distance, BBox& box);
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void TransformBox (const float *m, BBox& box);
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void MultVec (const float matrix[16], const float in[4], float out[4]);
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Clip ClipBox (BBox& box, Plane planes[6]);
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};
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} // New3D
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23
Src/Graphics/New3D/Plane.h
Normal file
23
Src/Graphics/New3D/Plane.h
Normal file
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@ -0,0 +1,23 @@
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#ifndef _PLANE_H_
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#define _PLANE_H_
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#include <cmath>
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struct Plane
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{
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float a, b, c, d;
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void Normalise() {
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float temp = std::sqrt((a * a) + (b * b) + (c * c));
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a /= temp;
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b /= temp;
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c /= temp;
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d /= temp;
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}
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float DistanceToPoint(const float v[3]) {
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return a*v[0] + b*v[1] + c*v[2] + d;
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}
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};
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#endif
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@ -32,6 +32,11 @@ namespace V3
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bool cmp (const Vec3 a, const Vec3 b);
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void clamp (Vec3 a, float _min, float _max);
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}
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namespace V4
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{
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typedef float Vec4[4];
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}
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} // New3D
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#endif
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@ -535,6 +535,7 @@ xcopy /D /Y "$(ProjectDir)\SDL\$(Platform)\$(Configuration)\SDL.dll" "$(TargetDi
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<ClInclude Include="..\Src\Graphics\New3D\Mat4.h" />
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<ClInclude Include="..\Src\Graphics\New3D\Model.h" />
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<ClInclude Include="..\Src\Graphics\New3D\New3D.h" />
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<ClInclude Include="..\Src\Graphics\New3D\Plane.h" />
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<ClInclude Include="..\Src\Graphics\New3D\PolyHeader.h" />
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<ClInclude Include="..\Src\Graphics\New3D\R3DData.h" />
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<ClInclude Include="..\Src\Graphics\New3D\R3DShader.h" />
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@ -784,6 +784,9 @@
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<ClInclude Include="..\Src\Util\BMPFile.h">
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<Filter>Header Files\Util</Filter>
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</ClInclude>
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<ClInclude Include="..\Src\Graphics\New3D\Plane.h">
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<Filter>Source Files\Graphics\New</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<CustomBuild Include="..\Src\Debugger\ReadMe.txt">
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