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Revert changes .. if we clip against the real3d clipping planes, our wide screen hack won't work anymore.
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@ -713,7 +713,7 @@ void CNew3D::RenderViewport(UINT32 addr)
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}
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// calculate frustum planes
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CalcFrustumPlanes(m_planes, (float *)&vpnode[12]);
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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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@ -1252,37 +1252,49 @@ void CNew3D::CalcTexOffset(int offX, int offY, int page, int x, int y, int& newX
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newY += ((oldPage + page) & 1) * 1024; // max page 0-1
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}
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void CNew3D::CalcFrustumPlanes(Plane p[6], const float* vpNodeData)
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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 = vpNodeData[1];
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p[0].b = 0;
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p[0].c = -vpNodeData[0];
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p[0].d = 0;
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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 = vpNodeData[5];
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p[1].b = 0;
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p[1].c = -vpNodeData[4];
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p[1].d = 0;
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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 = 0;
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p[2].b = -vpNodeData[7];
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p[2].c = -vpNodeData[6];
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p[2].d = 0;
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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 = 0;
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p[3].b = -vpNodeData[3];
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p[3].c = -vpNodeData[2];
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p[3].d = 0;
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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 = 0;
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p[4].b = 0;
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p[4].c = -1;
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p[4].d = 0;
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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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@ -1358,7 +1370,7 @@ void CNew3D::TransformBox(const float *m, BBox& box)
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}
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}
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Clip CNew3D::ClipBox(BBox& box, Plane planes[5])
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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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@ -1366,13 +1378,13 @@ Clip CNew3D::ClipBox(BBox& box, Plane planes[5])
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int temp = 0;
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for (int j = 0; j < 5; j++) {
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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 == 5) count++; // point is inside all 6 frustum planes
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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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@ -1381,7 +1393,7 @@ Clip CNew3D::ClipBox(BBox& box, Plane planes[5])
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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 < 5; i++) {
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for (int i = 0; i < 6; i++) {
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int temp = 0;
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@ -220,18 +220,18 @@ private:
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R3DShader m_r3dShader;
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R3DScrollFog m_r3dScrollFog;
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Plane m_planes[5];
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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[5], const float* vpNode);
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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[5]);
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Clip ClipBox (BBox& box, Plane planes[6]);
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};
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} // New3D
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