//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #include "sceneGraph/sgUtil.h" #include "math/mRect.h" #include "math/mMatrix.h" #include "dgl/dgl.h" namespace { // Static state for sgComputeNewFrustum // Point3F sgCamPoint; MatrixF sgWSToOSMatrix; MatrixF sgProjMatrix; PlaneF sgOSPlaneFar; PlaneF sgOSPlaneXMin; PlaneF sgOSPlaneXMax; PlaneF sgOSPlaneYMin; PlaneF sgOSPlaneYMax; void clipToPlane(Point3F* points, U32& rNumPoints, const PlaneF& rPlane) { S32 start = -1; for (U32 i = 0; i < rNumPoints; i++) { if (rPlane.whichSide(points[i]) == PlaneF::Front) { start = i; break; } } // Nothing was in front of the plane... if (start == -1) { rNumPoints = 0; return; } Point3F finalPoints[128]; U32 numFinalPoints = 0; U32 baseStart = start; U32 end = (start + 1) % rNumPoints; while (end != baseStart) { const Point3F& rStartPoint = points[start]; const Point3F& rEndPoint = points[end]; PlaneF::Side fSide = rPlane.whichSide(rStartPoint); PlaneF::Side eSide = rPlane.whichSide(rEndPoint); S32 code = fSide * 3 + eSide; switch (code) { case 4: // f f case 3: // f o case 1: // o f case 0: // o o // No Clipping required finalPoints[numFinalPoints++] = points[start]; start = end; end = (end + 1) % rNumPoints; break; case 2: { // f b // In this case, we emit the front point, Insert the intersection, // and advancing to point to first point that is in front or on... // finalPoints[numFinalPoints++] = points[start]; Point3F vector = rEndPoint - rStartPoint; F32 t = -(rPlane.distToPlane(rStartPoint) / mDot(rPlane, vector)); Point3F intersection = rStartPoint + (vector * t); finalPoints[numFinalPoints++] = intersection; U32 endSeek = (end + 1) % rNumPoints; while (rPlane.whichSide(points[endSeek]) == PlaneF::Back) endSeek = (endSeek + 1) % rNumPoints; end = endSeek; start = (end + (rNumPoints - 1)) % rNumPoints; const Point3F& rNewStartPoint = points[start]; const Point3F& rNewEndPoint = points[end]; vector = rNewEndPoint - rNewStartPoint; t = -(rPlane.distToPlane(rNewStartPoint) / mDot(rPlane, vector)); intersection = rNewStartPoint + (vector * t); points[start] = intersection; } break; case -1: {// o b // In this case, we emit the front point, and advance to point to first // point that is in front or on... // finalPoints[numFinalPoints++] = points[start]; U32 endSeek = (end + 1) % rNumPoints; while (rPlane.whichSide(points[endSeek]) == PlaneF::Back) endSeek = (endSeek + 1) % rNumPoints; end = endSeek; start = (end + (rNumPoints - 1)) % rNumPoints; const Point3F& rNewStartPoint = points[start]; const Point3F& rNewEndPoint = points[end]; Point3F vector = rNewEndPoint - rNewStartPoint; F32 t = -(rPlane.distToPlane(rNewStartPoint) / mDot(rPlane, vector)); Point3F intersection = rNewStartPoint + (vector * t); points[start] = intersection; } break; case -2: // b f case -3: // b o case -4: // b b // In the algorithm used here, this should never happen... AssertISV(false, "SGUtil::clipToPlane: error in polygon clipper"); break; default: AssertFatal(false, "SGUtil::clipToPlane: bad outcode"); break; } } // Emit the last point. finalPoints[numFinalPoints++] = points[start]; AssertFatal(numFinalPoints >= 3, avar("Error, this shouldn't happen! Invalid winding in clipToPlane: %d", numFinalPoints)); // Copy the new rWinding, and we're set! // dMemcpy(points, finalPoints, numFinalPoints * sizeof(Point3F)); rNumPoints = numFinalPoints; AssertISV(rNumPoints <= 128, "MaxWindingPoints exceeded in scenegraph. Fatal error."); } void fixupViewport(const F64* oldFrustum, const RectI& oldViewport, F64* newFrustum, RectI& newViewport) { F64 widthV = newFrustum[1] - newFrustum[0]; F64 heightV = newFrustum[3] - newFrustum[2]; F64 fx0 = (newFrustum[0] - oldFrustum[0]) / (oldFrustum[1] - oldFrustum[0]); F64 fx1 = (oldFrustum[1] - newFrustum[1]) / (oldFrustum[1] - oldFrustum[0]); F64 dV0 = F64(oldViewport.point.x) + fx0 * F64(oldViewport.extent.x); F64 dV1 = F64(oldViewport.point.x + oldViewport.extent.x) - fx1 * F64(oldViewport.extent.x); F64 fdV0 = mFloor(dV0); F64 cdV1 = mCeil(dV1); F64 new0 = newFrustum[0] - ((dV0 - fdV0) * (widthV / F64(oldViewport.extent.x))); F64 new1 = newFrustum[1] + ((cdV1 - dV1) * (widthV / F64(oldViewport.extent.x))); newFrustum[0] = new0; newFrustum[1] = new1; newViewport.point.x = S32(fdV0); newViewport.extent.x = S32(cdV1) - newViewport.point.x; F64 fy0 = (oldFrustum[3] - newFrustum[3]) / (oldFrustum[3] - oldFrustum[2]); F64 fy1 = (newFrustum[2] - oldFrustum[2]) / (oldFrustum[3] - oldFrustum[2]); dV0 = F64(oldViewport.point.y) + fy0 * F64(oldViewport.extent.y); dV1 = F64(oldViewport.point.y + oldViewport.extent.y) - fy1 * F64(oldViewport.extent.y); fdV0 = mFloor(dV0); cdV1 = mCeil(dV1); new0 = newFrustum[2] - ((cdV1 - dV1) * (heightV / F64(oldViewport.extent.y))); new1 = newFrustum[3] + ((dV0 - fdV0) * (heightV / F64(oldViewport.extent.y))); newFrustum[2] = new0; newFrustum[3] = new1; newViewport.point.y = S32(fdV0); newViewport.extent.y = S32(cdV1) - newViewport.point.y; } bool projectClipAndBoundWinding(const SGWinding& rWinding, F64* pResult) { AssertFatal(rWinding.numPoints >= 3, "Error, that's not a winding!"); static Point3F windingPoints[128]; U32 i; for (i = 0; i < rWinding.numPoints; i++) windingPoints[i] = rWinding.points[i]; U32 numPoints = rWinding.numPoints; clipToPlane(windingPoints, numPoints, sgOSPlaneFar); if (numPoints != 0) clipToPlane(windingPoints, numPoints, sgOSPlaneXMin); if (numPoints != 0) clipToPlane(windingPoints, numPoints, sgOSPlaneXMax); if (numPoints != 0) clipToPlane(windingPoints, numPoints, sgOSPlaneYMin); if (numPoints != 0) clipToPlane(windingPoints, numPoints, sgOSPlaneYMax); if (numPoints == 0) return false; Point4F projPoint; for (i = 0; i < numPoints; i++) { projPoint.set(windingPoints[i].x, windingPoints[i].y, windingPoints[i].z, 1.0); sgProjMatrix.mul(projPoint); AssertFatal(projPoint.w != 0.0, "Error, that's bad! (Point projected with non-zero w.)"); projPoint.x /= projPoint.w; projPoint.y /= projPoint.w; if (projPoint.x < pResult[0]) pResult[0] = projPoint.x; if (projPoint.x > pResult[1]) pResult[1] = projPoint.x; if (projPoint.y < pResult[2]) pResult[2] = projPoint.y; if (projPoint.y > pResult[3]) pResult[3] = projPoint.y; } if (pResult[0] < -1.0f) pResult[0] = -1.0f; if (pResult[2] < -1.0f) pResult[2] = -1.0f; if (pResult[1] > 1.0f) pResult[1] = 1.0f; if (pResult[3] > 1.0f) pResult[3] = 1.0f; return true; } } // namespace { } //-------------------------------------------------------------------------- bool sgComputeNewFrustum(const F64* oldFrustum, const F64 nearPlane, const F64 farPlane, const RectI& oldViewport, const SGWinding* windings, const U32 numWindings, const MatrixF& modelview, F64* newFrustum, RectI& newViewport, const bool flippedMatrix) { // Ok, here's the deal. We need to project and clip the portal windings given the // above parameters. We then re-compute the new frustum, and return it. // We need the projection matrix. This is an ugly way to do this... glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); dglSetFrustum(oldFrustum[0], oldFrustum[1], oldFrustum[2], oldFrustum[3], nearPlane, farPlane); dglGetProjection(&sgProjMatrix); glPopMatrix(); MatrixF finalModelView = modelview; sgProjMatrix.mul(finalModelView); finalModelView.inverse(); finalModelView.mulP(Point3F(0, 0, 0), &sgCamPoint); sgWSToOSMatrix = finalModelView; // Create the object space clipping planes... Point3F ul(oldFrustum[0], nearPlane, oldFrustum[3]); Point3F ur(oldFrustum[1], nearPlane, oldFrustum[3]); Point3F ll(oldFrustum[0], nearPlane, oldFrustum[2]); Point3F lr(oldFrustum[1], nearPlane, oldFrustum[2]); Point3F farPlanePoint(0, farPlane, 0); sgWSToOSMatrix.mulP(ul); sgWSToOSMatrix.mulP(ur); sgWSToOSMatrix.mulP(ll); sgWSToOSMatrix.mulP(lr); sgWSToOSMatrix.mulP(farPlanePoint); sgOSPlaneFar.set(farPlanePoint, sgCamPoint - farPlanePoint); sgOSPlaneXMin.set(sgCamPoint, ul, ll); sgOSPlaneXMax.set(sgCamPoint, lr, ur); sgOSPlaneYMin.set(sgCamPoint, ur, ul); sgOSPlaneYMax.set(sgCamPoint, ll, lr); if (flippedMatrix == true) { sgOSPlaneXMin.neg(); sgOSPlaneXMax.neg(); sgOSPlaneYMin.neg(); sgOSPlaneYMax.neg(); } bool goodResult = false; newFrustum[0] = 1e10; newFrustum[1] = -1e10; newFrustum[2] = 1e10; newFrustum[3] = -1e10; for (U32 i = 0; i < numWindings; i++) { if (projectClipAndBoundWinding(windings[i], newFrustum)) goodResult = true; } if (goodResult == true) { // good rect, build frustum and viewport F64 minx = ((newFrustum[0] + 1.0f) / 2.0f) * (oldFrustum[1] - oldFrustum[0]) + oldFrustum[0]; F64 maxx = ((newFrustum[1] + 1.0f) / 2.0f) * (oldFrustum[1] - oldFrustum[0]) + oldFrustum[0]; F64 miny = ((newFrustum[2] + 1.0f) / 2.0f) * (oldFrustum[3] - oldFrustum[2]) + oldFrustum[2]; F64 maxy = ((newFrustum[3] + 1.0f) / 2.0f) * (oldFrustum[3] - oldFrustum[2]) + oldFrustum[2]; RectD bogus(minx, miny, (maxx - minx), (maxy - miny)); newFrustum[0] = bogus.point.x; // left newFrustum[1] = bogus.point.x + bogus.extent.x; // right newFrustum[2] = bogus.point.y; // bottom newFrustum[3] = bogus.point.y + bogus.extent.y; // top fixupViewport(oldFrustum, oldViewport, newFrustum, newViewport); return true; } else { // No portal visibility return false; } } void sgComputeOSFrustumPlanes(const F64 frustumParameters[6], const MatrixF& worldSpaceToObjectSpace, const Point3F& wsCamPoint, PlaneF& outFarPlane, PlaneF& outXMinPlane, PlaneF& outXMaxPlane, PlaneF& outYMinPlane, PlaneF& outYMaxPlane) { // Create the object space clipping planes... Point3F ul(frustumParameters[0] * 1000.0, frustumParameters[4] * 1000.0, frustumParameters[3] * 1000.0); Point3F ur(frustumParameters[1] * 1000.0, frustumParameters[4] * 1000.0, frustumParameters[3] * 1000.0); Point3F ll(frustumParameters[0] * 1000.0, frustumParameters[4] * 1000.0, frustumParameters[2] * 1000.0); Point3F lr(frustumParameters[1] * 1000.0, frustumParameters[4] * 1000.0, frustumParameters[2] * 1000.0); Point3F farPlane(0, frustumParameters[5], 0); worldSpaceToObjectSpace.mulP(ul); worldSpaceToObjectSpace.mulP(ur); worldSpaceToObjectSpace.mulP(ll); worldSpaceToObjectSpace.mulP(lr); worldSpaceToObjectSpace.mulP(farPlane); outFarPlane.set(farPlane, wsCamPoint - farPlane); outXMinPlane.set(wsCamPoint, ul, ll); outXMaxPlane.set(wsCamPoint, lr, ur); outYMinPlane.set(wsCamPoint, ur, ul); outYMaxPlane.set(wsCamPoint, ll, lr); } // MM/JF: Added for mirrorSubObject fix. void sgOrientClipPlanes( PlaneF * planes, const Point3F & camPos, const Point3F & leftUp, const Point3F & leftDown, const Point3F & rightUp, const Point3F & rightDown) { AssertFatal(planes, "orientClipPlanes: NULL planes ptr"); planes[0].set(camPos, leftUp, leftDown); planes[1].set(camPos, rightUp, leftUp); planes[2].set(camPos, rightDown, rightUp); planes[3].set(camPos, leftDown, rightDown); planes[4].set(leftUp, rightUp, rightDown); // clip-planes through mirror portal are inverted PlaneF plane(leftUp, rightUp, rightDown); if(plane.whichSide(camPos) == PlaneF::Back) for(U32 i = 0; i < 5; i++) planes[i].invert(); }