tge/engine/sceneGraph/sgUtil.cc
2017-04-17 06:17:10 -06:00

385 lines
14 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// 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();
}