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gldrawarray.cpp
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gldrawarray.cpp
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#include <cassert>
#include "gldrawarray.h"
/* Create a vertex out of a VECTOR3 and IndexedVertex */
#define MAKE_VERTEX(vec, iver) { (vec).x, (vec).y, (vec).z, (iver).u, (iver).v, (iver).c }
/* Apply perspective to a ProcessedVertex
* and return the resulting VERTEX.
* Caches the result in the ProcessedVertex. */
static VERTEX perspective(const IndexedVertex &v, ProcessedPosition &p)
{
if(!p.perspective_available)
{
p.perspective = p.transformed;
nglPerspective(&p.perspective);
p.perspective_available = true;
}
return MAKE_VERTEX(p.perspective, v);
}
static bool drawTriangle(ProcessedPosition *processed, const IndexedVertex &low, const IndexedVertex &middle, const IndexedVertex &high, bool backface_culling)
{
ProcessedPosition &p_low = processed[low.index], &p_middle = processed[middle.index], &p_high = processed[high.index];
if(p_low.transformed.z < GLFix(CLIP_PLANE) && p_middle.transformed.z < GLFix(CLIP_PLANE) && p_high.transformed.z < GLFix(CLIP_PLANE))
return true;
VERTEX invisible[3];
const IndexedVertex *visible[3];
ProcessedPosition *p_visible[3];
unsigned int count_invisible = 0, count_visible = 0;
if(p_low.transformed.z < GLFix(CLIP_PLANE))
invisible[count_invisible++] = MAKE_VERTEX(p_low.transformed, low);
else
{
visible[count_visible] = &low;
p_visible[count_visible++] = &p_low;
}
if(p_middle.transformed.z < GLFix(CLIP_PLANE))
invisible[count_invisible++] = MAKE_VERTEX(p_middle.transformed, middle);
else
{
visible[count_visible] = &middle;
p_visible[count_visible++] = &p_middle;
}
if(p_high.transformed.z < GLFix(CLIP_PLANE))
invisible[count_invisible++] = MAKE_VERTEX(p_high.transformed, high);
else
{
visible[count_visible] = &high;
p_visible[count_visible++] = &p_high;
}
//Interpolated vertices
VERTEX v1, v2;
//Temporary vertices
VERTEX t0, t1;
switch(count_visible)
{
case 0:
return true;
#ifdef Z_CLIPPING
case 1:
t0 = MAKE_VERTEX(p_visible[0]->transformed, *visible[0]);
nglInterpolateVertexZ(&invisible[0], &t0, &v1);
nglInterpolateVertexZ(&invisible[1], &t0, &v2);
t0 = perspective(*visible[0], *p_visible[0]);
nglPerspective(&v1);
nglPerspective(&v2);
if(backface_culling && nglIsBackface(&t0, &v1, &v2))
return false;
nglDrawTriangleZClipped(&t0, &v1, &v2);
return true;
case 2:
t0 = MAKE_VERTEX(p_visible[0]->transformed, *visible[0]);
t1 = MAKE_VERTEX(p_visible[1]->transformed, *visible[1]);
nglInterpolateVertexZ(&t0, &invisible[0], &v1);
nglInterpolateVertexZ(&t1, &invisible[0], &v2);
t0 = perspective(*visible[0], *p_visible[0]);
t1 = perspective(*visible[1], *p_visible[1]);
nglPerspective(&v1);
//TODO: Hack: This doesn't work as expected
/*if(backface_culling && nglIsBackface(&t0, &t1, &v1))
return false;*/
nglPerspective(&v2);
nglDrawTriangleZClipped(&t0, &t1, &v1);
nglDrawTriangleZClipped(&t1, &v1, &v2);
return true;
#endif
case 3:
invisible[0] = perspective(low, p_low);
invisible[1] = perspective(middle, p_middle);
invisible[2] = perspective(high, p_high);
if(backface_culling && nglIsBackface(&invisible[0], &invisible[1], &invisible[2]))
return false;
nglDrawTriangleZClipped(&invisible[0], &invisible[1], &invisible[2]);
return true;
default:
return true;
}
}
void nglDrawArray(const IndexedVertex *vertices, const unsigned int count_vertices, const VECTOR3 *positions, const unsigned int count_positions, ProcessedPosition *processed, const GLDrawMode draw_mode, const bool reset_processed)
{
if(reset_processed)
{
// Reset processed vertices and apply transformation
for(unsigned int i = 0; i < count_positions; ++i)
{
processed[i].perspective_available = false;
nglMultMatVectRes(transformation, &positions[i], &processed[i].transformed);
}
}
// Draw
if(draw_mode == GL_TRIANGLES)
{
for(unsigned int i = 0; i < count_vertices; i += 3)
drawTriangle(processed, vertices[i], vertices[i + 1], vertices[i + 2], !nglGetTexture() || (vertices[i].c & TEXTURE_DRAW_BACKFACE) != TEXTURE_DRAW_BACKFACE);
}
else if(draw_mode == GL_QUADS)
{
for(unsigned int i = 0; i < count_vertices; i += 4)
{
// Either none or both parts of a quad face the camera
if(drawTriangle(processed, vertices[i], vertices[i + 1], vertices[i + 2], !nglGetTexture() || (vertices[i].c & TEXTURE_DRAW_BACKFACE) != TEXTURE_DRAW_BACKFACE))
drawTriangle(processed, vertices[i + 2], vertices[i + 3], vertices[i], false);
}
}
else
assert(!"Not implemented");
}