コード例 #1
0
/*
===================
R_ClipTriangleToLight

Returns false if nothing is left after clipping
===================
*/
ID_STATIC_TEMPLATE ID_INLINE bool	R_ClipTriangleToLight( stencilRef_t *st, const idVec3 &a, const idVec3 &b, const idVec3 &c, int planeBits, const idPlane frustum[6] ) {
	int			i;
	int			base;
	clipTri_t	pingPong[2], *ct;
	int			p;
	pingPong[0].numVerts = 3;
	pingPong[0].edgeFlags[0] = 0;
	pingPong[0].edgeFlags[1] = 0;
	pingPong[0].edgeFlags[2] = 0;
	pingPong[0].verts[0] = a;
	pingPong[0].verts[1] = b;
	pingPong[0].verts[2] = c;
	p = 0;
	for( i = 0; i < 6; i++ ) {
		if( planeBits & ( 1 << i ) ) {
			p = R_ChopWinding( pingPong, p, frustum[i] );
			if( pingPong[p].numVerts < 1 ) {
				return false;
			}
		}
	}
	ct = &pingPong[p];
	// copy the clipped points out to shadowVerts
	if( st->numShadowVerts + ct->numVerts * 2 > MAX_SHADOW_VERTS ) {
		st->overflowed = true;
		return false;
	}
	base = st->numShadowVerts;
	for( i = 0; i < ct->numVerts; i++ ) {
		st->shadowVerts[base + i * 2].ToVec3() = ct->verts[i];
	}
	st->numShadowVerts += ct->numVerts * 2;
	if( st->numShadowIndexes + 3 * ( ct->numVerts - 2 ) > MAX_SHADOW_INDEXES ) {
		st->overflowed = true;
		return false;
	}
	for( i = 2; i < ct->numVerts; i++ ) {
		st->shadowIndexes[st->numShadowIndexes++] = base + i * 2;
		st->shadowIndexes[st->numShadowIndexes++] = base + ( i - 1 ) * 2;
		st->shadowIndexes[st->numShadowIndexes++] = base;
	}
	// any edges that were created by the clipping process will
	// have a silhouette quad created for it, because it is one
	// of the exterior bounds of the shadow volume
	for( i = 0; i < ct->numVerts; i++ ) {
		if( ct->edgeFlags[i] ) {
			if( st->numClipSilEdges == MAX_CLIP_SIL_EDGES )	{
				break;
			}
			st->clipSilEdges[st->numClipSilEdges][0] = base + i * 2;
			if( i == ct->numVerts - 1 )	{
				st->clipSilEdges[st->numClipSilEdges][1] = base;
			} else {
				st->clipSilEdges[st->numClipSilEdges][1] = base + ( i + 1 ) * 2;
			}
			st->numClipSilEdges++;
		}
	}
	return true;
}
コード例 #2
0
/*
===================
R_ClipTriangleToLight

Returns false if nothing is left after clipping
===================
*/
static bool	R_ClipTriangleToLight( const idVec3 &a, const idVec3 &b, const idVec3 &c, int planeBits, const idPlane frustum[6] ) {
	int			i;
	clipTri_t	pingPong[2];
	int			p;

	pingPong[0].numVerts = 3;
	pingPong[0].verts[0] = a;
	pingPong[0].verts[1] = b;
	pingPong[0].verts[2] = c;

	p = 0;
	for ( i = 0 ; i < 6 ; i++ ) {
		if ( planeBits & ( 1 << i ) ) {
			p = R_ChopWinding( pingPong, p, frustum[i] );
			if ( pingPong[p].numVerts < 1 ) {
				return false;
			}
		}
	}

	return true;
}