//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Now it gets serious
int
	MLRIndexedPolyMesh::Clip(MLRClippingState clippingFlags, GOSVertexPool *vt)
{
	StartCycleTiming( &Statistics::MLR_ClipTime );
	SET_MLRIndexedPolyMesh_CLIP();

	Check_Object(this);

	unsigned short stride, l;
	int i, j, k, ret = 0;
	int len = lengths.GetLength();

	Verify(len == testList.GetLength());
	Verify(clippingFlags.GetClippingState() != 0);

	//
	//--------------------------------------
	// See if we don't have to draw anything
	//--------------------------------------
	//
	if(len <= 0)
	{
		visible = 0;

		CLEAR_MLRIndexedPolyMesh_CLIP();
		EndCycleTiming( &Statistics::MLR_ClipTime );

		return visible;
	}

	int mask, end, k0, k1, ct=0;
	Scalar a=0.0f;
//	Scalar bc0=0.0f, bc1=0.0f;

	int	myNumberUsedClipVertex, myNumberUsedClipIndex, myNumberUsedClipLength;

	myNumberUsedClipVertex = 0;
	myNumberUsedClipIndex = 0;
	myNumberUsedClipLength = 0;

	Verify(index.GetLength() > 0);
	
	if(visibleIndexedVerticesKey == false)
	{
		FindVisibleVertices();
	}

	//
	//------------------------
	// Handle the indexed case
	//------------------------
	//

	//
	//-----------------------------------------------------------------
	// Step through each vertex and check visibility
	// backfaced polygons
	//-----------------------------------------------------------------
	//
	k = transformedCoords.GetLength();
	Stuff::Vector4D *v4d = transformedCoords.GetData();
	MLRClippingState *cs = clipPerVertex.GetData();

 	for(i=0;i<k;i++,v4d++,cs++)
	{
		if(visibleIndexedVertices[i] == 0)
		{
			continue;
		}

		cs->SetClippingState(0);

		if( clippingFlags.IsFarClipped() && v4d->w < v4d->z)
		{
			cs->SetFarClip();
		}

		if( clippingFlags.IsNearClipped() && v4d->z < 0.0f)
		{
			cs->SetNearClip();
		}

		if( clippingFlags.IsRightClipped() && v4d->x < 0.0f)
		{
			cs->SetRightClip();
		}

		if( clippingFlags.IsLeftClipped() && v4d->w < v4d->x)
		{
			cs->SetLeftClip();
		}

		if( clippingFlags.IsBottomClipped() && v4d->y < 0.0f)
		{
			cs->SetBottomClip();
		}

		if(clippingFlags.IsTopClipped() && v4d->w < v4d->y)
		{
			cs->SetTopClip();
		}

#ifdef LAB_ONLY
		if( (*cs)==0)
		{
			Statistics::MLR_NonClippedVertices++;
		}
		else
		{
			Statistics::MLR_ClippedVertices++;
		}
#endif
	}

	//	initialize visibleIndexedVertices
	memset(visibleIndexedVertices.GetData(), 0, visibleIndexedVertices.GetSize());

	//
	//-----------------------------------------------------------------
	// Step through each polygon, making sure that we don't try to clip
	// backfaced polygons
	//-----------------------------------------------------------------
	//
	for(i=0,j=0;i<len;i++)
	{
		stride = lengths[i];

		if(testList[i] == 0)
		{
			j += stride;
			continue;
		}

		//
		//---------------------------------------------------------------
		// Test each vertex of the polygon against the allowed clipping
		// planes, and accumulate status for which planes always clip and
		// which planes clipped at least once
		//---------------------------------------------------------------
		//
		theAnd.SetClippingState(0x3f);
		theOr.SetClippingState(0);
		end = j+stride;
		
		for(k=j;k<end;k++)
		{
			theAnd &= clipPerVertex[index[k]];

			theOr |= clipPerVertex[index[k]];
		}

		theAnd = theOr = 0;		//ASSUME NO CLIPPING NEEDED FOR MC2.  Its just not done here!

		//
		//-------------------------------------------------------------------
		// If any bit is set for all vertices, then the polygon is completely
		// outside the viewing space and we don't have to draw it.  On the
		// other hand, if no bits at all were ever set, we can do a trivial
		// accept of the polygon
		//-------------------------------------------------------------------
		//
		if (theAnd != 0)
		{
			testList[i] = 0;
#ifdef LAB_ONLY
			Statistics::MLR_PolysClippedButOutside++;
#endif
		}
		else if (theOr == 0)
		{
			ret++;
			for(k=j;k<end;k++)
			{
				visibleIndexedVertices[index[k]] = 1;
			}
#ifdef LAB_ONLY
			Statistics::MLR_PolysClippedButInside++;
#endif
		}

		//
		//-----------------------------------------------------------------
		// It is not a trivial case, so we must now do real clipping on the
		// polygon
		//-----------------------------------------------------------------
		//
		else
		{
			unsigned short numberVerticesPerPolygon = 0;

			//
			//---------------------------------------------------------------
			// Handle the case of a single clipping plane by stepping through
			// the vertices and finding the edge it originates
			//---------------------------------------------------------------
			//
			if (theOr.GetNumberOfSetBits() == 1)
			{
#ifdef LAB_ONLY
				Statistics::MLR_PolysClippedButOnePlane++;
#endif
				for(k=j;k<end;k++)
				{
					k0 = index[k];
					k1 = index[(k+1) < end ? k+1 : j];

					//
					//----------------------------------------------------
					// If this vertex is inside the viewing space, copy it
					// directly to the clipping buffer
					//----------------------------------------------------
					//
					int clipped_index =
						myNumberUsedClipVertex + numberVerticesPerPolygon;
					theTest = clipPerVertex[k0];
					if(theTest == 0)
					{
						clipExtraCoords[clipped_index] = transformedCoords[k0];

						Verify((*actualColors).GetLength() > 0);
						clipExtraColors[clipped_index] = (*actualColors)[k0];

						Verify(texCoords.GetLength() > 0);
						clipExtraTexCoords[clipped_index] = texCoords[k0];

						numberVerticesPerPolygon++;
						clipped_index++;

						//
						//-------------------------------------------------------
						// We don't need to clip this edge if the next vertex is
						// also in the viewing space, so just move on to the next
						// vertex
						//-------------------------------------------------------
						//
						if(clipPerVertex[k1] == 0)
						{
							continue;
						}
					}

					//
					//---------------------------------------------------------
					// This vertex is outside the viewing space, so if the next
					// vertex is also outside the viewing space, no clipping is
					// needed and we throw this vertex away.  Since only one
					// clipping plane is involved, it must be in the same space
					// as the first vertex
					//---------------------------------------------------------
					//
					else if(clipPerVertex[k1] != 0)
					{
						Verify(clipPerVertex[k1] == clipPerVertex[k0]);
						continue;
					}

					//
					//--------------------------------------------------
					// We now find the distance along the edge where the
					// clipping plane will intersect
					//--------------------------------------------------
					//
					mask = 1;
					theTest |= clipPerVertex[k1];

					//
					//-----------------------------------------------------
					// Find the boundary conditions that match our clipping
					// plane
					//-----------------------------------------------------
					//
					for (l=0; l<MLRClippingState::NextBit; l++)
					{
						if(theTest.IsClipped(mask))
						{
//							GetDoubleBC(l, bc0, bc1, transformedCoords[k0], transformedCoords[k1]);

							//
							//-------------------------------------------
							// Find the clipping interval from bc0 to bc1
							//-------------------------------------------
							//
//							Verify(!Close_Enough(bc0, bc1));
//							a = bc0 / (bc0 - bc1);
							a = GetLerpFactor(l, transformedCoords[k0], transformedCoords[k1]);
							Verify(a >= 0.0f && a <= 1.0f);

							ct = l;

							break;
						}
						mask <<= 1;
					}

					//
					//------------------------------
					// Lerp the homogeneous position
					//------------------------------
					//
					clipExtraCoords[clipped_index].Lerp(
						transformedCoords[k0],
						transformedCoords[k1],
						a
					);

					clipExtraCoords[clipped_index][clipTrick[ct][0]] = clipTrick[ct][1] ? clipExtraCoords[clipped_index].w : 0.0f;

					//
					//----------------------------------------------------------
					// If there are colors, lerp them in screen space for now as
					// most cards do that anyway
					//----------------------------------------------------------
					//
					Verify((*actualColors).GetLength() > 0);
#if COLOR_AS_DWORD
					clipExtraColors[clipped_index] = Color_DWORD_Lerp (
						(*actualColors)[k0],
						(*actualColors)[k1],
						a
					);
#else
					clipExtraColors[clipped_index].Lerp(
						(*actualColors)[k0],
						(*actualColors)[k1],
						a
					);
#endif

					//
					//-----------------------------------------------------
					// If there are texture uv's, we need to lerp them in a
					// perspective correct manner
					//-----------------------------------------------------
					//
					Verify(texCoords.GetLength() > 0);
					clipExtraTexCoords[clipped_index].Lerp
						(
							texCoords[k0],
							texCoords[k1],
							a
						);

					//
					//--------------------------------
					// Bump the polygon's vertex count
					//--------------------------------
					//
					numberVerticesPerPolygon++;
				}
			}

			//
			//---------------------------------------------------------------
			// We have to handle multiple planes.  We do this by creating two
			// buffers and we switch between them as we clip plane by plane
			//---------------------------------------------------------------
			//
			else
			{
#ifdef LAB_ONLY
				Statistics::MLR_PolysClippedButGOnePlane++;
#endif
				ClipPolygon clipBuffer[2];
				ClipData srcPolygon, dstPolygon;
				int dstBuffer = 1;

				Verify((*actualColors).GetLength() > 0);
				Verify(texCoords.GetLength() > 0);

				srcPolygon.coords = clipBuffer[dstBuffer].coords.GetData();
				srcPolygon.colors = clipBuffer[dstBuffer].colors.GetData();
				srcPolygon.texCoords = clipBuffer[dstBuffer].texCoords.GetData();
				srcPolygon.clipPerVertex = clipBuffer[dstBuffer].clipPerVertex.GetData();

				//
				//----------------------------------------------------------
				// unravel and copy the original data into the source buffer
				//----------------------------------------------------------
				//
				for(k=j,l=0;k<end;k++,l++)
				{
					int indexK = index[k];

					srcPolygon.coords[l] = transformedCoords[indexK];
					srcPolygon.colors[l] = (*actualColors)[indexK];
					srcPolygon.texCoords[l] = texCoords[indexK];
					srcPolygon.clipPerVertex[l] = clipPerVertex[indexK];
				}

				srcPolygon.length = l;
				srcPolygon.flags |= 3;


				//
				//--------------------------------
				// Point to the destination buffer
				//--------------------------------
				//
				dstBuffer = 0;

				dstPolygon.coords = clipBuffer[dstBuffer].coords.GetData();
				dstPolygon.colors = clipBuffer[dstBuffer].colors.GetData();
				dstPolygon.texCoords = clipBuffer[dstBuffer].texCoords.GetData();
				dstPolygon.clipPerVertex = clipBuffer[dstBuffer].clipPerVertex.GetData();
				dstPolygon.flags = srcPolygon.flags;
				dstPolygon.length = 0;

				//
				//-----------------------------------------------------------
				// Spin through each plane that clipped the primitive and use
				// it to actually clip the primitive
				//-----------------------------------------------------------
				//
				mask = 1;

				for(l=0; l<MLRClippingState::NextBit; l++)
				{
					if(theOr.IsClipped(mask))
					{

						//
						//-----------------------------------
						// Clip each vertex against the plane
						//-----------------------------------
						//
						for(k=0;k<srcPolygon.length;k++)
						{
							k1 = (k+1) < srcPolygon.length ? k+1 : 0;

							theTest = srcPolygon.clipPerVertex[k];

							//
							//----------------------------------------------------
							// If this vertex is inside the viewing space, copy it
							// directly to the clipping buffer
							//----------------------------------------------------
							//
							if(theTest.IsClipped(mask) == 0)
							{
								dstPolygon.coords[dstPolygon.length] = 
									srcPolygon.coords[k];

								dstPolygon.clipPerVertex[dstPolygon.length] = 
									srcPolygon.clipPerVertex[k];

								if(srcPolygon.flags & 0x1)
								{
									dstPolygon.colors[dstPolygon.length] = 
										srcPolygon.colors[k];
								}

								if(srcPolygon.flags & 0x2)
								{
									dstPolygon.texCoords[dstPolygon.length] = 
										srcPolygon.texCoords[k];
								}

								dstPolygon.length++;

								//
								//-------------------------------------------------------
								// We don't need to clip this edge if the next vertex is
								// also in the viewing space, so just move on to the next
								// vertex
								//-------------------------------------------------------
								//
								if(srcPolygon.clipPerVertex[k1].IsClipped(mask) == 0)
								{
									continue;
								}
							}

							//
							//---------------------------------------------------------
							// This vertex is outside the viewing space, so if the next
							// vertex is also outside the viewing space, no clipping is
							// needed and we throw this vertex away.  Since only one
							// clipping plane is involved, it must be in the same space
							// as the first vertex
							//---------------------------------------------------------
							//
							else if(srcPolygon.clipPerVertex[k1].IsClipped(mask) != 0)
							{
								Verify(
									srcPolygon.clipPerVertex[k1].IsClipped(mask)
									== srcPolygon.clipPerVertex[k].IsClipped(mask)
								);
								continue;
							}

							//
							//-------------------------------------------
							// Find the clipping interval from bc0 to bc1
							//-------------------------------------------
							//

//							GetDoubleBC(l, bc0, bc1, srcPolygon.coords[k], srcPolygon.coords[k1]);

//							Verify(!Close_Enough(bc0, bc1));
//							a = bc0 / (bc0 - bc1);
							a = GetLerpFactor (l, srcPolygon.coords[k], srcPolygon.coords[k1]);
							Verify(a >= 0.0f && a <= 1.0f);

							//
							//------------------------------
							// Lerp the homogeneous position
							//------------------------------
							//
							dstPolygon.coords[dstPolygon.length].Lerp(
								srcPolygon.coords[k],
								srcPolygon.coords[k1],
								a
							);

							dstPolygon.coords[dstPolygon.length][clipTrick[l][0]] = clipTrick[l][1] ? dstPolygon.coords[dstPolygon.length].w : 0.0f;


							//
							//----------------------------------------------------------
							// If there are colors, lerp them in screen space for now as
							// most cards do that anyway
							//----------------------------------------------------------
							//
							if(srcPolygon.flags & 1)
							{
#if COLOR_AS_DWORD
								dstPolygon.colors[dstPolygon.length] = Color_DWORD_Lerp(
									srcPolygon.colors[k],
									srcPolygon.colors[k1],
									a
								);
#else
								dstPolygon.colors[dstPolygon.length].Lerp(
									srcPolygon.colors[k],
									srcPolygon.colors[k1],
									a
								);
#endif
							}

							//
							//-----------------------------------------------------
							// If there are texture uv's, we need to lerp them in a
							// perspective correct manner
							//-----------------------------------------------------
							//
							if(srcPolygon.flags & 2)
							{
								dstPolygon.texCoords[dstPolygon.length].Lerp
									(
										srcPolygon.texCoords[k],
										srcPolygon.texCoords[k1],
										a
									);
							}

							//
							//-------------------------------------
							// We have to generate a new clip state
							//-------------------------------------
							//
							dstPolygon.clipPerVertex[dstPolygon.length].SetClippingState(0);
							switch (l)
							{
							case 0:
								if(clippingFlags.IsTopClipped())
								{
									if(dstPolygon.coords[dstPolygon.length].w < dstPolygon.coords[dstPolygon.length].y)
									{
										dstPolygon.clipPerVertex[dstPolygon.length].SetTopClip();
									}
								}
							case 1:
								if(clippingFlags.IsBottomClipped())
								{
									if(dstPolygon.coords[dstPolygon.length].y < 0.0f)
									{
										dstPolygon.clipPerVertex[dstPolygon.length].SetBottomClip();
									}
								}
							case 2:
								if(clippingFlags.IsLeftClipped())
								{
									if(dstPolygon.coords[dstPolygon.length].w < dstPolygon.coords[dstPolygon.length].x)
									{
										dstPolygon.clipPerVertex[dstPolygon.length].SetLeftClip();
									}
								}
							case 3:
								if(clippingFlags.IsRightClipped())
								{
									if(dstPolygon.coords[dstPolygon.length].x < 0.0f)
									{
										dstPolygon.clipPerVertex[dstPolygon.length].SetRightClip();
									}
								}
							case 4:
								if(clippingFlags.IsNearClipped())
								{
									if(dstPolygon.coords[dstPolygon.length].z < 0.0f)
									{
										dstPolygon.clipPerVertex[dstPolygon.length].SetNearClip();
									}
								}
							case 5:
								if(clippingFlags.IsFarClipped())
								{
									if(dstPolygon.coords[dstPolygon.length].w < dstPolygon.coords[dstPolygon.length].z)
									{
										dstPolygon.clipPerVertex[dstPolygon.length].SetFarClip();
									}
								}
							}

							//
							//----------------------------------
							// Bump the new polygon vertex count
							//----------------------------------
							//
							dstPolygon.length++;
						}

						//
						//-----------------------------------------------
						// Swap source and destination buffer pointers in
						// preparation for the next plane test
						//-----------------------------------------------
						//
						srcPolygon.coords = clipBuffer[dstBuffer].coords.GetData();
						srcPolygon.colors = clipBuffer[dstBuffer].colors.GetData();
						srcPolygon.texCoords = clipBuffer[dstBuffer].texCoords.GetData();
						srcPolygon.clipPerVertex = clipBuffer[dstBuffer].clipPerVertex.GetData();	
						srcPolygon.length = dstPolygon.length;

						dstBuffer = !dstBuffer;

						dstPolygon.coords = clipBuffer[dstBuffer].coords.GetData();
						dstPolygon.colors = clipBuffer[dstBuffer].colors.GetData();
						dstPolygon.texCoords = clipBuffer[dstBuffer].texCoords.GetData();
						dstPolygon.clipPerVertex = clipBuffer[dstBuffer].clipPerVertex.GetData();
						dstPolygon.length = 0;

					}

					mask = mask << 1;
				}

				//
				//--------------------------------------------------
				// Move the most recent polygon into the clip buffer
				//--------------------------------------------------
				//
				for(k=0;k<srcPolygon.length;k++)
				{
					int clipped_index = myNumberUsedClipVertex + k;
					clipExtraCoords[clipped_index] = srcPolygon.coords[k];

					if(srcPolygon.flags & 0x1)
					{
						clipExtraColors[clipped_index] = srcPolygon.colors[k];
					}

					if(srcPolygon.flags & 0x2)
					{
						clipExtraTexCoords[clipped_index] = srcPolygon.texCoords[k];
					}
				}

				numberVerticesPerPolygon = srcPolygon.length;
			}

			clipExtraLength[myNumberUsedClipLength] = numberVerticesPerPolygon;
			myNumberUsedClipVertex += numberVerticesPerPolygon;
			myNumberUsedClipLength++;
			ret++;

//					clip

//					dont draw the original
			testList[i] = 0;
		}

		j += stride;
	}

	Check_Object(vt);
	gos_vertices = vt->GetActualVertexPool();
	numGOSVertices = 0;
	gos_indices = vt->GetActualIndexPool();
	numGOSIndices = 0;

	k = visibleIndexedVertices.GetLength();

	for(j=0,stride=0;j<k;j++)
	{
		if(visibleIndexedVertices[j] == 0)
		{
			stride++;
		}
		else
		{
			visibleIndexedVertices[j] = stride;

		//
		//--------------------------------------------------------
		// JM claims all vertices are in. lets check it. who knows
		//--------------------------------------------------------
		//
			Verify(transformedCoords[j].x >= 0.0f && transformedCoords[j].x <= transformedCoords[j].w );
			Verify(transformedCoords[j].y >= 0.0f && transformedCoords[j].y <= transformedCoords[j].w );
			Verify(transformedCoords[j].z >= 0.0f && transformedCoords[j].z <= transformedCoords[j].w );
			

			GOSCopyData(
				&gos_vertices[numGOSVertices],
				transformedCoords.GetData(),
				actualColors->GetData(),
				texCoords.GetData(),
				j
			);
			numGOSVertices++;
		}
	}

	for(i=0,j=0;i<len;i++)
	{
		stride = lengths[i];

		Verify(stride >= 3);

		if(testList[i] == 0)
		{
			j += stride;
			continue;
		}

		for(k=1;k<stride-1;k++)
		{
			Verify((vt->GetLastIndex() + 3 + numGOSIndices) < vt->GetLength());

			gos_indices[numGOSIndices] = (unsigned short)(index[j] - visibleIndexedVertices[index[j]]);
			gos_indices[numGOSIndices+1] = (unsigned short)(index[j+k+1] - visibleIndexedVertices[index[j+k+1]]);
			gos_indices[numGOSIndices+2] = (unsigned short)(index[j+k] - visibleIndexedVertices[index[j+k]]);

			numGOSIndices += 3;
		}
		j += stride;
	}

	if(myNumberUsedClipLength > 0)
	{
		for(i=0,j=0;i<myNumberUsedClipLength;i++)
		{
			stride = clipExtraLength[i];

			for(k=1;k<stride-1;k++)
			{
				Verify((vt->GetLast() + 3 + numGOSVertices) < vt->GetLength());
				Verify((vt->GetLastIndex() + 3 + numGOSIndices) < vt->GetLength());

				GOSCopyTriangleData(
					&gos_vertices[numGOSVertices],
					clipExtraCoords.GetData(),
					clipExtraColors.GetData(),
					clipExtraTexCoords.GetData(),
					j, j+k+1, j+k
				);

				Verify(numGOSIndices%3 == 0);
				gos_indices[numGOSIndices] = numGOSVertices;
				gos_indices[numGOSIndices+1] = (unsigned short)(numGOSVertices + 1);
				gos_indices[numGOSIndices+2] = (unsigned short)(numGOSVertices + 2);

				numGOSVertices += 3;
				numGOSIndices += 3;
			}

			j += stride;
		}
	}

	vt->IncreaseIndex(numGOSIndices);
	vt->Increase(numGOSVertices);

	visible = numGOSVertices ? 1 : 0;

	if(visible)
	{
	}
	else
	{
	}

	CLEAR_MLRIndexedPolyMesh_CLIP();
	EndCycleTiming( &Statistics::MLR_ClipTime );

	return ret;
}
Пример #2
0
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
uint32_t MLRCardCloud::Clip(MLRClippingState clippingFlags, GOSVertexPool* vt)
{
	Check_Object(this);
	size_t i, j, k, l;
	size_t end, len = *usedNrOfCards;
	size_t k1, ct = 0, ret = 0;
	uint32_t mask;
	float a = 0.0f, bc0, bc1;
	Check_Object(vt);
	gos_vertices = vt->GetActualVertexPool();
	Check_Pointer(gos_vertices);
	numGOSVertices = 0;
	//
	//--------------------------------------
	// See if we don't have to draw anything
	//--------------------------------------
	//
	if(clippingFlags.GetClippingState() == 0 || len <= 0)
	{
		if(len <= 0)
		{
			visible = 0;
		}
		else
		{
			//
			//-------------------------------
			// Handle the non-indexed version
			//-------------------------------
			//
			for(i = 0, j = 0; i < len; i++, j += 4)
			{
				if(IsOn(i) == false)
				{
					continue;
				}
				GOSCopyTriangleData(
					&gos_vertices[numGOSVertices],
					transformedCoords->GetData(),
					texCoords,
					j, j + 1, j + 2,
					true
				);
				uint32_t tmpColor = GOSCopyColor(&colors[i]);
				for(k = numGOSVertices; k < numGOSVertices + 3; k++)
				{
					gos_vertices[k].argb = tmpColor;
				}
				gos_vertices[numGOSVertices + 3] = gos_vertices[numGOSVertices];
				gos_vertices[numGOSVertices + 4] = gos_vertices[numGOSVertices + 2];
				GOSCopyData(
					&gos_vertices[numGOSVertices + 5],
					transformedCoords->GetData(),
					texCoords,
					j + 3,
					true
				);
				gos_vertices[numGOSVertices + 5].argb = tmpColor;
				numGOSVertices += 6;
			}
			Check_Object(vt);
			vt->Increase(numGOSVertices);
			visible = uint32_t(numGOSVertices ? 1 : 0);
		}
		return visible;
	}
	size_t myNumberUsedClipVertex, myNumberUsedClipIndex, myNumberUsedClipLength;
	myNumberUsedClipVertex = 0;
	myNumberUsedClipIndex = 0;
	myNumberUsedClipLength = 0;
	//
	//-------------------------------
	// Handle the non-indexed version
	//-------------------------------
	//
	//
	//-----------------------------------------------------------------
	// Step through each polygon, making sure that we don't try to clip
	// backfaced polygons
	//-----------------------------------------------------------------
	//
	for(i = 0, j = 0; i < len; i++, j += 4)
	{
		// if(IsOn(i) == false)
		// {
		// continue;
		// }
		TurnVisible(i);
		//
		//---------------------------------------------------------------
		// Test each vertex of the polygon against the allowed clipping
		// planes, and accumulate status for which planes always clip and
		// which planes clipped at least once
		//---------------------------------------------------------------
		//
		theAnd.SetClippingState(0x3f);
		theOr.SetClippingState(0);
		end = j + 4;
		Stuff::Vector4D* v4d = transformedCoords->GetData() + j;
		MLRClippingState* cs = clipPerVertex->GetData() + j;
		for(k = j; k < end; k++, v4d++, cs++)
		{
			cs->Clip4dVertex(v4d);;
			theAnd &= (*clipPerVertex)[k];
			theOr |= (*clipPerVertex)[k];
#ifdef LAB_ONLY
			if(*cs == 0)
			{
				Set_Statistic(NonClippedVertices, NonClippedVertices + 1);
			}
			else
			{
				Set_Statistic(ClippedVertices, ClippedVertices + 1);
			}
#endif
		}
		theAnd = theOr = 0; //ASSUME NO CLIPPING NEEDED FOR MC2. Its just not done here!
		//
		//-------------------------------------------------------------------
		// If any bit is set for all vertices, then the polygon is completely
		// outside the viewing space and we don't have to draw it. On the
		// other hand, if no bits at all were ever set, we can do a trivial
		// accept of the polygon
		//-------------------------------------------------------------------
		//
		if(theAnd != 0)
		{
			TurnInVisible(i);
		}
		else if(theOr == 0)
		{
			TurnVisible(i);
			GOSCopyTriangleData(
				&gos_vertices[numGOSVertices],
				transformedCoords->GetData(),
				texCoords,
				j, j + 1, j + 2,
				true
			);
			uint32_t tmpColor = GOSCopyColor(&colors[i]);
			gos_vertices[numGOSVertices].argb = tmpColor;
			gos_vertices[numGOSVertices + 1].argb = tmpColor;
			gos_vertices[numGOSVertices + 2].argb = tmpColor;
			gos_vertices[numGOSVertices + 3] = gos_vertices[numGOSVertices];
			gos_vertices[numGOSVertices + 4] = gos_vertices[numGOSVertices + 2];
			GOSCopyData(
				&gos_vertices[numGOSVertices + 5],
				transformedCoords->GetData(),
				texCoords,
				j + 3,
				true
			);
			gos_vertices[numGOSVertices + 5].argb = tmpColor;
#ifdef LAB_ONLY
			if(gShowClippedPolys)
			{
				for(l = 0; l < 6; l++)
				{
					gos_vertices[numGOSVertices + l].argb = 0xff0000ff;
					gos_vertices[numGOSVertices + l].u = 0.0f;
					gos_vertices[numGOSVertices + l].v = 0.0f;
				}
			}
#endif
			numGOSVertices += 6;
			ret++;
		}
		//
		//-----------------------------------------------------------------
		// It is not a trivial case, so we must now do real clipping on the
		// polygon
		//-----------------------------------------------------------------
		//
		else
		{
			// ultra small triangles clipped at farclip cause problems
			if(theOr.IsFarClipped() == true)
			{
				continue;
			}
			uint32_t numberVerticesPerPolygon = 0;
			//
			//---------------------------------------------------------------
			// Handle the case of a single clipping plane by stepping through
			// the vertices and finding the edge it originates
			//---------------------------------------------------------------
			//
			if(theOr.GetNumberOfSetBits() == 1)
			{
				for(k = j; k < end; k++)
				{
					k1 = (k + 1 < end) ? k + 1 : j;
					//
					//----------------------------------------------------
					// If this vertex is inside the viewing space, copy it
					// directly to the clipping buffer
					//----------------------------------------------------
					//
					size_t clipped_index =
						myNumberUsedClipVertex + numberVerticesPerPolygon;
					theTest = (*clipPerVertex)[k];
					if(theTest == 0)
					{
						(*clipExtraCoords)[clipped_index] = (*transformedCoords)[k];
						(*clipExtraTexCoords)[clipped_index] = texCoords[k];
						(*clipExtraColors)[clipped_index] = colors[i];
						numberVerticesPerPolygon++;
						clipped_index++;
						//
						//-------------------------------------------------------
						// We don't need to clip this edge if the next vertex is
						// also in the viewing space, so just move on to the next
						// vertex
						//-------------------------------------------------------
						//
						if((*clipPerVertex)[k1] == 0)
						{
							continue;
						}
					}
					//
					//---------------------------------------------------------
					// This vertex is outside the viewing space, so if the next
					// vertex is also outside the viewing space, no clipping is
					// needed and we throw this vertex away. Since only one
					// clipping plane is involved, it must be in the same space
					// as the first vertex
					//---------------------------------------------------------
					//
					else if((*clipPerVertex)[k1] != 0)
					{
						Verify((*clipPerVertex)[k1] == (*clipPerVertex)[k]);
						continue;
					}
					//
					//--------------------------------------------------
					// We now find the distance along the edge where the
					// clipping plane will intersect
					//--------------------------------------------------
					//
					mask = 1;
					theTest |= (*clipPerVertex)[k1];
					//
					//-----------------------------------------------------
					// Find the boundary conditions that match our clipping
					// plane
					//-----------------------------------------------------
					//
					for(l = 0; l < MLRClippingState::NextBit; l++)
					{
						if(theTest.IsClipped(mask))
						{
							//
							//-------------------------------------------
							// Find the clipping interval from bc0 to bc1
							//-------------------------------------------
							//
							a = GetLerpFactor(l, (*transformedCoords)[k], (*transformedCoords)[k1]);
							Verify(a >= 0.0f && a <= 1.0f);
							ct = l;
							break;
						}
						mask <<= 1;
					}
					//
					//------------------------------
					// Lerp the homogeneous position
					//------------------------------
					//
					(*clipExtraCoords)[clipped_index].Lerp(
						(*transformedCoords)[k],
						(*transformedCoords)[k1],
						a
					);
					DoClipTrick((*clipExtraCoords)[clipped_index], ct);
					//
					//----------------------------------------------------------
					// If there are colors, lerp them in screen space for now as
					// most cards do that anyway
					//----------------------------------------------------------
					//
					(*clipExtraTexCoords)[clipped_index].Lerp(
						texCoords[k],
						texCoords[k1],
						a
					);
					(*clipExtraColors)[clipped_index] = colors[i];
					//
					//--------------------------------
					// Bump the polygon's vertex count
					//--------------------------------
					//
					numberVerticesPerPolygon++;
				}
			}
			//
			//---------------------------------------------------------------
			// We have to handle multiple planes. We do this by creating two
			// buffers and we switch between them as we clip plane by plane
			//---------------------------------------------------------------
			//
			else
			{
				EffectClipData srcPolygon, dstPolygon;
				int32_t dstBuffer = 0;
				//
				//-----------------------------------------------------
				// Point the source polygon buffer at our original data
				//-----------------------------------------------------
				//
				srcPolygon.coords = &((*transformedCoords)[j]);
				srcPolygon.clipPerVertex = &((*clipPerVertex)[j]);
				srcPolygon.flags = 0;
				// srcPolygon.colors = const_cast<Stuff::RGBAColor*>(&colors[j]);
				srcPolygon.flags |= 2;
				srcPolygon.texCoords = const_cast<Stuff::Vector2DScalar*>(&texCoords[j]);
				srcPolygon.length = 4;
				//
				//--------------------------------
				// Point to the destination buffer
				//--------------------------------
				//
				dstPolygon.coords = clipBuffer[dstBuffer].coords.GetData();
				// dstPolygon.colors = clipBuffer[dstBuffer].colors.GetData();
				dstPolygon.texCoords = clipBuffer[dstBuffer].texCoords.GetData();
				dstPolygon.clipPerVertex = clipBuffer[dstBuffer].clipPerVertex.GetData();
				dstPolygon.flags = srcPolygon.flags;
				dstPolygon.length = 0;
				//
				//-----------------------------------------------------------
				// Spin through each plane that clipped the primitive and use
				// it to actually clip the primitive
				//-----------------------------------------------------------
				//
				mask = 1;
				MLRClippingState theNewOr(0);
				int32_t loop = 4;
				do
				{
					for(l = 0; l < MLRClippingState::NextBit; l++)
					{
						if(theOr.IsClipped(mask))
						{
							//
							//-----------------------------------
							// Clip each vertex against the plane
							//-----------------------------------
							//
							for(k = 0; k < srcPolygon.length; k++)
							{
								k1 = (k + 1 < srcPolygon.length) ? k + 1 : 0;
								theTest = srcPolygon.clipPerVertex[k];
								//
								//----------------------------------------------------
								// If this vertex is inside the viewing space, copy it
								// directly to the clipping buffer
								//----------------------------------------------------
								//
								if(theTest.IsClipped(mask) == 0)
								{
									dstPolygon.coords[dstPolygon.length] =
										srcPolygon.coords[k];
									dstPolygon.clipPerVertex[dstPolygon.length] =
										srcPolygon.clipPerVertex[k];
									dstPolygon.texCoords[dstPolygon.length] =
										srcPolygon.texCoords[k];
									dstPolygon.length++;
									//
									//-------------------------------------------------------
									// We don't need to clip this edge if the next vertex is
									// also in the viewing space, so just move on to the next
									// vertex
									//-------------------------------------------------------
									//
									if(srcPolygon.clipPerVertex[k1].IsClipped(mask) == 0)
									{
										continue;
									}
								}
								//
								//---------------------------------------------------------
								// This vertex is outside the viewing space, so if the next
								// vertex is also outside the viewing space, no clipping is
								// needed and we throw this vertex away. Since only one
								// clipping plane is involved, it must be in the same space
								// as the first vertex
								//---------------------------------------------------------
								//
								else if(srcPolygon.clipPerVertex[k1].IsClipped(mask) != 0)
								{
									Verify(
										srcPolygon.clipPerVertex[k1].IsClipped(mask)
										== srcPolygon.clipPerVertex[k].IsClipped(mask)
									);
									continue;
								}
								//
								//-------------------------------------------
								// Find the clipping interval from bc0 to bc1
								//-------------------------------------------
								//
								bc0 = GetBC(l, srcPolygon.coords[k]);
								bc1 = GetBC(l, srcPolygon.coords[k1]);
								Verify(!Stuff::Close_Enough(bc0, bc1));
								a = bc0 / (bc0 - bc1);
								Verify(a >= 0.0f && a <= 1.0f);
								//
								//------------------------------
								// Lerp the homogeneous position
								//------------------------------
								//
								dstPolygon.coords[dstPolygon.length].Lerp(
									srcPolygon.coords[k],
									srcPolygon.coords[k1],
									a
								);
								DoCleanClipTrick(dstPolygon.coords[dstPolygon.length], l);
								//
								//-----------------------------------------------------
								// If there are texture uv's, we need to lerp them in a
								// perspective correct manner
								//-----------------------------------------------------
								//
								dstPolygon.texCoords[dstPolygon.length].Lerp
								(
									srcPolygon.texCoords[k],
									srcPolygon.texCoords[k1],
									a
								);
								//
								//-------------------------------------
								// We have to generate a new clip state
								//-------------------------------------
								//
								dstPolygon.clipPerVertex[dstPolygon.length].Clip4dVertex(&dstPolygon.coords[dstPolygon.length]);
								//
								//----------------------------------
								// Bump the new polygon vertex count
								//----------------------------------
								//
								dstPolygon.length++;
							}
							//
							//-----------------------------------------------
							// Swap source and destination buffer pointers in
							// preparation for the next plane test
							//-----------------------------------------------
							//
							srcPolygon.coords = clipBuffer[dstBuffer].coords.GetData();
							// srcPolygon.colors = clipBuffer[dstBuffer].colors.GetData();
							srcPolygon.texCoords = clipBuffer[dstBuffer].texCoords.GetData();
							srcPolygon.clipPerVertex = clipBuffer[dstBuffer].clipPerVertex.GetData();
							srcPolygon.length = dstPolygon.length;
							dstBuffer = !dstBuffer;
							dstPolygon.coords = clipBuffer[dstBuffer].coords.GetData();
							// dstPolygon.colors = clipBuffer[dstBuffer].colors.GetData();
							dstPolygon.texCoords = clipBuffer[dstBuffer].texCoords.GetData();
							dstPolygon.clipPerVertex = clipBuffer[dstBuffer].clipPerVertex.GetData();
							dstPolygon.length = 0;
						}
						mask = mask << 1;
					}
					theNewOr = 0;
					for(k = 0; k < srcPolygon.length; k++)
					{
						theNewOr |= srcPolygon.clipPerVertex[k];
					}
					theOr == theNewOr;
				}
				while(theNewOr != 0 && loop--);
				//
				//--------------------------------------------------
				// could not clip this rare case, just ignore it
				//--------------------------------------------------
				//
				if(theNewOr != 0)
				{
					testList[i] = 0;
					continue;
				}
				//
				//--------------------------------------------------
				// Move the most recent polygon into the clip buffer
				//--------------------------------------------------
				//
				for(k = 0; k < srcPolygon.length; k++)
				{
					size_t clipped_index = myNumberUsedClipVertex + k;
					if(srcPolygon.coords[k].z == srcPolygon.coords[k].w)
					{
						srcPolygon.coords[k].z -= Stuff::SMALL;
					}
					(*clipExtraCoords)[clipped_index] = srcPolygon.coords[k];
					(*clipExtraTexCoords)[clipped_index] = srcPolygon.texCoords[k];
					(*clipExtraColors)[clipped_index] = colors[i];
				}
				numberVerticesPerPolygon = srcPolygon.length;
			}
			(*clipExtraLength)[myNumberUsedClipLength] = numberVerticesPerPolygon;
			myNumberUsedClipVertex += numberVerticesPerPolygon;
			myNumberUsedClipLength++;
			ret++;
			// clip
			// dont draw the original
			TurnInVisible(i);
		}
	}
	if(myNumberUsedClipLength > 0)
	{
		for(i = 0, j = 0; i < myNumberUsedClipLength; i++)
		{
			uint32_t stride = (*clipExtraLength)[i];
			for(k = 1; k < stride - 1; k++)
			{
				Verify((vt->GetLast() + 3 + numGOSVertices) < vt->GetLength());
				GOSCopyTriangleData(
					&gos_vertices[numGOSVertices],
					clipExtraCoords->GetData(),
					clipExtraColors->GetData(),
					clipExtraTexCoords->GetData(),
					j, j + k + 1, j + k,
					true
				);
#ifdef LAB_ONLY
				if(gShowClippedPolys)
				{
					gos_vertices[numGOSVertices].argb = 0xffff0000;
					gos_vertices[numGOSVertices].u = 0.0f;
					gos_vertices[numGOSVertices].v = 0.0f;
					gos_vertices[numGOSVertices + 1].argb = 0xffff0000;
					gos_vertices[numGOSVertices + 1].u = 0.0f;
					gos_vertices[numGOSVertices + 1].v = 0.0f;
					gos_vertices[numGOSVertices + 2].argb = 0xffff0000;
					gos_vertices[numGOSVertices + 2].u = 0.0f;
					gos_vertices[numGOSVertices + 2].v = 0.0f;
				}
#endif
				numGOSVertices += 3;
			}
			j += stride;
		}
	}
	vt->Increase(numGOSVertices);
	visible = uint32_t(numGOSVertices ? 1 : 0);
	if(visible)
	{
	}
	else
	{
	}
	return visible;
}