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// Sets the clipping region
void A2DCanvas::SetClipping(double x, double y, double x2, double y2)
{
mClipMinX = x;
mClipMinY = y;
mClipMaxX = x2;
mClipMaxY = y2;
}
// .........................................................................
// Sets the drawing offset
void A2DCanvas::SetOffset(double x, double y)
{
mXOffset = x;
mYOffset = y;
}
...
// Slits triangle into two new triangles because just one point is outside the clipping
void SplitUpTriangle(double x, double y, double u, double v, AVector4DF color,
double x2, double y2, double u2, double v2, AVector4DF color2,
double x3, double y3, double u3, double v3, AVector4DF color3,
double perc21, double perc31,
double &nx4, double &ny4, double &nu4, double &nv4, AVector4DF &color4,
double &nx5, double &ny5, double &nu5, double &nv5, AVector4DF &color5)
{
nx4 = (x-x2)*perc21+x2;
ny4 = (y-y2)*perc21+y2;
nu4 = (u-u2)*perc21+u2;
nv4 = (v-v2)*perc21+v2;
color4.mX = (float)((color.mX-color2.mX)*perc21+color2.mX);
color4.mY = (float)((color.mY-color2.mY)*perc21+color2.mY);
color4.mZ = (float)((color.mZ-color2.mZ)*perc21+color2.mZ);
color4.mW = (float)((color.mW-color2.mW)*perc21+color2.mW);
nx5 = (x-x3)*perc31+x3;
ny5 = (y-y3)*perc31+y3;
nu5 = (u-u3)*perc31+u3;
nv5 = (v-v3)*perc31+v3;
color5.mX = (float)((color.mX-color3.mX)*perc31+color3.mX);
color5.mY = (float)((color.mY-color3.mY)*perc31+color3.mY);
color5.mZ = (float)((color.mZ-color3.mZ)*perc31+color3.mZ);
color5.mW = (float)((color.mW-color3.mW)*perc31+color3.mW);
}
// .........................................................................
// Shortens triangle of which 2 points are outside of the bounding
void ShortenTriangle(double x, double y, double u, double v, AVector4DF color,
double x2, double y2, double u2, double v2, AVector4DF color2,
double x3, double y3, double u3, double v3, AVector4DF color3,
double perc31, double perc32,
double &nx4, double &ny4, double &nu4, double &nv4, AVector4DF &color4,
double &nx5, double &ny5, double &nu5, double &nv5, AVector4DF &color5)
{
nx4 = (x-x3)*perc31+x3;
ny4 = (y-y3)*perc31+y3;
nu4 = (u-u3)*perc31+u3;
nv4 = (v-v3)*perc31+v3;
color4.mX = (float)((color.mX-color3.mX)*perc31+color3.mX);
color4.mY = (float)((color.mY-color3.mY)*perc31+color3.mY);
color4.mZ = (float)((color.mZ-color3.mZ)*perc31+color3.mZ);
color4.mW = (float)((color.mW-color3.mW)*perc31+color3.mW);
nx5 = (x2-x3)*perc32+x3;
ny5 = (y2-y3)*perc32+y3;
nu5 = (u2-u3)*perc32+u3;
nv5 = (v2-v3)*perc32+v3;
color5.mX = (float)((color2.mX-color3.mX)*perc32+color3.mX);
color5.mY = (float)((color2.mY-color3.mY)*perc32+color3.mY);
color5.mZ = (float)((color2.mZ-color3.mZ)*perc32+color3.mZ);
color5.mW = (float)((color2.mW-color3.mW)*perc32+color3.mW);
}
// .........................................................................
// Adds a triangle
void A2DCanvas::AddTriangle( double x, double y, double u, double v, AVector4DF color,
double x2, double y2, double u2, double v2, AVector4DF color2,
double x3, double y3, double u3, double v3, AVector4DF color3,
bool transform, int ClipSides)
{
if( mCurrentPrimitiveType!=A3DPrimitiveTypes::Triangles )
{
Flush();
mCurrentPrimitiveType = A3DPrimitiveTypes::Triangles;
}
if( transform )
{
x *= mXScaling; x2 *= mXScaling; x3 *= mXScaling;
y *= mYScaling; y2 *= mYScaling; y3 *= mYScaling;
x += mXOffset; x2 += mXOffset; x3 += mXOffset;
y += mYOffset; y2 += mYOffset; y3 += mYOffset;
}
// clipping check required ?
if( x<mClipMinX || x>mClipMaxX || y<mClipMinY || y>mClipMaxY ||
x2<mClipMinX || x2>mClipMaxX || y2<mClipMinY || y2>mClipMaxY ||
x3<mClipMinX || x3>mClipMaxX || y3<mClipMinY || y3>mClipMaxY )
{
for( int clipturn=0; clipturn<4; ++clipturn ) // for all 4 clipping sides (left,right,top,bottom)
{
int ClipFlag = 1<<clipturn;
if( ClipSides&ClipFlag )
{
bool o1, o2, o3;
switch (clipturn)
{
case 0: // left out
o1 = x < mClipMinX;
o2 = x2 < mClipMinX;
o3 = x3 < mClipMinX; break;
case 1: // right out
o1 = x > mClipMaxX;
o2 = x2 > mClipMaxX;
o3 = x3 > mClipMaxX; break;
case 2: // top out
o1 = y < mClipMinY;
o2 = y2 < mClipMinY;
o3 = y3 < mClipMinY; break;
default: // bottom out
o1 = y > mClipMaxY;
o2 = y2 > mClipMaxY;
o3 = y3 > mClipMaxY;
}
if( o1 || o2 || o3 )
{
if( o1 && o2 && o3 ) // totally out
return;
double xc[3] = {x,x2,x3},
yc[3] = {y,y2,y3},
uc[3] = {u,u2,u3},
vc[3] = {v,v2,v3};
AVector4DF colors[3] = {color,color2,color3};
bool oc[3] = {o1,o2,o3};
for( int i=0; i<3; ++i )
{
int i1 = i,
i2 = (i+1)%3,
i3 = (i+2)%3;
if( oc[i1] && !(oc[i2]||oc[i3]) ) // only 1 outside
{
double nx4, ny4, nu4, nv4, nx5, ny5, nu5, nv5;
AVector4DF color4, color5;
double perc1,
perc2;
switch( clipturn )
{
case 0: // left out
perc1 = (mClipMinX-xc[i2])/(xc[i1]-xc[i2]);
perc2 = (mClipMinX-xc[i3])/(xc[i1]-xc[i3]); break;
case 1: // right out
perc1 = (mClipMaxX-xc[i2])/(xc[i1]-xc[i2]);
perc2 = (mClipMaxX-xc[i3])/(xc[i1]-xc[i3]); break;
case 2: // top out
perc1 = (mClipMinY-yc[i2])/(yc[i1]-yc[i2]);
perc2 = (mClipMinY-yc[i3])/(yc[i1]-yc[i3]); break;
default: // bottom out
perc1 = (mClipMaxY-yc[i2])/(yc[i1]-yc[i2]);
perc2 = (mClipMaxY-yc[i3])/(yc[i1]-yc[i3]);
}
SplitUpTriangle(xc[i1],yc[i1],uc[i1],vc[i1],colors[i1],
xc[i2],yc[i2],uc[i2],vc[i2],colors[i2],
xc[i3],yc[i3],uc[i3],vc[i3],colors[i3],
perc1,perc2,
nx4,ny4,nu4,nv4,color4,nx5,ny5,nu5,nv5,color5);
AddTriangle(nx4,ny4,nu4,nv4,color4,xc[i2],yc[i2],uc[i2],vc[i2],colors[i2],xc[i3],yc[i3],uc[i3],vc[i3],colors[i3],false,ClipSides&~(ClipFlag));
AddTriangle(nx5,ny5,nu5,nv5,color5,nx4,ny4,nu4,nv4,color4,xc[i3],yc[i3],uc[i3],vc[i3],colors[i3],false,ClipSides&~(ClipFlag));
return;
}
if( oc[i1] && oc[i2] ) // two outside
{
double nx4, ny4, nu4, nv4, nx5, ny5, nu5, nv5;
AVector4DF color4, color5;
double perc1,
perc2;
switch( clipturn )
{
case 0: // left out
perc1 = (mClipMinX-xc[i3])/(xc[i1]-xc[i3]);
perc2 = (mClipMinX-xc[i3])/(xc[i2]-xc[i3]); break;
case 1: // right out
perc1 = (mClipMaxX-xc[i3])/(xc[i1]-xc[i3]);
perc2 = (mClipMaxX-xc[i3])/(xc[i2]-xc[i3]); break;
case 2: // left out
perc1 = (mClipMinY-yc[i3])/(yc[i1]-yc[i3]);
perc2 = (mClipMinY-yc[i3])/(yc[i2]-yc[i3]); break;
default: // right out
perc1 = (mClipMaxY-yc[i3])/(yc[i1]-yc[i3]);
perc2 = (mClipMaxY-yc[i3])/(yc[i2]-yc[i3]);
}
ShortenTriangle(xc[i1],yc[i1],uc[i1],vc[i1],colors[i1],
xc[i2],yc[i2],uc[i2],vc[i2],colors[i2],
xc[i3],yc[i3],uc[i3],vc[i3],colors[i3],
perc1,perc2,nx4,ny4,nu4,nv4,color4,nx5,ny5,nu5,nv5,color5);
AddTriangle(nx4,ny4,nu4,nv4,color4,nx5,ny5,nu5,nv5,color5,xc[i3],yc[i3],uc[i3],vc[i3],colors[i3],false,ClipSides&~(ClipFlag));
return;
}
}
}
}
} // of turn loop
} // of any outside
BYTE* Data = GetSpace(3);
miCCCount += 3;
A3DDataBuffer* cb = mlCanvasBuffers[miCurrentBuffer]->mlpDataBuffer;
A3DDataBufferElementDescription* DBD = &cb->mvbDescription;
*(AVector3DT*)&Data[DBD->miCoordOffset] = AVector3DT((afloat)x,(afloat)y,(afloat)0);
*(float*)&Data[DBD->maiTexSlotOffsets[0]] = (float)u;
*(float*)&Data[DBD->maiTexSlotOffsets[0]+4] = (float)v;
*(AVector4DF*)&Data[DBD->miColorOffset] = color;
*(AVector3DT*)&Data[DBD->miCoordOffset+DBD->miSize] = AVector3DT((afloat)x2,(afloat)y2,(afloat)0);
*(float*)&Data[DBD->maiTexSlotOffsets[0]+DBD->miSize] = (float)u2;
*(float*)&Data[DBD->maiTexSlotOffsets[0]+4+DBD->miSize] = (float)v2;
*(AVector4DF*)&Data[DBD->miColorOffset+DBD->miSize] = color2;
*(AVector3DT*)&Data[DBD->miCoordOffset+DBD->miSize*2] = AVector3DT((afloat)x3,(afloat)y3,(afloat)0);
*(float*)&Data[DBD->maiTexSlotOffsets[0]+DBD->miSize*2] = (float)u3;
*(float*)&Data[DBD->maiTexSlotOffsets[0]+4+DBD->miSize*2] = (float)v3;
*(AVector4DF*)&Data[DBD->miColorOffset+DBD->miSize*2] = color3;
}
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