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ryzom-core/code/nel/src/3d/quad_effect.cpp

252 lines
5.3 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
#include "nel/3d/quad_effect.h"
#include <algorithm>
#include <deque>
namespace NL3D
{
// a 2d edge, ordered so that p1 is the highest point of the edge
struct CEdge
{
CEdge(const NLMISC::CVector2f &p1, const NLMISC::CVector2f &p2)
{
if (p1.y < p2.y)
{
P1 = p1;
P2 = p2;
}
else
{
P2 = p1;
P1 = p2;
}
}
NLMISC::CVector2f P1, P2;
};
// compares 2 edge, and take the highest
bool operator<(const CEdge &e1, const CEdge &e2) { return e1.P1.y < e2.P1.y; }
typedef std::deque<CEdge> TEdgeList;
void CQuadEffect::makeRasters(const TPoint2DVect &poly
, float quadWidth, float quadHeight
, TRasters &dest, float &startY
)
{
dest.clear();
const float epsilon = 10E-5f;
sint size = (sint)poly.size();
uint aelSize = 0; // size of active edge list
sint k; // loop counter
dest.clear();
if (!size) return;
static TEdgeList lel, ael; // the left edge list, and the active edge list
float highest = poly[0].y;
lel.clear();
ael.clear();
/// build a segment list, and go through it;
for (k = 0; k < size; ++k)
{
lel.push_front(
CEdge(poly[k], poly[k == (size - 1) ? 0 : k + 1])
);
if (poly[k].y < highest) { highest = poly[k].y; }
}
/// sort the segs
std::sort(lel.begin(), lel.end());
bool borderFound;
float left = 0.f, right = 0.f, inter, diff;
float currY = highest;
startY = highest;
TEdgeList::iterator elIt;
do
{
/// fetch new segment into the ael
while (size
&& lel.begin()->P1.y < (currY + quadHeight)
)
{
ael.push_front(lel.front());
lel.pop_front();
--size;
++ aelSize;
}
if (aelSize)
{
borderFound = false;
for (elIt = ael.begin(); elIt != ael.end();)
{
if (elIt->P2.y <= currY)
{
// edge has gone out of active edge list
elIt = ael.erase(elIt);
if (! --aelSize) return;
continue;
}
else
{
/** edge is in scope. compute its extreme positions
* so we need to intersect it with the y = currY and y = currY + quadHeight lines
*/
/// top of the edge
if (elIt->P1.y >= currY)
{
if (!borderFound)
{
left = right = elIt->P1.x;
borderFound = true;
}
else
{
left = std::min(left, elIt->P1.x);
right = std::max(right, elIt->P1.x);
}
}
else
{
// compute intersection
diff = elIt->P2.y - elIt->P1.y;
if (diff > epsilon)
{
inter = elIt->P1.x + (elIt->P2.x - elIt->P1.x) * (currY - elIt->P1.y) / diff;
}
else
{
inter = elIt->P2.x;
}
if (!borderFound)
{
left = right = inter;
borderFound = true;
}
else
{
left = std::min(left, inter);
right = std::max(right, inter);
}
}
/// bottom of the edge
if (elIt->P2.y <= currY + quadHeight)
{
if (!borderFound)
{
left = right = elIt->P2.x;
borderFound = true;
}
else
{
left = std::min(left, elIt->P2.x);
right = std::max(right, elIt->P2.x);
}
}
else
{
// compute intersection
diff = elIt->P2.y - elIt->P1.y;
if (diff > epsilon)
{
inter = elIt->P1.x + (elIt->P2.x - elIt->P1.x) * (currY + quadHeight - elIt->P1.y) / diff;
}
else
{
inter = elIt->P2.x;
}
if (!borderFound)
{
left = right = inter;
borderFound = true;
}
else
{
left = std::min(left, inter);
right = std::max(right, inter);
}
}
}
++ elIt;
}
dest.push_back(std::make_pair(left, right));
}
currY += quadHeight;
} while (size || aelSize);
}
//**
void CQuadEffect::processPoly(const TPoint2DVect &poly
, float quadWidth, float quadHeight
, TPoint2DVect &dest
)
{
static TRasters rDest;
float currY;
makeRasters(poly, quadWidth, quadHeight, rDest, currY);
if (dest.size())
{
TRasters::const_iterator it, endIt = rDest.end();
for (it = rDest.begin(); it != endIt; ++it)
{
const sint nbQuad = (sint) ceilf( (it->second - it->first) / quadWidth);
float currX = it->first;
for (sint k = 0; k < nbQuad; ++k)
{
dest.push_back(NLMISC::CVector2f(currX, currY));
currX += quadWidth;
}
currY += quadHeight;
}
}
}
} // NL3D