/*==========================================================================; * * Copyright (C) 1997 Microsoft Corporation. All Rights Reserved. * * File: clip.h * Content: Template for functions to clip by a frustum side * * The following symbol should be defined before included this file: * __CLIP_NAME - name for a function to clip triangles * __CLIP_LINE_NAME - name for a function to clip lines * __CLIP_W - if this functions are for Coord <= W. Otherwise they * are for 0 < Coord * __CLIP_COORD - should be hx, hy or hz * __CLIP_FLAG - clipping flag to set * __CLIP_GUARDBAND - defined when clipping by guardband window * __CLIP_SIGN - "-" if clipping by left or bottom sides of guard band * window * __CLIP_GBCOEF - coefficient to multiply W when clipping by guard band * window * * All these symbols are undefined at the end of this file ***************************************************************************/ // // Clipping for triangle // // Returns number of vertices in the clipped triangle // int __CLIP_NAME(D3DFE_PROCESSVERTICES *pv, ClipVertex **inv, ClipVertex **outv, int count) { int i; int out_count = 0; ClipVertex *curr, *prev; D3DVALUE curr_inside; D3DVALUE prev_inside; prev = inv[count-1]; curr = *inv++; #ifdef __CLIP_GUARDBAND prev_inside = __CLIP_SIGN(prev->hw * pv->vcache.__CLIP_GBCOEF - prev->__CLIP_COORD); #else #ifdef __CLIP_W prev_inside = prev->hw - prev->__CLIP_COORD; #else prev_inside = prev->__CLIP_COORD; #endif #endif for (i = count; i; i--) { #ifdef __CLIP_GUARDBAND curr_inside = __CLIP_SIGN(curr->hw * pv->vcache.__CLIP_GBCOEF - curr->__CLIP_COORD); #else #ifdef __CLIP_W curr_inside = curr->hw - curr->__CLIP_COORD; #else curr_inside = curr->__CLIP_COORD; #endif #endif // We interpolate always from the inside vertex to the outside vertex // to reduce precision problems if (FLOAT_LTZ(prev_inside)) { // first point is outside if (FLOAT_GEZ(curr_inside)) { // second point is inside // Find intersection and insert in into the output buffer outv[out_count] = GET_NEW_CLIP_VERTEX; Interpolate(pv, outv[out_count], curr, prev, (prev->clip & CLIPPED_ENABLE) | __CLIP_FLAG, curr_inside, curr_inside - prev_inside); out_count++; } } else { // first point is inside - put it to the output buffer first outv[out_count++] = prev; if (FLOAT_LTZ(curr_inside)) { // second point is outside // Find intersection and put it to the output buffer outv[out_count] = GET_NEW_CLIP_VERTEX; Interpolate(pv, outv[out_count], prev, curr, __CLIP_FLAG, prev_inside, prev_inside - curr_inside); out_count++; } } prev = curr; curr = *inv++; prev_inside = curr_inside; } return out_count; } //------------------------------------------------------------------------- // Clipping for lines // // Returns 1 if the line is outside the frustum, 0 otherwise // int __CLIP_LINE_NAME(D3DFE_PROCESSVERTICES *pv, ClipTriangle *line) { D3DVALUE in1, in2; ClipVertex outv; #ifdef __CLIP_GUARDBAND in1 = __CLIP_SIGN(line->v[0]->hw * pv->vcache.__CLIP_GBCOEF - line->v[0]->__CLIP_COORD); in2 = __CLIP_SIGN(line->v[1]->hw * pv->vcache.__CLIP_GBCOEF - line->v[1]->__CLIP_COORD); #else #ifdef __CLIP_W in1 = line->v[0]->hw - line->v[0]->__CLIP_COORD; in2 = line->v[1]->hw - line->v[1]->__CLIP_COORD; #else in1 = line->v[0]->__CLIP_COORD; in2 = line->v[1]->__CLIP_COORD; #endif #endif if (in1 < 0) { if (in2 < 0) return 1; Interpolate(pv, &outv, line->v[0], line->v[1], __CLIP_FLAG, in1, in1 - in2); *line->v[0] = outv; } else { if (in2 < 0) { Interpolate(pv, &outv, line->v[0], line->v[1], __CLIP_FLAG, in1, in1 - in2); *line->v[1] = outv; } } return 0; } #undef __CLIP_FLAG #undef __CLIP_COORD #undef __CLIP_NAME #undef __CLIP_LINE_NAME #undef __CLIP_W #undef __CLIP_SIGN #undef __CLIP_GBCOEF