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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Contains 2D clipping routines
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#include <vgui/ISurface.h>
#include "Clip2D.h"
#include "tier0/dbg.h"
#include "utlvector.h"
#if defined( _GAMECONSOLE )
#include "materialsystem/imaterialsystem.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Stretch texture to fit window ( before scissoring )
//-----------------------------------------------------------------------------
static bool g_bStretchTexture = false;
//-----------------------------------------------------------------------------
// Max # of vertices for clipping
//-----------------------------------------------------------------------------
enum { VGUI_VERTEX_TEMP_COUNT = 48, };
//-----------------------------------------------------------------------------
// For simulated scissor tests...
//-----------------------------------------------------------------------------
struct ScissorRect_t { int left; int top; int right; int bottom; };
static ScissorRect_t g_ScissorRect; static bool g_bScissor = false; static bool g_bFullScreenScissor = false;
//-----------------------------------------------------------------------------
// Enable/disable scissoring...
//-----------------------------------------------------------------------------
void EnableScissor( bool enable ) { g_bScissor = enable; }
void SetScissorRect( int left, int top, int right, int bottom ) { // Check for a valid rectangle...
Assert( left <= right ); Assert( top <= bottom );
if ( g_ScissorRect.left == left && g_ScissorRect.right == right && g_ScissorRect.top == top && g_ScissorRect.bottom == bottom ) return;
g_ScissorRect.left = left; g_ScissorRect.top = top; g_ScissorRect.right = right; g_ScissorRect.bottom = bottom;
#if defined( _GAMECONSOLE )
// no reason to waste cpu on full screen scissor, gpu does it
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); int vx, vy, vw, vh; pRenderContext->GetViewport( vx, vy, vw, vh ); g_bFullScreenScissor = (left <= vx && top <= vy && right >= vw && bottom >= vh ); #endif
}
void GetScissorRect( int &left, int &top, int &right, int &bottom, bool &enabled ) { left = g_ScissorRect.left; top = g_ScissorRect.top; right = g_ScissorRect.right; bottom = g_ScissorRect.bottom; enabled = g_bScissor; }
//-----------------------------------------------------------------------------
// Used to clip the shadow decals
//-----------------------------------------------------------------------------
struct PolygonClipState_t { int m_CurrVert; int m_TempCount; int m_ClipCount; vgui::Vertex_t m_pTempVertices[VGUI_VERTEX_TEMP_COUNT]; vgui::Vertex_t* m_ppClipVertices[2][VGUI_VERTEX_TEMP_COUNT]; };
//-----------------------------------------------------------------------------
// Clipping methods for 2D
//-----------------------------------------------------------------------------
class CClipTop { public: static inline bool Inside( vgui::Vertex_t const& vert ) { return vert.m_Position.y >= g_ScissorRect.top; } static inline float Clip( const Vector2D& one, const Vector2D& two ) { return (g_ScissorRect.top - one.y) / (two.y - one.y); } };
class CClipLeft { public: static inline bool Inside( vgui::Vertex_t const& vert ) { return vert.m_Position.x >= g_ScissorRect.left; } static inline float Clip( const Vector2D& one, const Vector2D& two ) { return (one.x - g_ScissorRect.left) / (one.x - two.x); } };
class CClipRight { public: static inline bool Inside( vgui::Vertex_t const& vert ) { return vert.m_Position.x < g_ScissorRect.right; } static inline float Clip( const Vector2D& one, const Vector2D& two ) { return (g_ScissorRect.right - one.x) / (two.x - one.x); } };
class CClipBottom { public: static inline bool Inside( vgui::Vertex_t const& vert ) { return vert.m_Position.y < g_ScissorRect.bottom; } static inline float Clip( const Vector2D& one, const Vector2D& two ) { return (one.y - g_ScissorRect.bottom) / (one.y - two.y); } };
template <class Clipper> static inline void Intersect( const vgui::Vertex_t& start, const vgui::Vertex_t& end, vgui::Vertex_t* pOut, Clipper& clipper ) { // Clip to the scissor rectangle
float t = Clipper::Clip( start.m_Position, end.m_Position ); Vector2DLerp( start.m_Position, end.m_Position, t, pOut->m_Position ); Vector2DLerp( start.m_TexCoord, end.m_TexCoord, t, pOut->m_TexCoord ); }
//-----------------------------------------------------------------------------
// Clips a line segment to a single plane
//-----------------------------------------------------------------------------
template< class Clipper > bool ClipLineToPlane( Clipper &clipper, const vgui::Vertex_t *pInVerts, vgui::Vertex_t* pOutVerts ) { bool startInside = Clipper::Inside( pInVerts[0] ); bool endInside = Clipper::Inside( pInVerts[1] );
// Cull
if (!startInside && !endInside) return false;
if (startInside && endInside) { pOutVerts[0] = pInVerts[0]; pOutVerts[1] = pInVerts[1]; } else { int inIndex = startInside ? 0 : 1; pOutVerts[inIndex] = pInVerts[inIndex]; Intersect( pInVerts[0], pInVerts[1], &pOutVerts[1 - inIndex], clipper ); }
return true; }
//-----------------------------------------------------------------------------
// Clips a line segment to the current scissor rectangle
//-----------------------------------------------------------------------------
bool ClipLine( const vgui::Vertex_t *pInVerts, vgui::Vertex_t* pOutVerts ) { if ( g_bScissor && !g_bFullScreenScissor ) { // Clippers...
CClipTop top; CClipBottom bottom; CClipLeft left; CClipRight right;
// Sutherland-hodgman clip, not particularly efficient but that's ok for now
vgui::Vertex_t tempVerts[2]; if (!ClipLineToPlane( top, pInVerts, tempVerts )) return false; if (!ClipLineToPlane( bottom, tempVerts, pOutVerts )) return false; if (!ClipLineToPlane( left, pOutVerts, tempVerts )) return false; if (!ClipLineToPlane( right, tempVerts, pOutVerts )) return false;
return true; } else { pOutVerts[0] = pInVerts[0]; pOutVerts[1] = pInVerts[1]; return true; } }
//-----------------------------------------------------------------------------
// Methods associated with clipping 2D polygons
//-----------------------------------------------------------------------------
struct ScreenClipState_t { int m_iCurrVert; int m_iTempCount; int m_iClipCount; CUtlVector<vgui::Vertex_t> m_pTempVertices; CUtlVector<vgui::Vertex_t*> m_ppClipVertices[2]; };
template <class Clipper> static void ScreenClip( ScreenClipState_t& clip, Clipper& clipper ) { if (clip.m_iClipCount < 3) return;
// Ye Olde Sutherland-Hodgman clipping algorithm
int numOutVerts = 0; vgui::Vertex_t** pSrcVert = clip.m_ppClipVertices[clip.m_iCurrVert].Base(); vgui::Vertex_t** pDestVert = clip.m_ppClipVertices[!clip.m_iCurrVert].Base();
int numVerts = clip.m_iClipCount; vgui::Vertex_t* pStart = pSrcVert[numVerts-1]; bool startInside = Clipper::Inside( *pStart ); for (int i = 0; i < numVerts; ++i) { vgui::Vertex_t* pEnd = pSrcVert[i]; bool endInside = Clipper::Inside( *pEnd ); if (endInside) { if (!startInside) { // Started outside, ended inside, need to clip the edge
Assert( clip.m_iTempCount <= clip.m_pTempVertices.Count() );
// Allocate a new clipped vertex
pDestVert[numOutVerts] = &clip.m_pTempVertices[clip.m_iTempCount++];
// Clip the edge to the clip plane
Intersect( *pStart, *pEnd, pDestVert[numOutVerts], clipper ); ++numOutVerts; } pDestVert[numOutVerts++] = pEnd; } else { if (startInside) { // Started inside, ended outside, need to clip the edge
Assert( clip.m_iTempCount <= clip.m_pTempVertices.Count() );
// Allocate a new clipped vertex
pDestVert[numOutVerts] = &clip.m_pTempVertices[clip.m_iTempCount++];
// Clip the edge to the clip plane
Intersect( *pStart, *pEnd, pDestVert[numOutVerts], clipper ); ++numOutVerts; } } pStart = pEnd; startInside = endInside; }
// Switch source lists
clip.m_iCurrVert = 1 - clip.m_iCurrVert; clip.m_iClipCount = numOutVerts; }
//-----------------------------------------------------------------------------
// Clips a polygon to the screen area
//-----------------------------------------------------------------------------
int ClipPolygon( int iCount, vgui::Vertex_t *pVerts, int iTranslateX, int iTranslateY, vgui::Vertex_t ***pppOutVertex ) { static ScreenClipState_t clip;
// Allocate enough room in the clip state...
// Having no reallocations during clipping
clip.m_pTempVertices.EnsureCount( iCount * 4 ); clip.m_ppClipVertices[0].EnsureCount( iCount * 4 ); clip.m_ppClipVertices[1].EnsureCount( iCount * 4 );
// Copy the initial verts in...
for (int i = 0; i < iCount; ++i) { // NOTE: This only works because we EnsuredCount above
clip.m_pTempVertices[i] = pVerts[i]; clip.m_pTempVertices[i].m_Position.x += iTranslateX; clip.m_pTempVertices[i].m_Position.y += iTranslateY; clip.m_ppClipVertices[0][i] = &clip.m_pTempVertices[i]; }
if ( !g_bScissor || g_bFullScreenScissor ) { Assert(pppOutVertex); *pppOutVertex = clip.m_ppClipVertices[0].Base(); return iCount; }
clip.m_iClipCount = iCount; clip.m_iTempCount = iCount; clip.m_iCurrVert = 0;
// Clippers...
CClipTop top; CClipBottom bottom; CClipLeft left; CClipRight right;
// Sutherland-hodgman clip
ScreenClip( clip, top ); ScreenClip( clip, bottom ); ScreenClip( clip, left ); ScreenClip( clip, right );
if (clip.m_iClipCount < 3) return 0;
// Return a pointer to the array of clipped vertices...
Assert(pppOutVertex); *pppOutVertex = clip.m_ppClipVertices[clip.m_iCurrVert].Base(); return clip.m_iClipCount; }
//-----------------------------------------------------------------------------
// Purpose: Used for clipping, produces an interpolated texture coordinate
//-----------------------------------------------------------------------------
inline float InterpTCoord(float val, float mins, float maxs, float tMin, float tMax) { float flPercent; if (mins != maxs) flPercent = (float)(val - mins) / (maxs - mins); else flPercent = 0.5f; return tMin + (tMax - tMin) * flPercent; }
//-----------------------------------------------------------------------------
// Purpose: Does a scissor clip of the input rectangle.
// Returns false if it is completely clipped off.
//-----------------------------------------------------------------------------
bool ClipRect( const vgui::Vertex_t &inUL, const vgui::Vertex_t &inLR, vgui::Vertex_t *pOutUL, vgui::Vertex_t *pOutLR ) { // Check for a valid rectangle...
// Assert( inUL.m_Position.x <= inLR.m_Position.x );
// Assert( inUL.m_Position.y <= inLR.m_Position.y );
if ( IsGameConsole() && ( !g_bScissor || g_bFullScreenScissor || ( inUL.m_Position.x >= g_ScissorRect.left && inLR.m_Position.x <= g_ScissorRect.right && inUL.m_Position.y >= g_ScissorRect.top && inLR.m_Position.y <= g_ScissorRect.bottom ) ) ) { // clipping is not needed
// either full screen, and hw will do it or rect is inscribed, and operation is meaningless
*pOutUL = inUL; *pOutLR = inLR; return true; }
if ( g_bScissor ) { // Pick whichever left side is larger
if (g_ScissorRect.left > inUL.m_Position.x) pOutUL->m_Position.x = g_ScissorRect.left; else pOutUL->m_Position.x = inUL.m_Position.x;
// Pick whichever right side is smaller
if (g_ScissorRect.right <= inLR.m_Position.x) pOutLR->m_Position.x = g_ScissorRect.right; else pOutLR->m_Position.x = inLR.m_Position.x;
// Pick whichever top side is larger
if (g_ScissorRect.top > inUL.m_Position.y) pOutUL->m_Position.y = g_ScissorRect.top; else pOutUL->m_Position.y = inUL.m_Position.y;
// Pick whichever bottom side is smaller
if (g_ScissorRect.bottom <= inLR.m_Position.y) pOutLR->m_Position.y = g_ScissorRect.bottom; else pOutLR->m_Position.y = inLR.m_Position.y;
// Check for non-intersecting
if ( (pOutUL->m_Position.x > pOutLR->m_Position.x) || (pOutUL->m_Position.y > pOutLR->m_Position.y) ) { return false; }
if ( !g_bStretchTexture ) { pOutUL->m_TexCoord.x = InterpTCoord(pOutUL->m_Position.x, inUL.m_Position.x, inLR.m_Position.x, inUL.m_TexCoord.x, inLR.m_TexCoord.x); pOutLR->m_TexCoord.x = InterpTCoord(pOutLR->m_Position.x, inUL.m_Position.x, inLR.m_Position.x, inUL.m_TexCoord.x, inLR.m_TexCoord.x);
pOutUL->m_TexCoord.y = InterpTCoord(pOutUL->m_Position.y, inUL.m_Position.y, inLR.m_Position.y, inUL.m_TexCoord.y, inLR.m_TexCoord.y); pOutLR->m_TexCoord.y = InterpTCoord(pOutLR->m_Position.y, inUL.m_Position.y, inLR.m_Position.y, inUL.m_TexCoord.y, inLR.m_TexCoord.y); } else { // FIXME, this isn't right
pOutUL->m_TexCoord = inUL.m_TexCoord; pOutLR->m_TexCoord = inLR.m_TexCoord; } } else { *pOutUL = inUL; *pOutLR = inLR; }
return true; }
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