Some defines
This commit is contained in:
parent
debc5b219b
commit
ecaccfd0e0
@ -3,7 +3,8 @@
|
|||||||
#include "../World/DbgCube.hpp"
|
#include "../World/DbgCube.hpp"
|
||||||
#include "../World/Tank.hpp"
|
#include "../World/Tank.hpp"
|
||||||
|
|
||||||
//#define DISABLE_INVISIBLE_VERTICES
|
//#define DISABLE_AABB_CLIPPING
|
||||||
|
//#define DISABLE_TRIANGLE_CLIPPING
|
||||||
|
|
||||||
|
|
||||||
// Rendering pipeline:
|
// Rendering pipeline:
|
||||||
@ -113,7 +114,7 @@ void Graphic3DRenderer::Draw(sf::RenderTexture& context) {
|
|||||||
// Object outside frustrum clipping
|
// Object outside frustrum clipping
|
||||||
projAABB.Transform(projAABB, oTMat);
|
projAABB.Transform(projAABB, oTMat);
|
||||||
M3D_ContainmentType objInFrustrum = camFrustrum.Contains(projAABB);
|
M3D_ContainmentType objInFrustrum = camFrustrum.Contains(projAABB);
|
||||||
#ifndef DISABLE_INVISIBLE_VERTICES
|
#ifndef DISABLE_AABB_CLIPPING
|
||||||
if (objInFrustrum != DISJOINT)
|
if (objInFrustrum != DISJOINT)
|
||||||
#endif
|
#endif
|
||||||
{
|
{
|
||||||
@ -140,10 +141,12 @@ void Graphic3DRenderer::Draw(sf::RenderTexture& context) {
|
|||||||
break;
|
break;
|
||||||
|
|
||||||
// Triangle clipping
|
// Triangle clipping
|
||||||
//TODO: scissor/clipping depending of how many vertices are outside/inside the clipspace, implement complete Cohen-Sutherland algo or similar
|
#ifndef DISABLE_TRIANGLE_CLIPPING
|
||||||
|
//TODO: scissor/clipping depending of how many vertices are outside/inside the clipspace, implement complete Cohen-Sutherland algo or Cyrus–Beck one
|
||||||
if (VertexClipTest(projVertices[indicePtr[i]], mRTSize, 2.5f) &&
|
if (VertexClipTest(projVertices[indicePtr[i]], mRTSize, 2.5f) &&
|
||||||
VertexClipTest(projVertices[indicePtr[i+1]], mRTSize, 2.5f) &&
|
VertexClipTest(projVertices[indicePtr[i+1]], mRTSize, 2.5f) &&
|
||||||
VertexClipTest(projVertices[indicePtr[i+2]], mRTSize, 2.5f))
|
VertexClipTest(projVertices[indicePtr[i+2]], mRTSize, 2.5f))
|
||||||
|
#endif
|
||||||
{
|
{
|
||||||
|
|
||||||
M3D_VECTOR V1 = M3D_V4LoadF4(&projVertices[indicePtr[i]]);
|
M3D_VECTOR V1 = M3D_V4LoadF4(&projVertices[indicePtr[i]]);
|
||||||
|
Loading…
x
Reference in New Issue
Block a user