Ejemplo n.º 1
0
  /**
   * Sets polygon with repeating texture region, the size of repeating grid is equal to region size
   *
   * @param region - region to repeat
   * @param vertices - cw vertices of polygon
   * @param density - number of regions per polygon width bound
   */
  public void setPolygon(TextureRegion region, float[] vertices, float density) {

    this.region = region;

    vertices = offset(vertices);

    Polygon polygon = new Polygon(vertices);
    Polygon tmpPoly = new Polygon();
    Polygon intersectionPoly = new Polygon();
    EarClippingTriangulator triangulator = new EarClippingTriangulator();

    int idx;

    Rectangle boundRect = polygon.getBoundingRectangle();

    if (density == -1) density = boundRect.getWidth() / region.getRegionWidth();

    float regionAspectRatio = (float) region.getRegionHeight() / (float) region.getRegionWidth();
    cols = (int) (Math.ceil(density));
    gridWidth = boundRect.getWidth() / density;
    gridHeight = regionAspectRatio * gridWidth;
    rows = (int) Math.ceil(boundRect.getHeight() / gridHeight);

    for (int col = 0; col < cols; col++) {
      for (int row = 0; row < rows; row++) {
        float[] verts = new float[8];
        idx = 0;
        verts[idx++] = col * gridWidth;
        verts[idx++] = row * gridHeight;
        verts[idx++] = (col) * gridWidth;
        verts[idx++] = (row + 1) * gridHeight;
        verts[idx++] = (col + 1) * gridWidth;
        verts[idx++] = (row + 1) * gridHeight;
        verts[idx++] = (col + 1) * gridWidth;
        verts[idx] = (row) * gridHeight;
        tmpPoly.setVertices(verts);

        Intersector.intersectPolygons(polygon, tmpPoly, intersectionPoly);
        verts = intersectionPoly.getVertices();
        if (verts.length > 0) {
          parts.add(snapToGrid(verts));
          ShortArray arr = triangulator.computeTriangles(verts);
          indices.add(arr.toArray());
        } else {
          // adding null for key consistancy, needed to get col/row from key
          // the other alternative is to make parts - IntMap<FloatArray>
          parts.add(null);
        }
      }
    }

    buildVertices();
  }
  private final void compute(int verticesLength) {

    //        boolean isTransparent = shader.getVertexShader().getTransparency() != 0.;

    if (polygonCount + 1 >= this.polygons.length) increasePolygonCapacity();

    Polygon p = polygons[polygonCount++];
    p.length = verticesLength;

    // We store the current shader for later shading
    p.setShader(shader);

    for (int i = 0; i < verticesLength; i++) {
      p.vertices[i] = vertexCount;
      vertexCount += Polygon.VERTEX_LENGTH;
    }

    // sky box shaders need the matrix...
    environment.setMatrix(matrix);
    // ****
    shader.shadePolygon(p, vertexData, environment);

    int numClip = environment.getNumClippingPlanes();
    if (numClip > 0) {
      ClippingPlaneSoft[] cp = environment.getClippingPlanes();
      // Intersector.dehomogenize(p,vertexData);
      for (int k = 0; k < numClip; k++) {
        double d = VecMat.dot(cp[k].getNormal(), cp[k].getPoint());
        // System.out.println("d "+d);
        int res = Intersector.clipToHalfspace(p, cp[k].getNormal(), -1, d, this);
        if (res == -1) { // clipped out
          p.setShader(null);
          vertexCount -= p.length * Polygon.VERTEX_LENGTH;
          polygonCount--;
          return;
        }
      }
    }
    for (int i = 0; i < p.length; i++) {
      perspective.perspective(vertexData, p.vertices[i]);
    }

    boolean clippedAway = clipPolygon();

    if (!clippedAway) {
      // if (p.length == 0)
      //    System.out.println("ZEROLENGTH!");
      // TODO: check wether we sort before computing this.
      // boolean isTransparent = (shader.getVertexShader().getTransparency() !=
      // 0.)||shader.hasTexture()||shader.interpolateAlpha();
      // shader might have changed after lighting:
      boolean isTransparent = p.getShader().needsSorting();
      ////            isTransparent = false;
      if (triangulate) {
        PolygonShader ps = p.getShader();
        if (polygonCount + 1 >= this.polygons.length) increasePolygonCapacity();
        polygonCount--;
        for (int i = 0, pl = p.length - 2; i < pl; i++) {
          Polygon pi = polygons[polygonCount++];
          pi.length = 3;
          pi.vertices[0] = p.vertices[0];
          pi.vertices[1] = p.vertices[i + 1];
          pi.vertices[2] = p.vertices[i + 2];
          pi.setShader(ps);
          if (queueOpaque || isTransparent) {
            if (sortOpaque || isTransparent) pi.computeCenterZ(vertexData);
            // pi.computeMaxZ(vertexData);
            // return;
          } else {
            renderer.renderPolygon(pi, vertexData, ps.isOutline());
            pi.setShader(null);
            // TODO:check wether this is save
            // vertexCount -= p.length * Polygon.VERTEX_LENGTH;
            polygonCount--;
          }
        }
        return;
      } else {

        if (queueOpaque || isTransparent) {
          if (sortOpaque || isTransparent) p.computeCenterZ(vertexData);
          // p.computeMaxZ(vertexData);
          return;
        } else {
          renderer.renderPolygon(p, vertexData, p.getShader().isOutline());
        }
      }
    }
    // if the polygon was clipped completely or if the polygon was opaque and therefore
    // rendered already, we can free its resources:
    p.setShader(null);
    vertexCount -= p.length * Polygon.VERTEX_LENGTH;
    polygonCount--;
  }