| 286 | } |
| 287 | |
| 288 | void Tr2Sprite2dLineTrace::AddSegment( |
| 289 | Tr2Sprite2dScene* renderer, |
| 290 | const Vector2& from, |
| 291 | const Color& fromColor, |
| 292 | float capAngleFrom, |
| 293 | const Vector2& to, |
| 294 | const Color& toColor, |
| 295 | float capAngleTo ) |
| 296 | { |
| 297 | Vector2 d = to - from; |
| 298 | float segmentLength = Length( d ); |
| 299 | d = Normalize( d ); |
| 300 | |
| 301 | // calculate texture offset |
| 302 | float texOffset1 = m_textureOffsetAccum / m_textureWidth - m_textureOffset; |
| 303 | m_textureOffsetAccum += segmentLength; |
| 304 | float texOffset2 = m_textureOffsetAccum / m_textureWidth - m_textureOffset; |
| 305 | |
| 306 | // Anti-aliased lines are rendered with a quad that is larger. This is then |
| 307 | // compensated for in the pixel shader, using the extra pixels to fill in |
| 308 | // alpha values to do the anti-aliasing |
| 309 | |
| 310 | bool isAA = m_spriteEffect == TR2_SFX_FILL_AA; |
| 311 | float pixelWidthInTexels = 1; |
| 312 | |
| 313 | float halfWidth = 0.5f * m_lineWidth; |
| 314 | |
| 315 | if( isAA ) |
| 316 | { |
| 317 | halfWidth += 2.0f; |
| 318 | pixelWidthInTexels = 1.0f / ( m_lineWidth + 4.0f ); |
| 319 | } |
| 320 | |
| 321 | capAngleFrom = ClampAngle( capAngleFrom ); |
| 322 | capAngleTo = ClampAngle( capAngleTo ); |
| 323 | |
| 324 | // Shorten lines to account for corners |
| 325 | Vector2 adjustedFrom, adjustedTo; |
| 326 | if( m_cornerType != CORNERTYPE_NONE ) |
| 327 | { |
| 328 | float shorteningForCap = halfWidth * tan( std::abs( capAngleTo ) * 0.5f ); |
| 329 | adjustedTo = to - shorteningForCap * d; |
| 330 | |
| 331 | shorteningForCap = halfWidth * tan( std::abs( capAngleFrom ) * 0.5f ); |
| 332 | adjustedFrom = from + shorteningForCap * d; |
| 333 | } |
| 334 | else |
| 335 | { |
| 336 | adjustedTo = to; |
| 337 | adjustedFrom = from; |
| 338 | } |
| 339 | |
| 340 | // Rotate 90 degrees |
| 341 | Vector2 normal( d.y, -d.x ); |
| 342 | |
| 343 | uint32_t totalVertexCount = uint32_t( m_renderVertices.size() ) - m_drawCalls.back().vertexOffset; |
| 344 | uint32_t totalIndexCount = uint32_t( m_renderIndices.size() ) - m_drawCalls.back().indexOffset; |
| 345 | uint32_t segmentVertices = 4; |
nothing calls this directly
no test coverage detected