mirror of https://github.com/odrling/Aegisub
Make the vector clip tool mask based on winding number so that the masking matches VSFilter's clipping.
Originally committed to SVN as r4442.
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@ -303,6 +303,7 @@ void Spline::GetPointList(std::vector<Vector2D> &points,std::vector<int> &pointC
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if (isFirst) {
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points.push_back(cur->p1);
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pointCurve.push_back(curve);
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isFirst = false;
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}
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// Line
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@ -134,26 +134,48 @@ void VisualToolVectorClip::Draw() {
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std::vector<int> pointCurve;
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spline.GetPointList(points,pointCurve);
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// Draw stencil mask
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glEnable(GL_STENCIL_TEST);
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glColorMask(0,0,0,0);
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glStencilFunc(GL_NEVER,1,1);
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glStencilOp(GL_INVERT,GL_INVERT,GL_INVERT);
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for (size_t i=2;i<points.size();i++) {
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glBegin(GL_TRIANGLES);
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glVertex2f(points[0].x,points[0].y);
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glVertex2f(points[i-1].x,points[i-1].y);
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glVertex2f(points[i].x,points[i].y);
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glEnd();
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}
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// The following is nonzero winding-number PIP based on stencils
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// Draw "outside clip" mask
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// Draw to stencil only
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glEnable(GL_STENCIL_TEST);
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glColorMask(0, 0, 0, 0);
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// GL_INCR_WRAP was added in 1.4, so instead set the entire stencil to 128
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// and wobble from there
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glStencilFunc(GL_NEVER, 128, 0xFF);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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DrawRectangle(0,0,video.w,video.h);
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// Increment the winding number for each forward facing triangle
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glStencilOp(GL_INCR, GL_INCR, GL_INCR);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glBegin(GL_TRIANGLE_FAN);
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for (size_t i = 0; i < points.size(); i++) {
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glVertex2f(points[i].x,points[i].y);
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}
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glEnd();
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// Decrement the winding number for each backfacing triangle
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glStencilOp(GL_DECR, GL_DECR, GL_DECR);
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glCullFace(GL_FRONT);
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glBegin(GL_TRIANGLE_FAN);
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for (size_t i = 0; i < points.size(); i++) {
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glVertex2f(points[i].x,points[i].y);
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}
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glEnd();
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glDisable(GL_CULL_FACE);
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// Draw the actual rectangle
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glColorMask(1,1,1,1);
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if (inverse) glStencilFunc(GL_EQUAL, 1, 1);
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else glStencilFunc(GL_EQUAL, 0, 1);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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SetLineColour(colour[3],0.0f);
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SetFillColour(wxColour(0,0,0),0.5f);
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// VSFilter draws when the winding number is nonzero, so we want to draw the
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// mask when the winding number is zero (where 128 is zero due to the lack of
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// wrapping combined with unsigned numbers)
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glStencilFunc(inverse ? GL_NOTEQUAL : GL_EQUAL, 128, 0xFF);
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DrawRectangle(0,0,video.w,video.h);
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glDisable(GL_STENCIL_TEST);
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