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CnC_Renegade/Code/wwphys/visrendercontext.h

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : WWPhys *
* *
* $Archive:: /Commando/Code/wwphys/visrendercontext.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 5/17/01 10:42a $*
* *
* $Revision:: 13 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef VISRENDERCONTEXT_H
#define VISRENDERCONTEXT_H
#include "rinfo.h"
#include "bittype.h"
#include "camera.h"
#include "vistable.h"
#include "vissample.h"
#include "vector.h"
const int BACKFACE_VIS_ID = 0x00FFFBAC; // Vis id for backface pixels
/*
** VisRenderContextClass
** This is a class derived from RenderInfoClass which is used by the visibility
** system. It adds features needed in building the pre-calculated visibility tables
** for a level. The way this is typically used is you set the vis id, then render
** an object (and flush it) and then call the scan function to update the visibility
** table.
*/
class VisRenderContextClass : public SpecialRenderInfoClass
{
public:
VisRenderContextClass(CameraClass & cam,VisTableClass & vtab);
~VisRenderContextClass(void);
void Set_Vis_ID(uint32 id);
void Set_Resolution(int resx,int resy);
void Get_Resolution(int * set_resx,int * set_resy);
bool Is_Vis_Quick_And_Dirty(void) { return VisIgnoreNonOccluders; }
void Set_Vis_Quick_And_Dirty(bool onoff) { VisIgnoreNonOccluders = onoff; }
void Scan_Frame_Buffer(VisSampleClass * sample);
void Scan_Frame_Buffer(const AABoxClass & wrld_bbox,VisSampleClass * sample);
void Clear_Color_Buffer(void);
void Clear_Z_Buffer(void);
VisTableClass & VisTable;
protected:
void Scan_Frame_Buffer(const Vector2 & min_v,const Vector2 & max_v,VisSampleClass * sample);
void Compute_2D_Bounds(const AABoxClass & wrld_bbox,Vector2 * min_v,Vector2 * max_v);
bool VisIgnoreNonOccluders;
private:
// Not implemented...
VisRenderContextClass(const VisRenderContextClass &);
VisRenderContextClass & operator = (const VisRenderContextClass &);
};
#endif // VISRENDERCONTEXT_H