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CnC_Renegade/Code/wwphys/vissectorstats.cpp

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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/vissectorstats.cpp $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Jani_p $*
* *
* $Modtime:: 6/06/01 5:45p $*
* *
* $Revision:: 7 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* Count_Textures -- counts textures used by the given object *
* VisSectorStatsClass::VisSectorStatsClass -- Constructor *
* VisSectorStatsClass::~VisSectorStatsClass -- Destructor *
* VisSectorStatsClass::Compute_Stats -- Initializes the statistics for the given object *
* VisSectorStatsClass::operator= -- Safely copies the member data from the source object. *
* VisSectorStatsClass::Get_Name -- Returns the name of the model this vis sector contains *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "vissectorstats.h"
#include "pscene.h"
#include "vistable.h"
#include "staticphys.h"
#include "statistics.h"
#include "matinfo.h"
/***********************************************************************************************
* Count_Textures -- counts textures used by the given object *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 6/6/2000 gth : Created. *
*=============================================================================================*/
static void Count_Textures(RenderObjClass * obj)
{
if (obj == NULL) {
return;
}
/*
** Count the textures for the sub objects
*/
for (int i=0; i<obj->Get_Num_Sub_Objects(); i++) {
RenderObjClass * subobj = obj->Get_Sub_Object(i);
Count_Textures(subobj);
REF_PTR_RELEASE(subobj);
}
/*
** Count the textures for this object
*/
MaterialInfoClass * matinfo = obj->Get_Material_Info();
if (matinfo != NULL) {
for (int ti=0; ti<matinfo->Texture_Count(); ti++) {
Debug_Statistics::Record_Texture(matinfo->Peek_Texture(ti));
}
}
}
/*********************************************************************************************
**
** VisSectorStatsClass Implementation
**
*********************************************************************************************/
/***********************************************************************************************
* VisSectorStatsClass::VisSectorStatsClass -- Constructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 6/6/2000 gth : Created. *
*=============================================================================================*/
VisSectorStatsClass::VisSectorStatsClass(void) :
VisId(-1),
PolygonCount(0),
TextureCount(0),
TextureBytes(0),
CenterPoint(0,0,0),
PhysObj(NULL)
{
}
/***********************************************************************************************
* VisSectorStatsClass::VisSectorStatsClass -- Constructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 6/6/2000 pds : Created. *
*=============================================================================================*/
VisSectorStatsClass::VisSectorStatsClass(const VisSectorStatsClass &src) :
VisId(-1),
PolygonCount(0),
TextureCount(0),
TextureBytes(0),
CenterPoint(0,0,0),
PhysObj(NULL)
{
(*this) = src;
}
/***********************************************************************************************
* VisSectorStatsClass::~VisSectorStatsClass -- Destructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
*=============================================================================================*/
VisSectorStatsClass::~VisSectorStatsClass(void)
{
REF_PTR_RELEASE(PhysObj);
}
/***********************************************************************************************
* VisSectorStatsClass::Compute_Stats -- Initializes the statistics for the given object *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 6/6/2000 gth : Created. *
*=============================================================================================*/
void VisSectorStatsClass::Compute_Stats(StaticPhysClass * obj,VisTableClass * vistable)
{
/*
** Save the vis id and a point above the center of the object
*/
VisId = obj->Get_Vis_Object_ID();
CenterPoint = obj->Get_Cull_Box().Center + Vector3(0.0f,0.0f,2.0f);
/*
** Reset the texture statistics tracker
*/
PolygonCount = 0;
TextureCount = 0;
TextureBytes = 0;
if (vistable != NULL) {
Debug_Statistics::Begin_Statistics();
Debug_Statistics::Record_Texture_Mode(Debug_Statistics::RECORD_TEXTURE_DETAILS);
/*
** Walk through every static object in the level, adding its resources
** to our stats if it is visible from this sector
*/
RefPhysListIterator it = PhysicsSceneClass::Get_Instance()->Get_Static_Object_Iterator();
for (it.First(); !it.Is_Done(); it.Next()) {
StaticPhysClass * obj = it.Peek_Obj()->As_StaticPhysClass();
if (obj && vistable->Get_Bit(obj->Get_Vis_Object_ID())) {
PolygonCount += obj->Peek_Model()->Get_Num_Polys();
Count_Textures(obj->Peek_Model());
}
}
/*
** Finish the texture statistics
*/
Debug_Statistics::Record_Texture_Mode(Debug_Statistics::RECORD_TEXTURE_NONE);
Debug_Statistics::End_Statistics();
TextureCount = Debug_Statistics::Get_Record_Texture_Count();
TextureBytes = Debug_Statistics::Get_Record_Texture_Size();
}
/*
** Save a reference to the physics object
*/
REF_PTR_SET (PhysObj, obj);
}
/***********************************************************************************************
* VisSectorStatsClass::operator= -- Safely copies the member data from the source object. *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 6/6/2000 pds : Created. *
*=============================================================================================*/
const VisSectorStatsClass &VisSectorStatsClass::operator= (const VisSectorStatsClass &src)
{
VisId = src.VisId;
PolygonCount = src.PolygonCount;
TextureCount = src.TextureCount;
TextureBytes = src.TextureBytes;
CenterPoint = src.CenterPoint;
REF_PTR_SET (PhysObj, src.PhysObj);
return (*this);
}
/***********************************************************************************************
* VisSectorStatsClass::Get_Name -- Returns the name of the model this vis sector contains *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 6/6/2000 pds : Created. *
*=============================================================================================*/
const char *VisSectorStatsClass::Get_Name(void)
{
const char *name = NULL;
if (PhysObj != NULL && PhysObj->Peek_Model () != NULL) {
name = PhysObj->Peek_Model ()->Get_Name ();
}
return name;
}