/* ** 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 . */ /*********************************************************************************************** *** 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 : ww3d * * * * $Archive:: /Commando/Code/ww3d2/visrasterizer.h $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Jani_p $* * * * $Modtime:: 11/24/01 5:42p $* * * * $Revision:: 6 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef VISRASTERIZER_H #define VISRASTERIZER_H #include "always.h" #include "matrix3d.h" #include "matrix4.h" #include "vector3i.h" #include "vector3.h" #include "simplevec.h" #include "bittype.h" #include "plane.h" #include "meshgeometry.h" class CameraClass; class AABoxClass; struct GradientsStruct; struct EdgeStruct; /** ** IDBufferClass ** This class manages the ID buffer and the Z buffer. It provides the low level ** rasterization code and stats about how many pixels and triangles are drawn. */ class IDBufferClass { public: IDBufferClass(void); ~IDBufferClass(void); /* ** State interface */ void Set_Resolution(int w,int h); void Get_Resolution(int * get_w,int * get_h); void Set_Backface_ID(uint32 id) { BackfaceID = id; } void Set_Frontface_ID(uint32 id) { FrontfaceID = id; } uint32 Get_Backface_ID(void) { return BackfaceID; } uint32 Get_Frontface_ID(void) { return FrontfaceID; } void Enable_Two_Sided_Rendering(bool onoff) { TwoSidedRenderingEnabled = onoff; } bool Is_Two_Sided_Rendering_Enabled(void) { return TwoSidedRenderingEnabled; } enum ModeType { OCCLUDER_MODE = 0, NON_OCCLUDER_MODE }; void Set_Render_Mode(ModeType mode) { RenderMode = mode; } ModeType Get_Render_Mode(void) { return RenderMode; } void Reset_Pixel_Counter(void) { PixelCounter = 0; } int Get_Pixel_Counter(void) { return PixelCounter; } /* ** Rendering interface */ void Clear(void); bool Render_Triangle(const Vector3 & p0,const Vector3 & p1,const Vector3 & p2); const uint32 * Get_Pixel_Row(int y,int min_x,int max_x); protected: void Reset(void); void Allocate_Buffers(void); bool Is_Backfacing(const Vector3 & p0,const Vector3 & p1,const Vector3 & p2); int Render_Occluder_Scanline(GradientsStruct & grads,EdgeStruct * left,EdgeStruct * right); int Render_Non_Occluder_Scanline(GradientsStruct & grads,EdgeStruct * left,EdgeStruct * right); int Pixel_Coords_To_Address(int x,int y) { return y*ResWidth + x; } uint32 BackfaceID; uint32 FrontfaceID; uint32 CurID; int PixelCounter; ModeType RenderMode; bool TwoSidedRenderingEnabled; int ResWidth; int ResHeight; uint32 * IDBuffer; float * ZBuffer; // actually a 1/z buffer... }; inline const uint32 * IDBufferClass::Get_Pixel_Row(int y,int min_x,int max_x) { WWASSERT(y>=0); WWASSERT(y=0); WWASSERT(max_x<=ResWidth); int addr = Pixel_Coords_To_Address(min_x,y); return &(IDBuffer[addr]); } inline bool IDBufferClass::Is_Backfacing(const Vector3 & p0,const Vector3 & p1,const Vector3 & p2) { float x1=p1[0]-p0[0]; float y1=p1[1]-p0[1]; float x2=p2[0]-p0[0]; float y2=p2[1]-p0[1]; float r=x1*y2-x2*y1; if (r<0.0f) return true; return false; } /** ** VisRasterizerClass ** This class encapsulates the "ID buffer rasterization" code needed by the vis system. Basically ** it is a floating point z-buffer and an id buffer which is used by the visiblity precalculation system. ** The VisRasterizer will transform and clip triangles into homogeneous view space; then the clipped ** triangles will be passed on to the IDBufferClass which will scan convert them. */ class VisRasterizerClass { public: VisRasterizerClass(void); ~VisRasterizerClass(void); /* ** ID Buffer Interface */ void Set_Render_Mode(IDBufferClass::ModeType mode) { IDBuffer.Set_Render_Mode(mode); } IDBufferClass::ModeType Get_Render_Mode(void) { return IDBuffer.Get_Render_Mode(); } void Set_Backface_ID(uint32 id) { IDBuffer.Set_Backface_ID(id); } void Set_Frontface_ID(uint32 id) { IDBuffer.Set_Frontface_ID(id); } uint32 Get_Backface_ID(void) { return IDBuffer.Get_Backface_ID(); } uint32 Get_Frontface_ID(void) { return IDBuffer.Get_Frontface_ID(); } void Enable_Two_Sided_Rendering(bool onoff) { IDBuffer.Enable_Two_Sided_Rendering(onoff); } bool Is_Two_Sided_Rendering_Enabled(void) { return IDBuffer.Is_Two_Sided_Rendering_Enabled(); } void Set_Resolution(int width,int height); void Get_Resolution(int * set_width,int * set_height); void Reset_Pixel_Counter(void) { IDBuffer.Reset_Pixel_Counter(); } int Get_Pixel_Counter(void) { return IDBuffer.Get_Pixel_Counter(); } /* ** Rendering Interface */ void Set_Model_Transform(const Matrix3D & model); void Set_Camera(CameraClass * camera); const Matrix3D & Get_Model_Transform(void); CameraClass * Get_Camera(void); CameraClass * Peek_Camera(void); void Clear(void) { IDBuffer.Clear(); } bool Render_Triangles(const Vector3 * verts,int vcount,const TriIndex * tris, int tcount,const AABoxClass & bounds); const uint32 * Get_Pixel_Row(int y,int min_x,int max_x) { return IDBuffer.Get_Pixel_Row(y,min_x,max_x); } protected: void Update_MV_Transform(void); const Matrix3D & Get_MV_Transform(void); Vector3 * Get_Temp_Vertex_Buffer(int count); bool Render_Triangles_Clip(const Vector3 * verts,int vcount,const TriIndex * tris, int tcount); bool Render_Triangles_No_Clip(const Vector3 * verts,int vcount,const TriIndex * tris, int tcount); Matrix3D ModelTransform; // AKA "World Transform" CameraClass * Camera; Matrix3D MVTransform; IDBufferClass IDBuffer; SimpleVecClass TempVertexBuffer; }; #endif //VISRASTERIZER_H