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CnC_Renegade/Code/Tools/LevelEdit/GeneratingLightVisDialog.cpp

235 lines
6.5 KiB
C++

/*
** 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/>.
*/
// GeneratingLightVisDialog.cpp : implementation file
//
#include "stdafx.h"
#include "leveledit.h"
#include "GeneratingLightVisDialog.h"
#include "Utils.h"
#include "SceneEditor.h"
#include "LevelEditView.h"
#include "rendobj.h"
#include "phys.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
//////////////////////////////////////////////////////////////////////////////
//
// GeneratingLightVisDialogClass dialog
//
//////////////////////////////////////////////////////////////////////////////
GeneratingLightVisDialogClass::GeneratingLightVisDialogClass(CWnd* pParent /*=NULL*/) :
CDialog(GeneratingLightVisDialogClass::IDD, pParent),
m_IsCancelled(false),
m_StartTicks(0),
m_CurrentLight(0),
m_FirstLight(0),
m_LastLight(0),
m_FarmMode(false),
m_TotalProcessors(1),
m_ProcessorIndex(0)
{
//{{AFX_DATA_INIT(GeneratingLightVisDialogClass)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
//
// Determine the section of the status file
//
DWORD process_id = ::GetCurrentProcessId ();
m_StatusSection.Format ("%d", process_id);
//
// Get the installation directory of this application
//
TCHAR exe_path[MAX_PATH] = { 0 };
::GetModuleFileName (::AfxGetInstanceHandle (), exe_path, sizeof (exe_path));
CString path = ::Strip_Filename_From_Path (exe_path);
if (path[::lstrlen(path)-1] != '\\') {
path += "\\";
}
m_StatusFilename = path + "status.vis";
::WritePrivateProfileString ("Status", m_StatusSection, "", m_StatusFilename);
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// DoDataExchange
//
//////////////////////////////////////////////////////////////////////////////
void
GeneratingLightVisDialogClass::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(GeneratingLightVisDialogClass)
DDX_Control(pDX, IDC_PROGRESS_CTRL, m_ProgressCtrl);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(GeneratingLightVisDialogClass, CDialog)
//{{AFX_MSG_MAP(GeneratingLightVisDialogClass)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
//////////////////////////////////////////////////////////////////////////////
//
// OnInitDialog
//
//////////////////////////////////////////////////////////////////////////////
BOOL
GeneratingLightVisDialogClass::OnInitDialog()
{
CDialog::OnInitDialog();
m_ProgressCtrl.SetRange (0, 100);
m_ProgressCtrl.SetPos (0);
ShowWindow (SW_SHOW);
PostMessage (WM_USER+101);
return TRUE;
}
//////////////////////////////////////////////////////////////////////////////
//
// OnCancel
//
//////////////////////////////////////////////////////////////////////////////
void
GeneratingLightVisDialogClass::OnCancel()
{
m_IsCancelled = true;
}
//////////////////////////////////////////////////////////////////////////////
//
// WindowProc
//
//////////////////////////////////////////////////////////////////////////////
LRESULT
GeneratingLightVisDialogClass::WindowProc(UINT message, WPARAM wParam, LPARAM lParam)
{
if (message == WM_USER+101) {
::Get_Main_View ()->Allow_Repaint (false);
SceneEditorClass *scene_editor = ::Get_Scene_Editor ();
m_StartTicks = ::GetTickCount ();
/*
** Generate the start and end index for the lights we're going to vis
*/
int light_count = scene_editor->Get_Static_Light_Count();
float lights_per_processor = (float)light_count / (float)m_TotalProcessors;
m_FirstLight = (int)::floor (lights_per_processor * (float)m_ProcessorIndex);
m_LastLight = (int)::ceil (lights_per_processor * (float)(m_ProcessorIndex+1));
m_LastLight = min (light_count, m_LastLight);
/*
** Prepare to do the actual vis sampling
*/
bool restore_vis_point_display = scene_editor->Are_Vis_Points_Displayed ();
scene_editor->Display_Vis_Points (false);
/*
** Perform a vis sample for each light, updating the UI after each one
*/
for (int i=m_FirstLight; (i<m_LastLight) && (m_IsCancelled == false); i++) {
scene_editor->Generate_Vis_For_Light(i);
Update_Status(i);
General_Pump_Messages();
}
/*
** Restore the scene settings and close this dialog.
*/
if (restore_vis_point_display) {
scene_editor->Display_Vis_Points (true);
}
::Get_Main_View ()->Allow_Repaint (true);
EndDialog (TRUE);
}
return CDialog::WindowProc(message, wParam, lParam);
}
//////////////////////////////////////////////////////////////////////////////
//
// Update_Status
//
//////////////////////////////////////////////////////////////////////////////
void
GeneratingLightVisDialogClass::Update_Status (int cur_light)
{
int light_index = (cur_light - m_FirstLight) + 1;
int light_count = (m_LastLight - m_FirstLight);
//
// Update the light counters
//
CString status_text;
status_text.Format ("Rendering %d of %d points.",light_index,light_count);
SetDlgItemText (IDC_STATUS_TEXT, status_text);
//
// Update the elapsed and estimated remaining time
//
DWORD cur_ticks = ::GetTickCount();
DWORD elapsed_ticks;
if (cur_ticks > m_StartTicks) {
elapsed_ticks = cur_ticks - m_StartTicks;
} else {
elapsed_ticks = 0xFFFFFFFF - m_StartTicks + cur_ticks;
}
DWORD avg_ticks = elapsed_ticks / light_index;
DWORD remaining_ticks = (m_LastLight - cur_light) * avg_ticks;
float elapsed_minutes = (float)elapsed_ticks / 60000.0f;
float remaining_minutes = (float)remaining_ticks / 60000.0f;
CString elapsed_time_text;
elapsed_time_text.Format ("Elapsed: %.1f min. Remaining: %.1f min.",elapsed_minutes,remaining_minutes);
SetDlgItemText (IDC_ELAPSED_TIME_TEXT, elapsed_time_text);
m_ProgressCtrl.SetPos ((light_index * 100) / light_count);
//
// If in farm mode, output our current status to the status file
//
if (m_FarmMode) {
CString status;
status.Format ("Lights: %d%%", int((light_index * 100) / light_count));
::WritePrivateProfileString ("Status", m_StatusSection, status, m_StatusFilename);
}
return;
}