465 lines
12 KiB
C++
465 lines
12 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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// GeneratingVisDialog.cpp : implementation file
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//
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#include "stdafx.h"
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#include "leveledit.h"
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#include "generatingvisdialog.h"
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#include "utils.h"
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#include "sceneeditor.h"
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#include "nodemgr.h"
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#include "vispointgenerator.h"
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#include "leveleditview.h"
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#include "groupmgr.h"
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#include "node.h"
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#include "VisPointNode.h"
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#include "camera.h"
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#include "cameramgr.h"
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#include "vismgr.h"
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#include "vissectorsampler.h"
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#include "visgenprogress.h"
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#include "collisiongroups.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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//
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// GeneratingVisDialogClass dialog
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//
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/////////////////////////////////////////////////////////////////////////////
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GeneratingVisDialogClass::GeneratingVisDialogClass (float granularity, CWnd *parent)
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: m_bStop (false),
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m_Granularity (granularity),
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m_SampleHeight (10.0f),
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m_CurrentPoint (0),
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m_TotalPoints (0),
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m_StartTime (0),
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m_FarmMode (false),
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m_IgnoreBias (false),
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m_SelectionOnly (false),
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CDialog(GeneratingVisDialogClass::IDD, parent)
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{
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//{{AFX_DATA_INIT(GeneratingVisDialogClass)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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//
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// Determine the section of the status file
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//
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DWORD process_id = ::GetCurrentProcessId ();
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m_StatusSection.Format ("%d", process_id);
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//
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// Get the installation directory of this application
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//
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TCHAR exe_path[MAX_PATH] = { 0 };
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::GetModuleFileName (::AfxGetInstanceHandle (), exe_path, sizeof (exe_path));
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CString path = ::Strip_Filename_From_Path (exe_path);
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if (path[::lstrlen(path)-1] != '\\') {
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path += "\\";
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}
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m_StatusFilename = path + "status.vis";
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::WritePrivateProfileString ("Status", m_StatusSection, "Point Gen", m_StatusFilename);
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// GeneratingVisDialogClass
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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GeneratingVisDialogClass::DoDataExchange (CDataExchange *pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(GeneratingVisDialogClass)
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DDX_Control(pDX, IDC_PROGRESS_CTRL, m_ProgressCtrl);
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//}}AFX_DATA_MAP
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return ;
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}
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BEGIN_MESSAGE_MAP(GeneratingVisDialogClass, CDialog)
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//{{AFX_MSG_MAP(GeneratingVisDialogClass)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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//////////////////////////////////////////////////////////////////////////////
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//
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// OnInitDialog
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//
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//////////////////////////////////////////////////////////////////////////////
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BOOL
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GeneratingVisDialogClass::OnInitDialog (void)
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{
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CDialog::OnInitDialog ();
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m_ProgressCtrl.SetRange (0, 100);
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m_ProgressCtrl.SetPos (0);
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ShowWindow (SW_SHOW);
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PostMessage (WM_USER+101);
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return TRUE;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// OnCancel
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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GeneratingVisDialogClass::OnCancel (void)
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{
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m_bStop = true;
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Reset_Vis_Data_For_Nodes
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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GeneratingVisDialogClass::Reset_Vis_Data_For_Nodes (NODE_LIST &node_list)
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{
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SceneEditorClass *scene = ::Get_Scene_Editor ();
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if (scene == NULL) {
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return ;
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}
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//
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// Reset vis for the current node list
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//
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for (int index = 0; index < node_list.Count (); index ++) {
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NodeClass *node = node_list[index];
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if (node != NULL) {
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scene->Reset_Vis_For_Node (node);
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}
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Build_Node_List
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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GeneratingVisDialogClass::Build_Node_List (NODE_LIST &node_list)
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{
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//
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// Build a list of nodes that should be used to calculate
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// vis renders
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//
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VisMgrClass::Build_Node_List (node_list, m_SelectionOnly);
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//
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// Determine which nodes to process if we
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// are in farm mode.
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//
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if (m_FarmMode) {
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int nodes = node_list.Count ();
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float nodes_per_processor = ((float)nodes) / ((float)m_TotalProcessors);
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int starting_node = (int)::floor (nodes_per_processor * (float)m_ProcessorIndex);
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int ending_node = (int)::ceil (nodes_per_processor * (float)(m_ProcessorIndex+1));
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ending_node = min (ending_node, nodes);
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//
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// Copy the nodes from the total list into a temporary list
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//
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NODE_LIST temp_list;
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for (int index = starting_node; index < ending_node; index ++) {
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temp_list.Add (node_list[index]);
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}
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node_list.Delete_All ();
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node_list = temp_list;
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// WindowProc
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//
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//////////////////////////////////////////////////////////////////////////////
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LRESULT
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GeneratingVisDialogClass::WindowProc
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(
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UINT message,
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WPARAM wParam,
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LPARAM lParam
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)
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{
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if (message == WM_USER+101) {
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::Get_Main_View ()->Allow_Repaint (false);
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m_StartTime = ::GetTickCount();
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//
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// Build a list of nodes we should use during the vis-generation
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//
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NODE_LIST node_list;
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Build_Node_List (node_list);
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//
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// Reset vis if we are doing a selection set only
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//
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if (m_SelectionOnly) {
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Reset_Vis_Data_For_Nodes (node_list);
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}
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//
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// Generate a list of points we need to render
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//
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VisPointGeneratorClass generator (m_Granularity);
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generator.Set_Ignore_Bias (m_IgnoreBias);
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generator.Set_Vis_Sample_Height (m_SampleHeight);
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Generate_Points (node_list, generator);
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//
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// Update the dialog so the user know we are about to start rendering
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// vis points
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//
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::ShowWindow (::GetDlgItem (m_hWnd, IDC_BUILD_LIST_CHECK_ICON), SW_SHOW);
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m_ProgressCtrl.SetPos (0);
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General_Pump_Messages ();
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//
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// Setup the vis render
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//
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SceneEditorClass *scene_editor = ::Get_Scene_Editor ();
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bool restore_vis_point_display = scene_editor->Are_Vis_Points_Displayed ();
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scene_editor->Display_Vis_Points (false);
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m_TotalPoints = generator.Get_Total_Points ();
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m_CurrentPoint = 0;
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scene_editor->Set_Total_Vis_Points (m_TotalPoints);
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//
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// Render the generated vis points
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//
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VIS_POINT_LIST &point_list = generator.Peek_Point_List ();
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Render_Vis_Points (point_list);
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//
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// Update the dialog so the user knows we are done
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//
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::ShowWindow (::GetDlgItem (m_hWnd, IDC_BUILD_LIST_CHECK_ICON), SW_SHOW);
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General_Pump_Messages ();
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if (restore_vis_point_display) {
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scene_editor->Display_Vis_Points (true);
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}
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// Close the dialog
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::Get_Main_View ()->Allow_Repaint (true);
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EndDialog (TRUE);
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}
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// Allow the base class to process this message
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return CDialog::WindowProc (message, wParam, lParam);
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Update_Time
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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GeneratingVisDialogClass::Update_Time (void)
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{
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//
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// Compute the elapsed and estimated remaining time
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//
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DWORD cur_ticks = ::GetTickCount();
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DWORD elapsed_ticks;
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if (cur_ticks > m_StartTime) {
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elapsed_ticks = cur_ticks - m_StartTime;
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} else {
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elapsed_ticks = 0xFFFFFFFF - m_StartTime + cur_ticks;
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}
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DWORD avg_ticks = elapsed_ticks / m_CurrentPoint;
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DWORD remaining_ticks = (m_TotalPoints - m_CurrentPoint) * avg_ticks;
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float elapsed_minutes = (float)elapsed_ticks / 60000.0f;
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float remaining_minutes = (float)remaining_ticks / 60000.0f;
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//
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// Update the UI
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//
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CString status_text;
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status_text.Format ("Rendering %d of %d points.", m_CurrentPoint + 1, m_TotalPoints);
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SetDlgItemText (IDC_STATUS_TEXT, status_text);
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CString elapsed_time_text;
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elapsed_time_text.Format ("Elapsed: %.1f min. Remaining: %.1f min.",elapsed_minutes,remaining_minutes);
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SetDlgItemText (IDC_ELAPSED_TIME_TEXT, elapsed_time_text);
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m_ProgressCtrl.SetPos (((m_CurrentPoint + 1) * 100) / m_TotalPoints);
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General_Pump_Messages ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Render_Vis_Points
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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GeneratingVisDialogClass::Render_Vis_Points (VIS_POINT_LIST &point_list)
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{
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SceneEditorClass *scene_editor = ::Get_Scene_Editor ();
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VisLogClass &vis_log = scene_editor->Get_Vis_Log ();
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//
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// Loop through all the points and vis-render them
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//
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int count = point_list.Count ();
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for (int index = 0; (index < count) && !m_bStop; index ++) {
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VisPointListClass *sub_point_list = point_list[index];
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//
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// Render vis for this point
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//
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Vector3 sample_point = sub_point_list->sample_point;
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VisSampleClass vis_sample = scene_editor->Update_Vis (sample_point, sub_point_list->transform);
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vis_log.Log_Sample (vis_sample);
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scene_editor->Create_Vis_Point (sub_point_list->transform);
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m_CurrentPoint ++;
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//
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// Update the estimated time remaining
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//
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Update_Time ();
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//
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// Render vis for any sub-points
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//
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for (int sub_point = 0; sub_point < sub_point_list->Count (); sub_point ++) {
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Matrix3D &transform = (*sub_point_list)[sub_point];
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//
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// Render vis in each of the directions available to us
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//
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vis_sample = scene_editor->Update_Vis (sample_point, transform, VisDirBitsType(VIS_FORWARD_BIT | VIS_LEFT_BIT | VIS_RIGHT_BIT | VIS_UP_BIT | VIS_DOWN_BIT));
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vis_log.Log_Sample (vis_sample);
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scene_editor->Create_Vis_Point (transform);
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// Increment our total count of points
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m_CurrentPoint ++;
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//
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// Update the estimated time remaining
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//
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Update_Time ();
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}
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//
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// Output our current status to the status file
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//
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if (m_FarmMode) {
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CString status;
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status.Format ("Sectors: %d%%", int(((m_CurrentPoint + 1) * 100) / m_TotalPoints));
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::WritePrivateProfileString ("Status", m_StatusSection, status, m_StatusFilename);
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}
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Generate_Points
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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GeneratingVisDialogClass::Generate_Points
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(
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NODE_LIST & node_list,
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VisPointGeneratorClass &generator
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)
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{
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//
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// Count up the total number of polygongs
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//
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int total_polys = 0;
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int count = node_list.Count ();
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for (int index = 0; (index < count) && !m_bStop; index ++) {
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NodeClass *node = node_list[index];
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RenderObjClass *rendobj = node->Peek_Render_Obj ();
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if (rendobj != NULL) {
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total_polys += rendobj->Get_Num_Polys ();
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}
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}
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//
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// Now, ask all the nodes to generate vis points
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//
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for (index = 0; (index < count) && !m_bStop; index ++) {
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//
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// Update the UI
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//
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int poly_count = generator.Get_Polys_Processed ();
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CString status_text;
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status_text.Format ("Processing %d / %d nodes, %d / %d polys.", index + 1, count, poly_count, total_polys);
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SetDlgItemText (IDC_STATUS_TEXT, status_text);
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CString elapsed_text;
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elapsed_text.Format ("Elapsed Time: %.1f minutes.",(::GetTickCount() - m_StartTime) / 60000.0f);
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SetDlgItemText (IDC_ELAPSED_TIME_TEXT, elapsed_text);
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m_ProgressCtrl.SetPos ((index * 100) / count);
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General_Pump_Messages ();
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//
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// Generate the points
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//
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NodeClass *node = node_list[index];
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node->Add_Vis_Points (generator);
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}
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return ;
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}
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