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CnC_Renegade/Code/Tools/LevelEdit/GeneratingVisDialog.cpp

465 lines
12 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/>.
*/
// GeneratingVisDialog.cpp : implementation file
//
#include "stdafx.h"
#include "leveledit.h"
#include "generatingvisdialog.h"
#include "utils.h"
#include "sceneeditor.h"
#include "nodemgr.h"
#include "vispointgenerator.h"
#include "leveleditview.h"
#include "groupmgr.h"
#include "node.h"
#include "VisPointNode.h"
#include "camera.h"
#include "cameramgr.h"
#include "vismgr.h"
#include "vissectorsampler.h"
#include "visgenprogress.h"
#include "collisiongroups.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
//
// GeneratingVisDialogClass dialog
//
/////////////////////////////////////////////////////////////////////////////
GeneratingVisDialogClass::GeneratingVisDialogClass (float granularity, CWnd *parent)
: m_bStop (false),
m_Granularity (granularity),
m_SampleHeight (10.0f),
m_CurrentPoint (0),
m_TotalPoints (0),
m_StartTime (0),
m_FarmMode (false),
m_IgnoreBias (false),
m_SelectionOnly (false),
CDialog(GeneratingVisDialogClass::IDD, parent)
{
//{{AFX_DATA_INIT(GeneratingVisDialogClass)
// 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, "Point Gen", m_StatusFilename);
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// GeneratingVisDialogClass
//
/////////////////////////////////////////////////////////////////////////////
void
GeneratingVisDialogClass::DoDataExchange (CDataExchange *pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(GeneratingVisDialogClass)
DDX_Control(pDX, IDC_PROGRESS_CTRL, m_ProgressCtrl);
//}}AFX_DATA_MAP
return ;
}
BEGIN_MESSAGE_MAP(GeneratingVisDialogClass, CDialog)
//{{AFX_MSG_MAP(GeneratingVisDialogClass)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
//////////////////////////////////////////////////////////////////////////////
//
// OnInitDialog
//
//////////////////////////////////////////////////////////////////////////////
BOOL
GeneratingVisDialogClass::OnInitDialog (void)
{
CDialog::OnInitDialog ();
m_ProgressCtrl.SetRange (0, 100);
m_ProgressCtrl.SetPos (0);
ShowWindow (SW_SHOW);
PostMessage (WM_USER+101);
return TRUE;
}
//////////////////////////////////////////////////////////////////////////////
//
// OnCancel
//
//////////////////////////////////////////////////////////////////////////////
void
GeneratingVisDialogClass::OnCancel (void)
{
m_bStop = true;
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Reset_Vis_Data_For_Nodes
//
//////////////////////////////////////////////////////////////////////////////
void
GeneratingVisDialogClass::Reset_Vis_Data_For_Nodes (NODE_LIST &node_list)
{
SceneEditorClass *scene = ::Get_Scene_Editor ();
if (scene == NULL) {
return ;
}
//
// Reset vis for the current node list
//
for (int index = 0; index < node_list.Count (); index ++) {
NodeClass *node = node_list[index];
if (node != NULL) {
scene->Reset_Vis_For_Node (node);
}
}
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Build_Node_List
//
//////////////////////////////////////////////////////////////////////////////
void
GeneratingVisDialogClass::Build_Node_List (NODE_LIST &node_list)
{
//
// Build a list of nodes that should be used to calculate
// vis renders
//
VisMgrClass::Build_Node_List (node_list, m_SelectionOnly);
//
// Determine which nodes to process if we
// are in farm mode.
//
if (m_FarmMode) {
int nodes = node_list.Count ();
float nodes_per_processor = ((float)nodes) / ((float)m_TotalProcessors);
int starting_node = (int)::floor (nodes_per_processor * (float)m_ProcessorIndex);
int ending_node = (int)::ceil (nodes_per_processor * (float)(m_ProcessorIndex+1));
ending_node = min (ending_node, nodes);
//
// Copy the nodes from the total list into a temporary list
//
NODE_LIST temp_list;
for (int index = starting_node; index < ending_node; index ++) {
temp_list.Add (node_list[index]);
}
node_list.Delete_All ();
node_list = temp_list;
}
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// WindowProc
//
//////////////////////////////////////////////////////////////////////////////
LRESULT
GeneratingVisDialogClass::WindowProc
(
UINT message,
WPARAM wParam,
LPARAM lParam
)
{
if (message == WM_USER+101) {
::Get_Main_View ()->Allow_Repaint (false);
m_StartTime = ::GetTickCount();
//
// Build a list of nodes we should use during the vis-generation
//
NODE_LIST node_list;
Build_Node_List (node_list);
//
// Reset vis if we are doing a selection set only
//
if (m_SelectionOnly) {
Reset_Vis_Data_For_Nodes (node_list);
}
//
// Generate a list of points we need to render
//
VisPointGeneratorClass generator (m_Granularity);
generator.Set_Ignore_Bias (m_IgnoreBias);
generator.Set_Vis_Sample_Height (m_SampleHeight);
Generate_Points (node_list, generator);
//
// Update the dialog so the user know we are about to start rendering
// vis points
//
::ShowWindow (::GetDlgItem (m_hWnd, IDC_BUILD_LIST_CHECK_ICON), SW_SHOW);
m_ProgressCtrl.SetPos (0);
General_Pump_Messages ();
//
// Setup the vis render
//
SceneEditorClass *scene_editor = ::Get_Scene_Editor ();
bool restore_vis_point_display = scene_editor->Are_Vis_Points_Displayed ();
scene_editor->Display_Vis_Points (false);
m_TotalPoints = generator.Get_Total_Points ();
m_CurrentPoint = 0;
scene_editor->Set_Total_Vis_Points (m_TotalPoints);
//
// Render the generated vis points
//
VIS_POINT_LIST &point_list = generator.Peek_Point_List ();
Render_Vis_Points (point_list);
//
// Update the dialog so the user knows we are done
//
::ShowWindow (::GetDlgItem (m_hWnd, IDC_BUILD_LIST_CHECK_ICON), SW_SHOW);
General_Pump_Messages ();
if (restore_vis_point_display) {
scene_editor->Display_Vis_Points (true);
}
// Close the dialog
::Get_Main_View ()->Allow_Repaint (true);
EndDialog (TRUE);
}
// Allow the base class to process this message
return CDialog::WindowProc (message, wParam, lParam);
}
//////////////////////////////////////////////////////////////////////////////
//
// Update_Time
//
//////////////////////////////////////////////////////////////////////////////
void
GeneratingVisDialogClass::Update_Time (void)
{
//
// Compute the elapsed and estimated remaining time
//
DWORD cur_ticks = ::GetTickCount();
DWORD elapsed_ticks;
if (cur_ticks > m_StartTime) {
elapsed_ticks = cur_ticks - m_StartTime;
} else {
elapsed_ticks = 0xFFFFFFFF - m_StartTime + cur_ticks;
}
DWORD avg_ticks = elapsed_ticks / m_CurrentPoint;
DWORD remaining_ticks = (m_TotalPoints - m_CurrentPoint) * avg_ticks;
float elapsed_minutes = (float)elapsed_ticks / 60000.0f;
float remaining_minutes = (float)remaining_ticks / 60000.0f;
//
// Update the UI
//
CString status_text;
status_text.Format ("Rendering %d of %d points.", m_CurrentPoint + 1, m_TotalPoints);
SetDlgItemText (IDC_STATUS_TEXT, status_text);
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 (((m_CurrentPoint + 1) * 100) / m_TotalPoints);
General_Pump_Messages ();
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Render_Vis_Points
//
//////////////////////////////////////////////////////////////////////////////
void
GeneratingVisDialogClass::Render_Vis_Points (VIS_POINT_LIST &point_list)
{
SceneEditorClass *scene_editor = ::Get_Scene_Editor ();
VisLogClass &vis_log = scene_editor->Get_Vis_Log ();
//
// Loop through all the points and vis-render them
//
int count = point_list.Count ();
for (int index = 0; (index < count) && !m_bStop; index ++) {
VisPointListClass *sub_point_list = point_list[index];
//
// Render vis for this point
//
Vector3 sample_point = sub_point_list->sample_point;
VisSampleClass vis_sample = scene_editor->Update_Vis (sample_point, sub_point_list->transform);
vis_log.Log_Sample (vis_sample);
scene_editor->Create_Vis_Point (sub_point_list->transform);
m_CurrentPoint ++;
//
// Update the estimated time remaining
//
Update_Time ();
//
// Render vis for any sub-points
//
for (int sub_point = 0; sub_point < sub_point_list->Count (); sub_point ++) {
Matrix3D &transform = (*sub_point_list)[sub_point];
//
// Render vis in each of the directions available to us
//
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));
vis_log.Log_Sample (vis_sample);
scene_editor->Create_Vis_Point (transform);
// Increment our total count of points
m_CurrentPoint ++;
//
// Update the estimated time remaining
//
Update_Time ();
}
//
// Output our current status to the status file
//
if (m_FarmMode) {
CString status;
status.Format ("Sectors: %d%%", int(((m_CurrentPoint + 1) * 100) / m_TotalPoints));
::WritePrivateProfileString ("Status", m_StatusSection, status, m_StatusFilename);
}
}
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Generate_Points
//
//////////////////////////////////////////////////////////////////////////////
void
GeneratingVisDialogClass::Generate_Points
(
NODE_LIST & node_list,
VisPointGeneratorClass &generator
)
{
//
// Count up the total number of polygongs
//
int total_polys = 0;
int count = node_list.Count ();
for (int index = 0; (index < count) && !m_bStop; index ++) {
NodeClass *node = node_list[index];
RenderObjClass *rendobj = node->Peek_Render_Obj ();
if (rendobj != NULL) {
total_polys += rendobj->Get_Num_Polys ();
}
}
//
// Now, ask all the nodes to generate vis points
//
for (index = 0; (index < count) && !m_bStop; index ++) {
//
// Update the UI
//
int poly_count = generator.Get_Polys_Processed ();
CString status_text;
status_text.Format ("Processing %d / %d nodes, %d / %d polys.", index + 1, count, poly_count, total_polys);
SetDlgItemText (IDC_STATUS_TEXT, status_text);
CString elapsed_text;
elapsed_text.Format ("Elapsed Time: %.1f minutes.",(::GetTickCount() - m_StartTime) / 60000.0f);
SetDlgItemText (IDC_ELAPSED_TIME_TEXT, elapsed_text);
m_ProgressCtrl.SetPos ((index * 100) / count);
General_Pump_Messages ();
//
// Generate the points
//
NodeClass *node = node_list[index];
node->Add_Vis_Points (generator);
}
return ;
}