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CnC_Renegade/Code/wwphys/staticaabtreecull.cpp

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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/>.
*/
/***********************************************************************************************
*** 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/staticaabtreecull.cpp $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 1/19/02 5:38p $*
* *
* $Revision:: 26 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "staticaabtreecull.h"
#include "staticphys.h"
#include "wwphystrig.h"
#include "ww3d.h"
#include "wwphysids.h"
#include "camera.h"
#include "shader.h"
#include "vertmaterial.h"
#include "vistable.h"
#include "visrasterizer.h"
#include "chunkio.h"
#include "visrendercontext.h"
#include "colmathfrustum.h"
#include "colmathplane.h"
#include "colmathaabox.h"
#include "wwmemlog.h"
#define LOG_HIERARCHICAL_CULLING 0
#define VIS_SAMPLE_DISTANCE 20.0f
/*
** Static variables
*/
static int _HierarchicalCellsRejected = 0;
/*
** Chunk Id's used by the static-aabtree code to save itself into a file
*/
enum
{
STATICAABTREE_CHUNK_VERSION = 0x00000001, // OBSOLETE version wrapper, contains 32bit version #
STATICAABTREE_CHUNK_AABTREE_CLASS_DATA = 0x00000104, // wraps the AABTreeCullSystemClass's save data
};
/*
** StaticAABTreeCullClass is a derived AABTree which assumes it contains StaticPhysClasses
** these two functions encapsulate some typecasting which happens in a lot
** of places...
*/
inline StaticPhysClass * get_first_object(AABTreeNodeClass * node)
{
return (StaticPhysClass *)(node->Object);
}
inline StaticPhysClass * get_next_object(StaticPhysClass * tile)
{
return (StaticPhysClass *)(((AABTreeLinkClass *)tile->Get_Cull_Link())->NextObject);
}
/*
** Implementation of StaticAABTreeCullClass
*/
StaticAABTreeCullClass::StaticAABTreeCullClass(PhysicsSceneClass * pscene) :
PhysAABTreeCullClass(pscene)
{
}
StaticAABTreeCullClass::~StaticAABTreeCullClass(void)
{
}
void StaticAABTreeCullClass::Add_Object(PhysClass * obj, int cull_node_id /*= -1*/)
{
WWASSERT(Scene != NULL);
WWASSERT(obj->As_StaticPhysClass() != NULL);
PhysAABTreeCullClass::Add_Object(obj, cull_node_id);
// (gth) not resetting vis when adding a static object
// Scene->Reset_Vis();
}
void StaticAABTreeCullClass::Remove_Object(PhysClass * obj)
{
WWASSERT(Scene != NULL);
WWASSERT(obj->As_StaticPhysClass() != NULL);
PhysAABTreeCullClass::Remove_Object(obj);
// (gth) not resetting vis when removing a static object
// Scene->Reset_Vis();
}
void StaticAABTreeCullClass::Update_Culling(CullableClass * obj)
{
WWASSERT(Scene != NULL);
PhysAABTreeCullClass::Update_Culling(obj);
// (gth) not resetting vis when moving a static object
// Scene->Reset_Vis();
}
void StaticAABTreeCullClass::Collect_Visible_Objects
(
const FrustumClass & frustum,
VisTableClass * pvs,
RefPhysListClass & visobjlist,
RefPhysListClass & wsmeshlist
)
{
WWASSERT(RootNode != NULL);
if (pvs != NULL) {
/*
** If we got a pvs then we call the custom hierarchical visible object
** collection function.
*/
VisObjCollectContextClass context(frustum,*pvs,visobjlist,wsmeshlist);
if (Scene->Is_Vis_Inverted() || !Is_Hierarchical_Vis_Culling_Enabled()) {
Collect_Visible_Objects_No_HVis_Recursive(RootNode,context);
} else {
_HierarchicalCellsRejected = 0;
Collect_Visible_Objects_Recursive(RootNode,context);
#if LOG_HIERARCHICAL_CULLING
if (_HierarchicalCellsRejected > 0) {
WWDEBUG_SAY(("HCells Rejected: %d\n",_HierarchicalCellsRejected));
}
#endif
}
} else {
/*
** Otherwise, just call the built-in frustum collection function and
** link the objects into the given lists
*/
Reset_Collection();
Collect_Objects(frustum);
/*
** Loop over each object, adding it into the list
*/
StaticPhysClass * obj;
for ( obj = (StaticPhysClass *)Get_First_Collected_Object();
obj != NULL;
obj = (StaticPhysClass *)Get_Next_Collected_Object(obj))
{
if (obj->Is_World_Space_Mesh()) {
wsmeshlist.Add(obj);
} else {
visobjlist.Add(obj);
}
}
}
}
void StaticAABTreeCullClass::Collect_Visible_Objects_Recursive
(
AABTreeNodeClass * node,
VisObjCollectContextClass & context
)
{
/*
** If this node is not visible, stop.
*/
if (context.PVS.Get_Bit(node->UserData) == 0) {
#if LOG_HIERARCHICAL_CULLING
_HierarchicalCellsRejected++;
#endif
NODE_REJECTED();
return;
}
/*
** Cull the bounding volume of this node against the frustum.
** If it is culled, stop descending the tree.
*/
CollisionMath::OverlapType overlap;
overlap = CollisionMath::Overlap_Test(context.Frustum,node->Box,context.PlanesPassed);
if (overlap == CollisionMath::OUTSIDE) {
NODE_REJECTED();
return;
}
NODE_ACCEPTED();
/*
** Test any objects in this node
*/
if (node->Object) {
StaticPhysClass * obj = get_first_object(node);
while (obj) {
if ( (context.PVS.Get_Bit(obj->Get_Vis_Object_ID()) != 0) &&
(CollisionMath::Overlap_Test(context.Frustum,obj->Get_Cull_Box(),context.PlanesPassed) != CollisionMath::OUTSIDE) )
{
if (obj->Is_World_Space_Mesh()) {
context.WSMeshList.Add(obj);
} else {
context.VisObjList.Add(obj);
}
}
obj = get_next_object(obj);
}
}
/*
** Recurse into the children
*/
if (node->Back) {
Collect_Visible_Objects_Recursive(node->Back,context);
}
if (node->Front) {
Collect_Visible_Objects_Recursive(node->Front,context);
}
}
void StaticAABTreeCullClass::Collect_Visible_Objects_No_HVis_Recursive
(
AABTreeNodeClass * node,
VisObjCollectContextClass & context
)
{
/*
** Cull the bounding volume of this node against the frustum.
** If it is culled, stop descending the tree.
*/
CollisionMath::OverlapType overlap;
overlap = CollisionMath::Overlap_Test(context.Frustum,node->Box,context.PlanesPassed);
if (overlap == CollisionMath::OUTSIDE) {
NODE_REJECTED();
return;
}
NODE_ACCEPTED();
/*
** Test any objects in this node
*/
if (node->Object) {
StaticPhysClass * obj = get_first_object(node);
while (obj) {
if ( (context.PVS.Get_Bit(obj->Get_Vis_Object_ID()) != 0) &&
(CollisionMath::Overlap_Test(context.Frustum,obj->Get_Cull_Box(),context.PlanesPassed) != CollisionMath::OUTSIDE) )
{
if (obj->Is_World_Space_Mesh()) {
context.WSMeshList.Add(obj);
} else {
context.VisObjList.Add(obj);
}
}
obj = get_next_object(obj);
}
}
/*
** Recurse into the children
*/
if (node->Back) {
Collect_Visible_Objects_No_HVis_Recursive(node->Back,context);
}
if (node->Front) {
Collect_Visible_Objects_No_HVis_Recursive(node->Front,context);
}
}
void StaticAABTreeCullClass::Assign_Vis_IDs(void)
{
/*
** Allocate sector and object ID's for the objects in the leaf nodes.
*/
int nodecount = Partition_Node_Count();
for (int i=0; i<nodecount; i++) {
AABTreeNodeClass * node = IndexedNodes[i];
/*
** assign a vis-object-id to each node in the tree (for hierarchical visibility!)
*/
node->UserData = Scene->Allocate_Vis_Object_ID();
/*
** assign vis-object-id's to all objects in this node.
** assign vis-sector-id's to any object that contains vis meshes.
*/
StaticPhysClass * obj = get_first_object(node);
while(obj) {
obj->Set_Vis_Object_ID(Scene->Allocate_Vis_Object_ID());
if (obj->Is_Vis_Sector()) {
obj->Set_Vis_Sector_ID(Scene->Allocate_Vis_Sector_ID());
}
obj = get_next_object(obj);
}
}
}
void StaticAABTreeCullClass::Evaluate_Occluder_Visibility
(
VisRenderContextClass & context,
VisSampleClass & sample
)
{
context.VisRasterizer->Set_Render_Mode(IDBufferClass::OCCLUDER_MODE);
context.VisRasterizer->Clear();
Render_Occluders(RootNode,context);
context.Scan_Frame_Buffer(&sample);
}
void StaticAABTreeCullClass::Evaluate_Non_Occluder_Visibility
(
VisRenderContextClass & context,
VisSampleClass & sample
)
{
/*
** Tell the rasterizer to not write into its Z-buffer and to always exit early
*/
context.VisRasterizer->Set_Render_Mode(IDBufferClass::NON_OCCLUDER_MODE);
/*
** Collect the non-occluder render objects
*/
RefPhysListClass non_occluders;
Collect_Non_Occluders(RootNode,context,non_occluders);
if (context.Is_Vis_Quick_And_Dirty()) {
RefPhysListIterator it(&non_occluders);
for (it.First(); !it.Is_Done(); it.Next()) {
StaticPhysClass * obj = (StaticPhysClass *)it.Peek_Obj();
WWASSERT(obj != NULL);
context.VisTable.Set_Bit(obj->Get_Vis_Object_ID(),true);
}
} else {
RefPhysListIterator it(&non_occluders);
for (it.First(); !it.Is_Done(); it.Next()) {
StaticPhysClass * obj = (StaticPhysClass *)it.Peek_Obj();
WWASSERT(obj != NULL);
/*
** If the camera is inside the bounding box of this non-occluder; mark it visible
*/
if (obj->Get_Bounding_Box().Contains(context.Camera.Get_Position())) {
context.VisTable.Set_Bit(obj->Get_Vis_Object_ID(),true);
}
/*
** Check this object if its bounding box is in view and we don't already
** think it can be seen.
*/
if ( !context.Camera.Cull_Box(obj->Get_Bounding_Box()) &&
(context.VisTable.Get_Bit(obj->Get_Vis_Object_ID()) == 0) )
{
context.VisRasterizer->Reset_Pixel_Counter();
context.Set_Vis_ID(obj->Get_Vis_Object_ID()); // set up the vis id
obj->Vis_Render(context); // render the model
if (context.VisRasterizer->Get_Pixel_Counter() > 0) { // if any pixels passed, the obj is visible!
context.VisTable.Set_Bit(obj->Get_Vis_Object_ID(),true);
#if 0
/*
** DEBUGGING!!! If _test_vis_id is visible, display the vis buffer!
** If you want to use this, disable the early exit above:
** (context.VisTable.Get_Bit(obj->Get_Vis_Object_ID() == 0)
*/
static int _test_vis_id = -1;
if ((_test_vis_id != -1) && (obj->Get_Vis_Object_ID() == _test_vis_id)) {
context.Set_Vis_ID(0x00FFFFFF); // set up a highly visible vis id
context.VisRasterizer->Set_Render_Mode(IDBufferClass::OCCLUDER_MODE);
obj->Vis_Render(context);
PhysicsSceneClass::Get_Instance()->On_Vis_Occluders_Rendered(context,sample);
context.VisRasterizer->Set_Render_Mode(IDBufferClass::NON_OCCLUDER_MODE);
}
#endif
}
}
}
}
}
void StaticAABTreeCullClass::Render_Occluders(AABTreeNodeClass * node,VisRenderContextClass & context)
{
if (context.Camera.Cull_Box(node->Box)) {
return;
}
if (node->Object) {
StaticPhysClass * obj = get_first_object(node);
while(obj) {
if (obj->Is_Occluder()) {
context.Set_Vis_ID(obj->Get_Vis_Object_ID());
obj->Vis_Render(context);
}
obj = get_next_object(obj);
}
}
if (node->Back) {
Render_Occluders(node->Back,context);
}
if (node->Front) {
Render_Occluders(node->Front,context);
}
}
void StaticAABTreeCullClass::Collect_Non_Occluders
(
AABTreeNodeClass * node,
VisRenderContextClass & context,
RefPhysListClass & non_occluder_list
)
{
if (context.Camera.Cull_Box(node->Box)) {
return;
}
if (node->Object) {
StaticPhysClass * obj = get_first_object(node);
while(obj) {
if (!obj->Is_Occluder()) {
non_occluder_list.Add(obj);
}
obj = get_next_object(obj);
}
}
if (node->Back) {
Collect_Non_Occluders(node->Back,context,non_occluder_list);
}
if (node->Front) {
Collect_Non_Occluders(node->Front,context,non_occluder_list);
}
}
StaticPhysClass * StaticAABTreeCullClass::Find_Vis_Tile(const Vector3 & sample_point)
{
Vector3 p0 = sample_point;
Vector3 p1 = p0;
p1.Z -= VIS_SAMPLE_DISTANCE;
//
// Cast a fat box down
//
CastResultStruct box_result;
AABoxClass box(p0,Vector3(0.05f,0.05f,0.0f));
PhysAABoxCollisionTestClass boxtest(box,p1-p0,&box_result,0,COLLISION_TYPE_VIS);
boxtest.CheckDynamicObjs = false;
Cast_AABox(boxtest);
//
// Cast a ray down
//
CastResultStruct ray_result;
LineSegClass ray(p0,p1);
PhysRayCollisionTestClass raytest(ray,&ray_result,0,COLLISION_TYPE_VIS);
raytest.CheckDynamicObjs = false;
Cast_Ray(raytest);
//
// Use the ray result, unless the fat box result was a lot closer to
// the camera point (this is the case where the ray went through a crack or something. (ug)
//
float box_dist = -(box_result.Fraction * (p1.Z - p0.Z));
float ray_dist = -(ray_result.Fraction * (p1.Z - p0.Z));
if ((ray_dist > 3.5f) && (box_dist < ray_dist - 1.0f) && (box_result.Fraction < 1.0f)) {
// return pointer to the tile that the box hit
WWASSERT(boxtest.CollidedPhysObj);
WWASSERT(boxtest.CollidedPhysObj->As_StaticPhysClass() != NULL);
return (StaticPhysClass *)boxtest.CollidedPhysObj;
} else if (ray_result.Fraction < 1.0f) {
// return pointer to the tile that the ray hit
WWASSERT(raytest.CollidedPhysObj);
WWASSERT(raytest.CollidedPhysObj->As_StaticPhysClass() != NULL);
return (StaticPhysClass *)raytest.CollidedPhysObj;
} else {
return NULL;
}
}
int StaticAABTreeCullClass::Get_Vis_Sector_ID(const Vector3 & sample_point)
{
StaticPhysClass * tile = Find_Vis_Tile(sample_point);
if (tile == NULL) {
return -1;
}
return tile->Get_Vis_Sector_ID();
}
void StaticAABTreeCullClass::Propogate_Hierarchical_Visibility(VisTableClass * pvs)
{
Propogate_Hierarchical_Visibility_Recursive(RootNode,pvs);
}
void StaticAABTreeCullClass::Propogate_Hierarchical_Visibility_Recursive
(
AABTreeNodeClass * node,
VisTableClass * pvs
)
{
/*
** Recurse to the bottom of the tree first
*/
if (node->Front != NULL) {
Propogate_Hierarchical_Visibility_Recursive(node->Front,pvs);
}
if (node->Back != NULL) {
Propogate_Hierarchical_Visibility_Recursive(node->Back,pvs);
}
/*
** We can only turn on the visibility of this node if any of its children
** are visible. Turning off the visibility is not allowed because we may
** be sharing our vis-object-id with another node due to vis-compression.
*/
bool child_visible = Is_Child_Visible(node,pvs);
if (child_visible) {
pvs->Set_Bit(node->UserData,true);
}
}
bool StaticAABTreeCullClass::Is_Child_Visible
(
AABTreeNodeClass * node,
VisTableClass * pvs
)
{
/*
** If this is a leaf node, we check for visibility of any contained objects
** Otherwise we check if either of the child nodes are visible
*/
if ((node->Front != NULL) && (pvs->Get_Bit(node->Front->UserData) != 0)) {
return true;
}
if ((node->Back != NULL) && (pvs->Get_Bit(node->Back->UserData) != 0)) {
return true;
}
StaticPhysClass * obj = get_first_object(node);
while(obj) {
if (pvs->Get_Bit(obj->Get_Vis_Object_ID()) != 0) {
return true;
}
obj = get_next_object(obj);
}
return false;
}
void StaticAABTreeCullClass::Merge_Vis_Object_IDs(uint32 id0,uint32 id1)
{
/*
** Each node and each staticphys object has a vis object id.
** Whenever we encounter one of these with id1, set it to id0.
** Whenever we encounter one with id > id1, subtract one from it.
*/
for (int i=0; i<NodeCount; i++) {
AABTreeNodeClass * node = IndexedNodes[i];
if (node->UserData == id1) {
node->UserData = id0;
} else if (node->UserData > id1) {
node->UserData--;
}
StaticPhysClass * obj = get_first_object(node);
while (obj) {
uint32 obj_id = obj->Get_Vis_Object_ID();
if (obj_id != 0xFFFFFFFF) {
if (obj_id == id1) {
obj_id = id0;
} else if (obj_id > id1) {
obj_id--;
}
obj->Set_Vis_Object_ID(obj_id);
}
obj = get_next_object(obj);
}
}
}
void StaticAABTreeCullClass::Merge_Vis_Sector_IDs(uint32 id0,uint32 id1)
{
/*
** Each staticphys object may have a vis sector id.
** Whenever we encounter one of these with id1, set it to id0.
** Whenever we encounter one with id > id1, subtract one from it.
*/
for (int i=0; i<NodeCount; i++) {
AABTreeNodeClass * node = IndexedNodes[i];
StaticPhysClass * obj = get_first_object(node);
while (obj) {
uint32 sector_id = obj->Get_Vis_Sector_ID();
if (sector_id != 0xFFFFFFFF) {
if (sector_id == id1) {
sector_id = id0;
} else if (sector_id > id1) {
sector_id--;
}
obj->Set_Vis_Sector_ID(sector_id);
}
obj = get_next_object(obj);
}
}
}
void StaticAABTreeCullClass::Load_Static_Data(ChunkLoadClass & cload)
{
WWMEMLOG(MEM_CULLINGDATA);
while(cload.Open_Chunk())
{
switch(cload.Cur_Chunk_ID())
{
case STATICAABTREE_CHUNK_AABTREE_CLASS_DATA:
{
TypedAABTreeCullSystemClass<PhysClass>::Load(cload);
}
break;
default:
WWDEBUG_SAY(("Unhandled chunk type: %d in StaticAABTreeCullClass::Load\r\n",cload.Cur_Chunk_ID()));
break;
}
cload.Close_Chunk();
}
}
void StaticAABTreeCullClass::Save_Static_Data(ChunkSaveClass & csave)
{
csave.Begin_Chunk(STATICAABTREE_CHUNK_AABTREE_CLASS_DATA);
TypedAABTreeCullSystemClass<PhysClass>::Save(csave);
csave.End_Chunk();
}