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CnC_Renegade/Code/wwphys/staticaabtreecull.h

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/*
** 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.h $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 4/19/01 2:41p $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef STATICAABTREECULL_H
#define STATICAABTREECULL_H
#include "always.h"
#include "physaabtreecull.h"
#include "wwdebug.h"
#include "physlist.h"
class VisTableClass;
class CameraClass;
class VisRenderContextClass;
class VisSampleClass;
class ChunkLoadClass;
class ChunkSaveClass;
/*
** StaticAABTreeCullClass
** This is a derived axis-aligned bounding box tree for culling static objects.
** It adds the visibility code to the basic AAB-Tree culling system
*/
class StaticAABTreeCullClass : public PhysAABTreeCullClass
{
public:
StaticAABTreeCullClass(PhysicsSceneClass * pscene);
~StaticAABTreeCullClass(void);
/*
** StaticAABTreeCullClass over-rides the add and remove methods in order to add
** vis-data support.
** NOTE: the objects added should be derived from StaticPhysClass's. This is
** asserted internally.
*/
virtual void Add_Object(PhysClass * obj,int cull_node_id = -1);
virtual void Remove_Object(PhysClass * obj);
virtual void Update_Culling(CullableClass * obj);
/*
** PhysAABTreeCullClass adds a new collect function which takes the pvs data
** into account. It also puts objects into one of two lists, separating
** world-space-meshes from the other objects.
*/
void Collect_Visible_Objects( const FrustumClass & frustum,
VisTableClass * pvs,
RefPhysListClass & visobjlist,
RefPhysListClass & wsmeshlist );
/*
** Save/Load system.
*/
virtual void Save_Static_Data(ChunkSaveClass & csave);
virtual void Load_Static_Data(ChunkLoadClass & cload);
protected:
/*
** VisObjCollectContextClass - this object is passed into the recursive function that collects
** the visible objects each frame.
*/
class VisObjCollectContextClass
{
public:
VisObjCollectContextClass
(
const FrustumClass & frustum,
VisTableClass & pvs,
RefPhysListClass & visobjlist,
RefPhysListClass & wsmeshlist
) :
Frustum(frustum),
PVS(pvs),
VisObjList(visobjlist),
WSMeshList(wsmeshlist),
PlanesPassed(0)
{
}
const FrustumClass & Frustum;
VisTableClass & PVS;
RefPhysListClass & VisObjList;
RefPhysListClass & WSMeshList;
int PlanesPassed;
};
/*
** Run-time visiblity support
*/
void Collect_Visible_Objects_Recursive(AABTreeNodeClass * node,VisObjCollectContextClass & context);
void Collect_Visible_Objects_No_HVis_Recursive(AABTreeNodeClass * node,VisObjCollectContextClass & context);
int Get_Vis_Sector_ID(const Vector3 & sample_point);
StaticPhysClass * Find_Vis_Tile(const Vector3 & sample_point);
/*
** Visibility Preprocessing support
*/
void Assign_Vis_IDs(void);
void Evaluate_Occluder_Visibility(VisRenderContextClass & context,VisSampleClass & sample);
void Evaluate_Non_Occluder_Visibility(VisRenderContextClass & context,VisSampleClass & sample);
void Render_Occluders(AABTreeNodeClass * node,VisRenderContextClass & context);
void Collect_Non_Occluders(AABTreeNodeClass * node,VisRenderContextClass & context,RefPhysListClass & non_occluder_list);
void Propogate_Hierarchical_Visibility(VisTableClass * pvs);
void Propogate_Hierarchical_Visibility_Recursive(AABTreeNodeClass * node,VisTableClass * pvs);
bool Is_Child_Visible(AABTreeNodeClass * node,VisTableClass * pvs);
/*
** Visibility Optimization support (preprocessing still)
*/
void Merge_Vis_Object_IDs(uint32 id0,uint32 id1);
void Merge_Vis_Sector_IDs(uint32 id0,uint32 id1);
/*
** Making Physics Scene a friend so that some of the more ugly vis-system interfaces
** can be accessed by it without exposing them to everyone else...
*/
friend class PhysicsSceneClass;
};
#endif //STATICAABTREECULL_H