324 lines
17 KiB
C++
324 lines
17 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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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/visrendercontext.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 5/17/01 10:42a $*
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* *
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* $Revision:: 16 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* VisRenderContextClass::VisRenderContextClass -- Constructor *
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* VisRenderContextClass::Set_Vis_ID -- set the currently active Vis ID *
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* VisRenderContextClass::Set_Resolution -- set the vis rendering resolution *
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* VisRenderContextClass::Get_Resolution -- get the current vis rendering resolution *
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* VisRenderContextClass::Scan_Frame_Buffer -- scan the frame buffer for visible objects *
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* VisRenderContextClass::Compute_2D_Bounds -- compute the 2D bounds of a 3D box *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "visrendercontext.h"
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#include "simplevec.h"
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#include "win.h"
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#include "rawfile.h"
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#include "visrasterizer.h"
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const int CLEAR_VIS_COLOR = 0x00000000; // Vis id for background/clear pixels
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const float BACKFACE_OVERFLOW_FRACTION = 0.005f; // max percentage of backface before overflow (rejection)
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static VisRasterizerClass _VisRasterizer; // Instance of a vis rasterizer
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/***********************************************************************************************
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**
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** VisRenderContextClass Implementation
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**
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***********************************************************************************************/
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/***********************************************************************************************
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* VisRenderContextClass::VisRenderContextClass -- Constructor *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 7/18/2000 gth : Created. *
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*=============================================================================================*/
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VisRenderContextClass::VisRenderContextClass
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(
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CameraClass & cam,
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VisTableClass & vtab
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) :
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SpecialRenderInfoClass(cam,RENDER_VIS),
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VisTable(vtab)
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{
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VisRasterizer = &_VisRasterizer;
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VisRasterizer->Set_Camera(&cam);
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}
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VisRenderContextClass::~VisRenderContextClass(void)
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{
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VisRasterizer->Set_Camera(NULL);
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}
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/***********************************************************************************************
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* VisRenderContextClass::Set_Vis_ID -- set the currently active Vis ID *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 7/18/2000 gth : Created. *
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*=============================================================================================*/
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void VisRenderContextClass::Set_Vis_ID(uint32 id)
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{
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WWASSERT(id < BACKFACE_VIS_ID);
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_VisRasterizer.Set_Frontface_ID(id);
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_VisRasterizer.Set_Backface_ID((uint32)BACKFACE_VIS_ID);
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}
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/***********************************************************************************************
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* VisRenderContextClass::Set_Resolution -- set the vis rendering resolution *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 3/29/2001 gth : Created. *
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*=============================================================================================*/
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void VisRenderContextClass::Set_Resolution(int resx,int resy)
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{
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_VisRasterizer.Set_Resolution(resx,resy);
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}
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/***********************************************************************************************
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* VisRenderContextClass::Get_Resolution -- get the current vis rendering resolution *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 3/29/2001 gth : Created. *
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*=============================================================================================*/
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void VisRenderContextClass::Get_Resolution(int * set_resx,int * set_resy)
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{
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_VisRasterizer.Get_Resolution(set_resx,set_resy);
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}
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/***********************************************************************************************
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* VisRenderContextClass::Scan_Frame_Buffer -- scan the frame buffer for visible objects *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 7/18/2000 gth : Created. *
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*=============================================================================================*/
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void VisRenderContextClass::Scan_Frame_Buffer
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(
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const AABoxClass & wrld_bbox,
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VisSampleClass * sample
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)
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{
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// transform wrld_bbox into view space and compute the 2d bounding rectangle
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Vector2 min_v,max_v;
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Compute_2D_Bounds(wrld_bbox,&min_v,&max_v);
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Scan_Frame_Buffer(min_v,max_v,sample);
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}
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/***********************************************************************************************
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* VisRenderContextClass::Scan_Frame_Buffer -- scan the frame buffer for visible objects *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 7/18/2000 gth : Created. *
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*=============================================================================================*/
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void VisRenderContextClass::Scan_Frame_Buffer(VisSampleClass * sample)
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{
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Scan_Frame_Buffer(Vector2(0,0),Vector2(1,1),sample);
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}
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/***********************************************************************************************
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* VisRenderContextClass::Scan_Frame_Buffer -- scan the frame buffer for visible objects *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 7/18/2000 gth : Created. *
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*=============================================================================================*/
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void VisRenderContextClass::Scan_Frame_Buffer
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(
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const Vector2 & min,
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const Vector2 & max,
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VisSampleClass * sample
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)
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{
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int width,height;
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VisRasterizer->Get_Resolution(&width,&height);
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int minx = MAX(min.X * width , 1); // ignore the far left column
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int miny = MAX(min.Y * height , 1); // ignore the top row
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int maxx = MIN(max.X * width , width-1);
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int maxy = MIN(max.Y * height , height-1);
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int backface_count = 0;
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const uint32 * pixel_row = NULL;
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/*
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** Loop over the pixels, counting backfaces and enabling the visibility of
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** each object encountered in the buffer
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*/
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for (int y=miny; y<maxy; y++) {
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pixel_row = VisRasterizer->Get_Pixel_Row(y,minx,maxx);
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for (int x=0; x<maxx-minx; x++) {
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if (pixel_row[x] != 0) {
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int id = pixel_row[x];
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if (id == BACKFACE_VIS_ID) {
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backface_count++;
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} else {
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VisTable.Set_Bit(id,true);
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}
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}
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}
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}
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if (sample != NULL) {
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int total_pixels = (maxx-minx)*(maxy-miny);
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float backface_fraction = (float)backface_count / (float)total_pixels;
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if (backface_fraction > BACKFACE_OVERFLOW_FRACTION) {
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WWDEBUG_SAY(("%s Backface Overflow ",sample->Get_Cur_Direction_Name()));
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sample->Set_Results(VIS_STATUS_BACKFACE_OVERFLOW,backface_fraction);
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} else {
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if (backface_count > 0) {
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WWDEBUG_SAY(("%s Backface Leak ",sample->Get_Cur_Direction_Name()));
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sample->Set_Results(VIS_STATUS_BACKFACE_LEAK,backface_fraction);
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} else {
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WWDEBUG_SAY(("%s ",sample->Get_Cur_Direction_Name()));
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sample->Set_Results(VIS_STATUS_OK,0.0f);
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}
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}
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}
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}
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/***********************************************************************************************
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* VisRenderContextClass::Compute_2D_Bounds -- compute the 2D bounds of a 3D box *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 7/18/2000 gth : Created. *
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*=============================================================================================*/
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void VisRenderContextClass::Compute_2D_Bounds
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(
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const AABoxClass & wrld_bbox,
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Vector2 * min_v,
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Vector2 * max_v
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)
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{
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#define NUM_BOX_VERTS 8
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static float _boxverts[NUM_BOX_VERTS][3] =
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{
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{ 1.0f, 1.0f, 1.0f }, // +z ring of 4 verts
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{ -1.0f, 1.0f, 1.0f },
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{ -1.0f,-1.0f, 1.0f },
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{ 1.0f,-1.0f, 1.0f },
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{ 1.0f, 1.0f,-1.0f }, // -z ring of 4 verts;
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{ -1.0f, 1.0f,-1.0f },
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{ -1.0f,-1.0f,-1.0f },
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{ 1.0f,-1.0f,-1.0f },
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};
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// rotate and project the corners of the box
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Vector3 corner[8];
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for (int ivert=0; ivert<NUM_BOX_VERTS; ivert++) {
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corner[ivert].X = wrld_bbox.Center.X + _boxverts[ivert][0] * wrld_bbox.Extent.X;
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corner[ivert].Y = wrld_bbox.Center.Y + _boxverts[ivert][1] * wrld_bbox.Extent.Y;
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corner[ivert].Z = wrld_bbox.Center.Z + _boxverts[ivert][2] * wrld_bbox.Extent.Z;
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if (Camera.Project(corner[ivert],corner[ivert]) == CameraClass::OUTSIDE_NEAR_CLIP) {
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min_v->Set(0,0);
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max_v->Set(1,1);
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return;
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}
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}
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// scan for the min and max
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min_v->X = max_v->X = corner[0].X;
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min_v->Y = max_v->Y = corner[0].Y;
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for (ivert = 1; ivert<NUM_BOX_VERTS; ivert++) {
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if (min_v->X > corner[ivert].X) min_v->X = corner[ivert].X;
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if (min_v->Y > corner[ivert].Y) min_v->Y = corner[ivert].Y;
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if (max_v->X < corner[ivert].X) max_v->X = corner[ivert].X;
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if (max_v->Y < corner[ivert].Y) max_v->Y = corner[ivert].Y;
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}
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return;
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}
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