276 lines
14 KiB
C++
276 lines
14 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/vissectorstats.cpp $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Jani_p $*
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* *
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* $Modtime:: 6/06/01 5:45p $*
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* *
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* $Revision:: 7 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* Count_Textures -- counts textures used by the given object *
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* VisSectorStatsClass::VisSectorStatsClass -- Constructor *
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* VisSectorStatsClass::~VisSectorStatsClass -- Destructor *
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* VisSectorStatsClass::Compute_Stats -- Initializes the statistics for the given object *
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* VisSectorStatsClass::operator= -- Safely copies the member data from the source object. *
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* VisSectorStatsClass::Get_Name -- Returns the name of the model this vis sector contains *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "vissectorstats.h"
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#include "pscene.h"
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#include "vistable.h"
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#include "staticphys.h"
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#include "statistics.h"
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#include "matinfo.h"
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/***********************************************************************************************
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* Count_Textures -- counts textures used by the given object *
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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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* 6/6/2000 gth : Created. *
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*=============================================================================================*/
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static void Count_Textures(RenderObjClass * obj)
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{
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if (obj == NULL) {
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return;
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}
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/*
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** Count the textures for the sub objects
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*/
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for (int i=0; i<obj->Get_Num_Sub_Objects(); i++) {
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RenderObjClass * subobj = obj->Get_Sub_Object(i);
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Count_Textures(subobj);
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REF_PTR_RELEASE(subobj);
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}
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/*
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** Count the textures for this object
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*/
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MaterialInfoClass * matinfo = obj->Get_Material_Info();
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if (matinfo != NULL) {
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for (int ti=0; ti<matinfo->Texture_Count(); ti++) {
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Debug_Statistics::Record_Texture(matinfo->Peek_Texture(ti));
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}
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}
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}
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/*********************************************************************************************
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**
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** VisSectorStatsClass Implementation
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**
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*********************************************************************************************/
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/***********************************************************************************************
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* VisSectorStatsClass::VisSectorStatsClass -- 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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* 6/6/2000 gth : Created. *
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*=============================================================================================*/
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VisSectorStatsClass::VisSectorStatsClass(void) :
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VisId(-1),
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PolygonCount(0),
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TextureCount(0),
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TextureBytes(0),
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CenterPoint(0,0,0),
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PhysObj(NULL)
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{
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}
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/***********************************************************************************************
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* VisSectorStatsClass::VisSectorStatsClass -- 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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* 6/6/2000 pds : Created. *
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*=============================================================================================*/
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VisSectorStatsClass::VisSectorStatsClass(const VisSectorStatsClass &src) :
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VisId(-1),
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PolygonCount(0),
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TextureCount(0),
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TextureBytes(0),
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CenterPoint(0,0,0),
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PhysObj(NULL)
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{
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(*this) = src;
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}
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/***********************************************************************************************
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* VisSectorStatsClass::~VisSectorStatsClass -- Destructor *
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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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*=============================================================================================*/
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VisSectorStatsClass::~VisSectorStatsClass(void)
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{
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REF_PTR_RELEASE(PhysObj);
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}
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/***********************************************************************************************
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* VisSectorStatsClass::Compute_Stats -- Initializes the statistics for the given object *
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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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* 6/6/2000 gth : Created. *
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*=============================================================================================*/
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void VisSectorStatsClass::Compute_Stats(StaticPhysClass * obj,VisTableClass * vistable)
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{
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/*
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** Save the vis id and a point above the center of the object
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*/
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VisId = obj->Get_Vis_Object_ID();
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CenterPoint = obj->Get_Cull_Box().Center + Vector3(0.0f,0.0f,2.0f);
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/*
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** Reset the texture statistics tracker
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*/
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PolygonCount = 0;
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TextureCount = 0;
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TextureBytes = 0;
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if (vistable != NULL) {
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Debug_Statistics::Begin_Statistics();
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Debug_Statistics::Record_Texture_Mode(Debug_Statistics::RECORD_TEXTURE_DETAILS);
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/*
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** Walk through every static object in the level, adding its resources
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** to our stats if it is visible from this sector
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*/
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RefPhysListIterator it = PhysicsSceneClass::Get_Instance()->Get_Static_Object_Iterator();
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for (it.First(); !it.Is_Done(); it.Next()) {
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StaticPhysClass * obj = it.Peek_Obj()->As_StaticPhysClass();
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if (obj && vistable->Get_Bit(obj->Get_Vis_Object_ID())) {
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PolygonCount += obj->Peek_Model()->Get_Num_Polys();
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Count_Textures(obj->Peek_Model());
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}
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}
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/*
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** Finish the texture statistics
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*/
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Debug_Statistics::Record_Texture_Mode(Debug_Statistics::RECORD_TEXTURE_NONE);
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Debug_Statistics::End_Statistics();
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TextureCount = Debug_Statistics::Get_Record_Texture_Count();
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TextureBytes = Debug_Statistics::Get_Record_Texture_Size();
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}
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/*
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** Save a reference to the physics object
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*/
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REF_PTR_SET (PhysObj, obj);
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}
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/***********************************************************************************************
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* VisSectorStatsClass::operator= -- Safely copies the member data from the source object. *
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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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* 6/6/2000 pds : Created. *
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*=============================================================================================*/
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const VisSectorStatsClass &VisSectorStatsClass::operator= (const VisSectorStatsClass &src)
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{
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VisId = src.VisId;
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PolygonCount = src.PolygonCount;
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TextureCount = src.TextureCount;
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TextureBytes = src.TextureBytes;
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CenterPoint = src.CenterPoint;
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REF_PTR_SET (PhysObj, src.PhysObj);
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return (*this);
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}
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/***********************************************************************************************
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* VisSectorStatsClass::Get_Name -- Returns the name of the model this vis sector contains *
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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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* 6/6/2000 pds : Created. *
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*=============================================================================================*/
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const char *VisSectorStatsClass::Get_Name(void)
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{
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const char *name = NULL;
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if (PhysObj != NULL && PhysObj->Peek_Model () != NULL) {
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name = PhysObj->Peek_Model ()->Get_Name ();
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}
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return name;
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}
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