/* ** Command & Conquer Generals(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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: W3DDebugIcons.cpp //////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Westwood Studios Pacific. // // Confidential Information // Copyright (C) 2001 - All Rights Reserved // //----------------------------------------------------------------------------- // // Project: RTS3 // // File name: Heightmap.cpp // // Created: John Ahlquist, March 2002 // // Desc: Draws huge numbers of debug icons for pathfinding quickly. // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Includes //----------------------------------------------------------------------------- #include "W3DDevice/GameClient/W3DDebugIcons.h" #include "Common/GlobalData.h" #include "GameLogic/GameLogic.h" #include "Common/MapObject.h" #include "WW3D2/DX8Wrapper.h" #if defined _DEBUG || defined _INTERNAL // Texturing, no zbuffer, disabled zbuffer write, primary gradient, alpha blending #define SC_OPAQUE ( SHADE_CNST(ShaderClass::PASS_ALWAYS, ShaderClass::DEPTH_WRITE_DISABLE, ShaderClass::COLOR_WRITE_ENABLE, ShaderClass::SRCBLEND_ONE, \ ShaderClass::DSTBLEND_ZERO, ShaderClass::FOG_DISABLE, ShaderClass::GRADIENT_DISABLE, ShaderClass::SECONDARY_GRADIENT_DISABLE, ShaderClass::TEXTURING_ENABLE, \ ShaderClass::ALPHATEST_DISABLE, ShaderClass::CULL_MODE_DISABLE, \ ShaderClass::DETAILCOLOR_DISABLE, ShaderClass::DETAILALPHA_DISABLE) ) // Texturing, no zbuffer, disabled zbuffer write, primary gradient, alpha blending #define SC_ALPHA ( SHADE_CNST(ShaderClass::PASS_ALWAYS, ShaderClass::DEPTH_WRITE_DISABLE, ShaderClass::COLOR_WRITE_ENABLE, ShaderClass::SRCBLEND_SRC_ALPHA, \ ShaderClass::DSTBLEND_ONE_MINUS_SRC_ALPHA, ShaderClass::FOG_DISABLE, ShaderClass::GRADIENT_MODULATE, ShaderClass::SECONDARY_GRADIENT_DISABLE, ShaderClass::TEXTURING_ENABLE, \ ShaderClass::ALPHATEST_DISABLE, ShaderClass::CULL_MODE_ENABLE, \ ShaderClass::DETAILCOLOR_DISABLE, ShaderClass::DETAILALPHA_DISABLE) ) // Texturing, no zbuffer, disabled zbuffer write, primary gradient, alpha blending #define SC_ALPHA_Z ( SHADE_CNST(ShaderClass::PASS_LEQUAL, ShaderClass::DEPTH_WRITE_DISABLE, ShaderClass::COLOR_WRITE_ENABLE, ShaderClass::SRCBLEND_SRC_ALPHA, \ ShaderClass::DSTBLEND_ONE_MINUS_SRC_ALPHA, ShaderClass::FOG_DISABLE, ShaderClass::GRADIENT_MODULATE, ShaderClass::SECONDARY_GRADIENT_DISABLE, ShaderClass::TEXTURING_ENABLE, \ ShaderClass::ALPHATEST_DISABLE, ShaderClass::CULL_MODE_DISABLE, \ ShaderClass::DETAILCOLOR_DISABLE, ShaderClass::DETAILALPHA_DISABLE) ) // Texturing, no zbuffer, disabled zbuffer write, primary gradient, alpha blending #define SC_OPAQUE_Z ( SHADE_CNST(ShaderClass::PASS_LEQUAL, ShaderClass::DEPTH_WRITE_DISABLE, ShaderClass::COLOR_WRITE_ENABLE, ShaderClass::SRCBLEND_ONE, \ ShaderClass::DSTBLEND_ZERO, ShaderClass::FOG_DISABLE, ShaderClass::GRADIENT_DISABLE, ShaderClass::SECONDARY_GRADIENT_DISABLE, ShaderClass::TEXTURING_ENABLE, \ ShaderClass::ALPHATEST_DISABLE, ShaderClass::CULL_MODE_DISABLE, \ ShaderClass::DETAILCOLOR_DISABLE, ShaderClass::DETAILALPHA_DISABLE) ) void addIcon(const Coord3D *pos, Real width, Int numFramesDuration, RGBColor color) { W3DDebugIcons::addIcon(pos, width, numFramesDuration, color); } struct DebugIcon { Coord3D position; Real width; // all are squares centered about pos. RGBColor color; Int endFrame; // Frame when this disappears. }; DebugIcon *W3DDebugIcons::m_debugIcons = NULL; Int W3DDebugIcons::m_numDebugIcons = 0; W3DDebugIcons::~W3DDebugIcons(void) { REF_PTR_RELEASE(m_vertexMaterialClass); if (m_debugIcons) delete m_debugIcons; m_debugIcons = NULL; m_numDebugIcons = 0; } W3DDebugIcons::W3DDebugIcons(void) { //go with a preset material for now. m_vertexMaterialClass=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE); allocateIconsArray(); } bool W3DDebugIcons::Cast_Ray(RayCollisionTestClass & raytest) { return false; } //@todo: MW Handle both of these properly!! W3DDebugIcons::W3DDebugIcons(const W3DDebugIcons & src) { *this = src; } W3DDebugIcons & W3DDebugIcons::operator = (const W3DDebugIcons & that) { DEBUG_CRASH(("oops")); return *this; } void W3DDebugIcons::Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const { Vector3 ObjSpaceCenter(TheGlobalData->m_waterExtentX,TheGlobalData->m_waterExtentY,50*MAP_XY_FACTOR); float length = ObjSpaceCenter.Length(); sphere.Init(ObjSpaceCenter, length); } void W3DDebugIcons::Get_Obj_Space_Bounding_Box(AABoxClass & box) const { Vector3 minPt(-2*TheGlobalData->m_waterExtentX,-2*TheGlobalData->m_waterExtentY,0); Vector3 maxPt(2*TheGlobalData->m_waterExtentX,2*TheGlobalData->m_waterExtentY,100*MAP_XY_FACTOR); box.Init(minPt,maxPt); } Int W3DDebugIcons::Class_ID(void) const { return RenderObjClass::CLASSID_UNKNOWN; } RenderObjClass * W3DDebugIcons::Clone(void) const { return NEW W3DDebugIcons(*this); // poolify } void W3DDebugIcons::allocateIconsArray(void) { m_debugIcons = NEW DebugIcon[MAX_ICONS]; m_numDebugIcons = 0; } void W3DDebugIcons::compressIconsArray(void) { if (m_debugIcons && m_numDebugIcons > 0) { Int newNum = 0; Int i; for (i=0; i= TheGameLogic->getFrame() && i>newNum) { m_debugIcons[newNum] = m_debugIcons[i]; newNum++; } } m_numDebugIcons = newNum; } } static Int maxIcons = 0; void W3DDebugIcons::addIcon(const Coord3D *pos, Real width, Int numFramesDuration, RGBColor color) { if (pos==NULL) { if (m_numDebugIcons > maxIcons) { DEBUG_LOG(("Max icons %d\n", m_numDebugIcons)); maxIcons = m_numDebugIcons; } m_numDebugIcons = 0; return; } if (m_numDebugIcons>= MAX_ICONS) return; if (m_debugIcons==NULL) return; m_debugIcons[m_numDebugIcons].position = *pos; m_debugIcons[m_numDebugIcons].width = width; m_debugIcons[m_numDebugIcons].color = color; m_debugIcons[m_numDebugIcons].endFrame = TheGameLogic->getFrame()+numFramesDuration; m_numDebugIcons++; } /** Render draws into the current 3d context. */ void W3DDebugIcons::Render(RenderInfoClass & rinfo) { // if (WW3D::Are_Static_Sort_Lists_Enabled()) { WW3D::Add_To_Static_Sort_List(this, 1); return; } // Bool anyVanished = false; if (m_numDebugIcons==0) return; DX8Wrapper::Apply_Render_State_Changes(); DX8Wrapper::Set_Material(m_vertexMaterialClass); DX8Wrapper::Set_Texture(0, NULL); DX8Wrapper::Apply_Render_State_Changes(); Matrix3D tm(Transform); DX8Wrapper::Set_Transform(D3DTS_WORLD,tm); Int numRect = m_numDebugIcons; static Real offset = 30; const Int MAX_RECT = 5000; // cap drawing n rects. if (numRect > MAX_RECT) numRect = MAX_RECT; offset+= 0.5f; Int k; for (k=0; kgetFrame(); if (framesLeft < 1) { anyVanished = true; continue; } if (framesLeftx= pt1.x-halfWidth; vb->y= pt1.y-halfWidth; vb->z= pt1.z; vb->diffuse=diffuse; // b g<<8 r<<16 a<<24. vb->u1=0 ; vb->v1=0 ; vb++; vb->x= pt1.x+halfWidth; vb->y= pt1.y-halfWidth; vb->z= pt1.z; vb->diffuse=diffuse; // b g<<8 r<<16 a<<24. vb->u1=0 ; vb->v1=0 ; vb++; vb->x= pt1.x+halfWidth; vb->y= pt1.y+halfWidth; vb->z= pt1.z; vb->diffuse=diffuse; // b g<<8 r<<16 a<<24. vb->u1=0 ; vb->v1=0 ; vb++; vb->x= pt1.x-halfWidth; vb->y= pt1.y+halfWidth; vb->z= pt1.z; vb->diffuse=diffuse; // b g<<8 r<<16 a<<24. vb->u1=0 ; vb->v1=0 ; vb++; *curIb++ = numVertex; *curIb++ = numVertex+1; *curIb++ = numVertex+2; *curIb++ = numVertex; *curIb++ = numVertex+2; *curIb++ = numVertex+3; curIndex += 6; numVertex += 4; } } if (numVertex == 0) break; DX8Wrapper::Set_Shader(ShaderClass(SC_ALPHA)); DX8Wrapper::Set_Index_Buffer(ib_access,0); DX8Wrapper::Set_Vertex_Buffer(vb_access); DX8Wrapper::Draw_Triangles( 0,curIndex/3, 0, numVertex); //draw a quad, 2 triangles, 4 verts } if (anyVanished) { compressIconsArray(); } } #endif // _DEBUG or _INTERNAL