W3DCustomEdging.cpp 18 KB

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  1. /*
  2. ** Command & Conquer Generals(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // FILE: W3DCustomEdging.cpp ////////////////////////////////////////////////
  24. //-----------------------------------------------------------------------------
  25. //
  26. // Westwood Studios Pacific.
  27. //
  28. // Confidential Information
  29. // Copyright (C) 2001 - All Rights Reserved
  30. //
  31. //-----------------------------------------------------------------------------
  32. //
  33. // Project: RTS3
  34. //
  35. // File name: W3DCustomEdging.cpp
  36. //
  37. // Created: John Ahlquist, May 2001
  38. //
  39. // Desc: Draw buffer to handle all the custom tile edges in a scene.
  40. //
  41. //-----------------------------------------------------------------------------
  42. //-----------------------------------------------------------------------------
  43. // Includes
  44. //-----------------------------------------------------------------------------
  45. #include "W3DDevice/GameClient/W3DCustomEdging.h"
  46. #include <stdio.h>
  47. #include <string.h>
  48. #include <assetmgr.h>
  49. #include <texture.h>
  50. #include "common/GlobalData.h"
  51. #include "common/RandomValue.h"
  52. #include "W3DDevice/GameClient/TerrainTex.h"
  53. #include "W3DDevice/GameClient/HeightMap.h"
  54. #include "W3DDevice/GameClient/W3DDynamicLight.h"
  55. #include "WW3D2/Camera.h"
  56. #include "WW3D2/DX8Wrapper.h"
  57. #include "WW3D2/DX8Renderer.h"
  58. #include "WW3D2/Mesh.h"
  59. #include "WW3D2/MeshMdl.h"
  60. //-----------------------------------------------------------------------------
  61. // Private Data
  62. //-----------------------------------------------------------------------------
  63. // A W3D shader that does alpha, texturing, tests zbuffer, doesn't update zbuffer.
  64. #define SC_ALPHA_DETAIL ( SHADE_CNST(ShaderClass::PASS_LEQUAL, ShaderClass::DEPTH_WRITE_DISABLE, ShaderClass::COLOR_WRITE_ENABLE, ShaderClass::SRCBLEND_SRC_ALPHA, \
  65. ShaderClass::DSTBLEND_ONE_MINUS_SRC_ALPHA, ShaderClass::FOG_DISABLE, ShaderClass::GRADIENT_MODULATE, ShaderClass::SECONDARY_GRADIENT_DISABLE, ShaderClass::TEXTURING_ENABLE, \
  66. ShaderClass::ALPHATEST_ENABLE, ShaderClass::CULL_MODE_DISABLE, \
  67. ShaderClass::DETAILCOLOR_DISABLE, ShaderClass::DETAILALPHA_DISABLE) )
  68. static ShaderClass detailAlphaTestShader(SC_ALPHA_DETAIL);
  69. #define SC_NO_ALPHA ( SHADE_CNST(ShaderClass::PASS_ALWAYS, ShaderClass::DEPTH_WRITE_DISABLE, ShaderClass::COLOR_WRITE_ENABLE, ShaderClass::SRCBLEND_ONE, \
  70. ShaderClass::DSTBLEND_ZERO, ShaderClass::FOG_DISABLE, ShaderClass::GRADIENT_MODULATE, ShaderClass::SECONDARY_GRADIENT_DISABLE, ShaderClass::TEXTURING_ENABLE, \
  71. ShaderClass::ALPHATEST_DISABLE, ShaderClass::CULL_MODE_DISABLE, \
  72. ShaderClass::DETAILCOLOR_DISABLE, ShaderClass::DETAILALPHA_DISABLE) )
  73. static ShaderClass detailShader(SC_NO_ALPHA);
  74. #define SC_DETAIL_BLEND ( SHADE_CNST(ShaderClass::PASS_LEQUAL, ShaderClass::DEPTH_WRITE_ENABLE, ShaderClass::COLOR_WRITE_ENABLE, ShaderClass::SRCBLEND_ONE, \
  75. ShaderClass::DSTBLEND_ZERO, ShaderClass::FOG_DISABLE, ShaderClass::GRADIENT_MODULATE, ShaderClass::SECONDARY_GRADIENT_DISABLE, ShaderClass::TEXTURING_ENABLE, \
  76. ShaderClass::ALPHATEST_DISABLE, ShaderClass::CULL_MODE_ENABLE, ShaderClass::DETAILCOLOR_SCALE, ShaderClass::DETAILALPHA_DISABLE) )
  77. static ShaderClass detailOpaqueShader(SC_DETAIL_BLEND);
  78. /*
  79. #define SC_ALPHA_MIRROR ( SHADE_CNST(ShaderClass::PASS_LEQUAL, ShaderClass::DEPTH_WRITE_DISABLE, ShaderClass::COLOR_WRITE_ENABLE, ShaderClass::SRCBLEND_SRC_ALPHA, \
  80. ShaderClass::DSTBLEND_ONE_MINUS_SRC_ALPHA, ShaderClass::FOG_DISABLE, ShaderClass::GRADIENT_MODULATE, ShaderClass::SECONDARY_GRADIENT_DISABLE, ShaderClass::TEXTURING_ENABLE, \
  81. ShaderClass::DETAILCOLOR_DISABLE, ShaderClass::DETAILALPHA_DISABLE, ShaderClass::ALPHATEST_DISABLE, ShaderClass::CULL_MODE_DISABLE, \
  82. ShaderClass::DETAILCOLOR_DISABLE, ShaderClass::DETAILALPHA_DISABLE) )
  83. static ShaderClass mirrorAlphaShader(SC_ALPHA_DETAIL);
  84. // ShaderClass::PASS_ALWAYS,
  85. #define SC_ALPHA_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  86. SRCBLEND_SRC_ALPHA, DSTBLEND_ONE_MINUS_SRC_ALPHA, FOG_DISABLE, GRADIENT_DISABLE, \
  87. SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE, \
  88. ALPHATEST_DISABLE, CULL_MODE_ENABLE, DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  89. ShaderClass ShaderClass::_PresetAlpha2DShader(SC_ALPHA_2D);
  90. */
  91. //-----------------------------------------------------------------------------
  92. // Private Functions
  93. //-----------------------------------------------------------------------------
  94. //=============================================================================
  95. // W3DCustomEdging::loadEdgingsInVertexAndIndexBuffers
  96. //=============================================================================
  97. /** Loads the trees into the vertex buffer for drawing. */
  98. //=============================================================================
  99. void W3DCustomEdging::loadEdgingsInVertexAndIndexBuffers(WorldHeightMap *pMap, Int minX, Int maxX, Int minY, Int maxY)
  100. {
  101. if (!m_indexEdging || !m_vertexEdging || !m_initialized) {
  102. return;
  103. }
  104. if (!m_anythingChanged) {
  105. return;
  106. }
  107. m_anythingChanged = false;
  108. m_curNumEdgingVertices = 0;
  109. m_curNumEdgingIndices = 0;
  110. VertexFormatXYZDUV2 *vb;
  111. UnsignedShort *ib;
  112. // Lock the buffers.
  113. DX8IndexBufferClass::WriteLockClass lockIdxBuffer(m_indexEdging);
  114. DX8VertexBufferClass::WriteLockClass lockVtxBuffer(m_vertexEdging);
  115. vb=(VertexFormatXYZDUV2*)lockVtxBuffer.Get_Vertex_Array();
  116. ib = lockIdxBuffer.Get_Index_Array();
  117. UnsignedShort *curIb = ib;
  118. VertexFormatXYZDUV2 *curVb = vb;
  119. if (minX<0) minX = 0;
  120. if (minY<0) minY = 0;
  121. if (maxX >= pMap->getXExtent()) maxX = pMap->getXExtent()-1;
  122. if (maxY >= pMap->getYExtent()) maxY = pMap->getYExtent()-1;
  123. Int row;
  124. Int column;
  125. for (row=minY; row<maxY-1; row++) {
  126. for (column = minX; column < maxX-1; column++) {
  127. Int cellNdx = column+row*pMap->getXExtent();
  128. Int blend = pMap->m_blendTileNdxes[cellNdx];
  129. if (blend == 0) continue; // no blend.
  130. if (pMap->m_blendedTiles[blend].customBlendEdgeClass<0) continue; // alpha blend.
  131. Int i, j;
  132. Real uOffset;
  133. Real vOffset;
  134. if (pMap->m_blendedTiles[blend].horiz) {
  135. uOffset = 0;
  136. vOffset = 0.25f * (1 + (row&1));
  137. if (pMap->m_blendedTiles[blend].inverted) {
  138. uOffset = 0.75f;
  139. }
  140. } else if (pMap->m_blendedTiles[blend].vert) {
  141. vOffset = 0.75;
  142. uOffset = 0.25f * (1 + (column&1));
  143. if (pMap->m_blendedTiles[blend].inverted) {
  144. vOffset = 0.0f;
  145. }
  146. } else if (pMap->m_blendedTiles[blend].rightDiagonal) {
  147. if (pMap->m_blendedTiles[blend].longDiagonal) {
  148. vOffset = 0.25;
  149. uOffset = 0.5;
  150. if (pMap->m_blendedTiles[blend].inverted) {
  151. uOffset = 0.5f;
  152. vOffset = 0.5f;
  153. }
  154. } else {
  155. vOffset = .75;
  156. uOffset = 0;
  157. if (pMap->m_blendedTiles[blend].inverted) {
  158. uOffset = 0.0f;
  159. vOffset = 0.0f;
  160. }
  161. }
  162. } else if (pMap->m_blendedTiles[blend].leftDiagonal) {
  163. if (pMap->m_blendedTiles[blend].longDiagonal) {
  164. uOffset = 0.25f;
  165. vOffset = 0.25f;
  166. if (pMap->m_blendedTiles[blend].inverted) {
  167. uOffset = 0.25f;
  168. vOffset = 0.5f;
  169. }
  170. } else {
  171. vOffset = 0.75;
  172. uOffset = 0.75f;
  173. if (pMap->m_blendedTiles[blend].inverted) {
  174. uOffset = 0.75f;
  175. vOffset = 0.0f;
  176. }
  177. }
  178. } else {
  179. continue;
  180. }
  181. Region2D range;
  182. pMap->getUVForBlend(pMap->m_blendedTiles[blend].customBlendEdgeClass, &range);
  183. uOffset = range.lo.x + range.width()*uOffset;
  184. vOffset = range.lo.y + range.height()*vOffset;
  185. UnsignedByte alpha[4];
  186. float UA[4], VA[4];
  187. Bool flipForBlend;
  188. pMap->getAlphaUVData(column-pMap->getDrawOrgX(), row-pMap->getDrawOrgY(), UA, VA, alpha, &flipForBlend, false);
  189. Int startVertex = m_curNumEdgingVertices;
  190. for (j=0; j<2; j++) {
  191. for (i=0; i<2; i++) {
  192. if (m_curNumEdgingVertices >= MAX_EDGE_VERTEX) return;
  193. cellNdx = column+i+(row+j)*pMap->getXExtent();
  194. Int diffuse = TheTerrainRenderObject->getStaticDiffuse(column+i, row+j);
  195. curVb->diffuse = 0x80000000 + (diffuse&0x00FFFFFF); // set alpha to 5b.
  196. Real theZ;
  197. theZ = ((float)pMap->getDataPtr()[cellNdx])*MAP_HEIGHT_SCALE;
  198. Real X = (column+i)*MAP_XY_FACTOR;
  199. Real Y = (row+j)*MAP_XY_FACTOR;
  200. curVb->u2 = uOffset + i*0.25f*range.width();
  201. curVb->v2 = vOffset + (1-j)*0.25f*range.height();
  202. Int ndx;
  203. if (j==0) ndx=i;
  204. if (j==1) ndx = 3-i;
  205. curVb->u1 = UA[ndx];
  206. curVb->v1 = VA[ndx];
  207. curVb->x = X;
  208. curVb->y = Y;
  209. curVb->z = theZ;
  210. curVb++;
  211. m_curNumEdgingVertices++;
  212. }
  213. }
  214. Int yOffset = 2;
  215. if (m_curNumEdgingIndices+6 > MAX_EDGE_INDEX) return;
  216. #ifdef FLIP_TRIANGLES // jba - reduces "diamonding" in some cases, not others. Better cliffs, though.
  217. if (flipForBlend) {
  218. *curIb++ = startVertex + 1;
  219. *curIb++ = startVertex + yOffset;
  220. *curIb++ = startVertex ;
  221. *curIb++ = startVertex + 1;
  222. *curIb++ = startVertex + 1+yOffset;
  223. *curIb++ = startVertex + yOffset;
  224. }
  225. else
  226. #endif
  227. {
  228. *curIb++ = startVertex;
  229. *curIb++ = startVertex + 1+yOffset;
  230. *curIb++ = startVertex + yOffset;
  231. *curIb++ = startVertex ;
  232. *curIb++ = startVertex + 1;
  233. *curIb++ = startVertex + 1+yOffset;
  234. }
  235. m_curNumEdgingIndices+=6;
  236. }
  237. }
  238. m_anythingChanged = false;
  239. }
  240. //-----------------------------------------------------------------------------
  241. // Public Functions
  242. //-----------------------------------------------------------------------------
  243. //=============================================================================
  244. // W3DCustomEdging::~W3DCustomEdging
  245. //=============================================================================
  246. /** Destructor. Releases w3d assets. */
  247. //=============================================================================
  248. W3DCustomEdging::~W3DCustomEdging(void)
  249. {
  250. freeEdgingBuffers();
  251. }
  252. //=============================================================================
  253. // W3DCustomEdging::W3DCustomEdging
  254. //=============================================================================
  255. /** Constructor. Sets m_initialized to true if it finds the w3d models it needs
  256. for the trees. */
  257. //=============================================================================
  258. W3DCustomEdging::W3DCustomEdging(void)
  259. {
  260. m_initialized = false;
  261. m_vertexEdging = NULL;
  262. m_indexEdging = NULL;
  263. clearAllEdging();
  264. allocateEdgingBuffers();
  265. m_initialized = true;
  266. }
  267. //=============================================================================
  268. // W3DCustomEdging::freeEdgingBuffers
  269. //=============================================================================
  270. /** Frees the index and vertex buffers. */
  271. //=============================================================================
  272. void W3DCustomEdging::freeEdgingBuffers(void)
  273. {
  274. REF_PTR_RELEASE(m_vertexEdging);
  275. REF_PTR_RELEASE(m_indexEdging);
  276. }
  277. //=============================================================================
  278. // W3DCustomEdging::allocateEdgingBuffers
  279. //=============================================================================
  280. /** Allocates the index and vertex buffers. */
  281. //=============================================================================
  282. void W3DCustomEdging::allocateEdgingBuffers(void)
  283. {
  284. m_vertexEdging=NEW_REF(DX8VertexBufferClass,(DX8_FVF_XYZDUV2,MAX_EDGE_VERTEX+4,DX8VertexBufferClass::USAGE_DYNAMIC));
  285. m_indexEdging=NEW_REF(DX8IndexBufferClass,(2*MAX_EDGE_INDEX+4, DX8IndexBufferClass::USAGE_DYNAMIC));
  286. m_curNumEdgingVertices=0;
  287. m_curNumEdgingIndices=0;
  288. //m_edgeTexture = MSGNEW("TextureClass") TextureClass("EdgingTemplate.tga","EdgingTemplate.tga", TextureClass::MIP_LEVELS_3);
  289. }
  290. //=============================================================================
  291. // W3DCustomEdging::clearAllEdging
  292. //=============================================================================
  293. /** Removes all trees. */
  294. //=============================================================================
  295. void W3DCustomEdging::clearAllEdging(void)
  296. {
  297. m_curNumEdgingVertices=0;
  298. m_curNumEdgingIndices=0;
  299. m_anythingChanged = true;
  300. }
  301. //=============================================================================
  302. // W3DCustomEdging::drawEdging
  303. //=============================================================================
  304. /** Draws the trees. Uses camera to cull. */
  305. //=============================================================================
  306. void W3DCustomEdging::drawEdging(WorldHeightMap *pMap, Int minX, Int maxX, Int minY, Int maxY,
  307. TextureClass * terrainTexture, TextureClass * cloudTexture, TextureClass * noiseTexture)
  308. {
  309. static Bool foo = false;
  310. if (foo) {
  311. return;
  312. }
  313. //m_anythingChanged = true;
  314. loadEdgingsInVertexAndIndexBuffers(pMap, minX, maxX, minY, maxY);
  315. if (m_curNumEdgingIndices == 0) {
  316. return;
  317. }
  318. TextureClass *edgeTex = pMap->getEdgeTerrainTexture();
  319. // Setup the vertex buffer, shader & texture.
  320. DX8Wrapper::Set_Index_Buffer(m_indexEdging,0);
  321. DX8Wrapper::Set_Vertex_Buffer(m_vertexEdging);
  322. DX8Wrapper::Set_Shader(detailAlphaTestShader);
  323. #ifdef _DEBUG
  324. //DX8Wrapper::Set_Shader(detailShader); // shows clipping.
  325. #endif
  326. DX8Wrapper::Set_Texture(0,terrainTexture);
  327. DX8Wrapper::Set_Texture(1,edgeTex);
  328. DX8Wrapper::Apply_Render_State_Changes();
  329. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAREF,0x7B);
  330. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAFUNC,D3DCMP_LESSEQUAL); //pass pixels who's alpha is not zero
  331. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHATESTENABLE, true); //test pixels if transparent(clipped) before rendering.
  332. DX8Wrapper::Draw_Triangles( m_curEdgingIndexOffset, m_curNumEdgingIndices/3, 0, m_curNumEdgingVertices);
  333. DX8Wrapper::Set_Texture(0,edgeTex);
  334. DX8Wrapper::Set_Texture(1, NULL);
  335. // Draw the custom edge.
  336. DX8Wrapper::Apply_Render_State_Changes();
  337. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAREF,0x84);
  338. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAFUNC,D3DCMP_GREATEREQUAL); //pass pixels who's alpha is not zero
  339. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHATESTENABLE, true); //test pixels if transparent(clipped) before rendering.
  340. DX8Wrapper::Draw_Triangles( m_curEdgingIndexOffset, m_curNumEdgingIndices/3, 0, m_curNumEdgingVertices);
  341. #if 0 // Dumps out unmasked data.
  342. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,false);
  343. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHATESTENABLE, false); //test pixels if transparent(clipped) before rendering.
  344. DX8Wrapper::Draw_Triangles( m_curEdgingIndexOffset, m_curNumEdgingIndices/3, 0, m_curNumEdgingVertices);
  345. #endif
  346. DX8Wrapper::Set_Texture(1, NULL);
  347. if (cloudTexture) {
  348. DX8Wrapper::Set_Shader(detailOpaqueShader);
  349. DX8Wrapper::Apply_Render_State_Changes();
  350. DX8Wrapper::Set_Texture(1,edgeTex);
  351. DX8Wrapper::Apply_Render_State_Changes();
  352. DX8Wrapper::Set_Texture(0,cloudTexture);
  353. DX8Wrapper::Apply_Render_State_Changes();
  354. #if 1
  355. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAARG1, D3DTA_CURRENT );
  356. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
  357. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG1, D3DTA_CURRENT );
  358. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG2, D3DTA_TEXTURE );
  359. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
  360. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAARG1, D3DTA_CURRENT );
  361. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAARG2, D3DTA_TEXTURE );
  362. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2 );
  363. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, 1 );
  364. #endif
  365. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAREF,0x80);
  366. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAFUNC,D3DCMP_NOTEQUAL); //pass pixels who's alpha is not zero
  367. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHATESTENABLE, true); //test pixels if transparent(clipped) before rendering.
  368. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,true);
  369. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_DESTCOLOR);
  370. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_ZERO);
  371. DX8Wrapper::Draw_Triangles( m_curEdgingIndexOffset, m_curNumEdgingIndices/3, 0, m_curNumEdgingVertices);
  372. }
  373. if (noiseTexture) {
  374. DX8Wrapper::Set_Texture(1, NULL);
  375. DX8Wrapper::Set_Texture(0,noiseTexture);
  376. DX8Wrapper::Apply_Render_State_Changes();
  377. DX8Wrapper::Set_Texture(1,edgeTex);
  378. DX8Wrapper::Apply_Render_State_Changes();
  379. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAREF,0x80);
  380. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAFUNC,D3DCMP_NOTEQUAL); //pass pixels who's alpha is not zero
  381. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHATESTENABLE, true); //test pixels if transparent(clipped) before rendering.
  382. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,true);
  383. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_DESTCOLOR);
  384. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_ZERO);
  385. DX8Wrapper::Draw_Triangles( m_curEdgingIndexOffset, m_curNumEdgingIndices/3, 0, m_curNumEdgingVertices);
  386. }
  387. }