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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (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<m_numDebugIcons; i++) {
- if (m_debugIcons[i].endFrame >= 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; k<m_numDebugIcons;) {
- Int curIndex = 0;
- Int numVertex = 0;
- DynamicVBAccessClass vb_access(BUFFER_TYPE_DYNAMIC_DX8,DX8_FVF_XYZNDUV2,numRect*4);
- DynamicIBAccessClass ib_access(BUFFER_TYPE_DYNAMIC_DX8,numRect*6);
- {
- DynamicVBAccessClass::WriteLockClass lock(&vb_access);
- VertexFormatXYZNDUV2* vb= lock.Get_Formatted_Vertex_Array();
- DynamicIBAccessClass::WriteLockClass lockib(&ib_access);
- if (!vb) return;
- UnsignedShort *ib=lockib.Get_Index_Array();
- UnsignedShort *curIb = ib;
- // VertexFormatXYZNDUV2 *curVb = vb;
- Real shadeR, shadeG, shadeB;
- shadeR = 0;
- shadeG = 0;
- shadeB = 255;
- for(; numVertex<numRect*4 && k<m_numDebugIcons; k++) {
- Int theAlpha = 64;
- const Int FADE_FRAMES = 100;
- Int framesLeft = m_debugIcons[k].endFrame - TheGameLogic->getFrame();
- if (framesLeft < 1) {
- anyVanished = true;
- continue;
- }
- if (framesLeft<FADE_FRAMES) {
- theAlpha *= (Real)framesLeft/FADE_FRAMES;
- }
- RGBColor clr = m_debugIcons[k].color;
- Real halfWidth = m_debugIcons[k].width/2;
- Int diffuse = clr.getAsInt() | ((int)theAlpha << 24);
- Coord3D pt1 = m_debugIcons[k].position;
- 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++;
- 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
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