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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: W3DScene.cpp /////////////////////////////////////////////////////////
- //
- // Scene manger for display using W3DDispaly. A scene manager can customize
- // the rendering process, culling, material passes ...
- //
- // Author: Colin Day, April 2001
- //
- ///////////////////////////////////////////////////////////////////////////////
- // SYSTEM INCLUDES ////////////////////////////////////////////////////////////
- #include <stdlib.h>
- // USER INCLUDES //////////////////////////////////////////////////////////////
- #include "Lib/BaseType.h"
- #include "Common/GlobalData.h"
- #include "Common/PerfTimer.h"
- #include "Common/Player.h"
- #include "Common/PlayerList.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/GameLogic.h"
- #include "GameClient/Drawable.h"
- #include "GameClient/ParticleSys.h"
- #include "GameClient/Color.h"
- #include "GameClient/View.h"
- #include "W3DDevice/GameClient/HeightMap.h"
- #include "W3DDevice/GameClient/W3DScene.h"
- #include "W3DDevice/GameClient/W3DDynamicLight.h"
- #include "W3DDevice/GameClient/W3DGranny.h"
- #include "W3DDevice/GameClient/W3DShadow.h"
- #include "W3DDevice/GameClient/W3DStatusCircle.h"
- #include "W3DDevice/GameClient/W3DCustomScene.h"
- #include "W3DDevice/GameClient/W3DShroud.h"
- #include "WW3D2/camera.h"
- #include "WW3D2/dx8renderer.h"
- #include "WW3D2/sortingrenderer.h"
- #include "WW3D2/dx8wrapper.h"
- #include "WW3D2/Light.h"
- #include "WW3D2/matpass.h"
- #include "WW3D2/shader.h"
- #include "WW3D2/DX8Caps.h"
- #include "WW3D2/colorspace.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- ///////////////////////////////////////////////////////////////////////////////
- // DEFINITIONS ////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- ///@todo: Remove these globals since we no longer need W3D to call them for us.
- extern void DoTrees(RenderInfoClass & rinfo);
- extern void DoShadows(RenderInfoClass & rinfo, Bool stencilPass);
- extern void DoParticles(RenderInfoClass & rinfo);
- // No texturing, no zbuffer reading/writing, primary gradient, no
- // blending, no fogging - mostly for use in solid-colored opaque objects.
- #define SC_PLAYER_COLOR ( SHADE_CNST(ShaderClass::PASS_ALWAYS, ShaderClass::DEPTH_WRITE_DISABLE, ShaderClass::COLOR_WRITE_ENABLE, \
- ShaderClass::SRCBLEND_ONE, ShaderClass::DSTBLEND_ZERO, ShaderClass::FOG_DISABLE, ShaderClass::GRADIENT_MODULATE, ShaderClass::SECONDARY_GRADIENT_DISABLE, \
- ShaderClass::TEXTURING_DISABLE, ShaderClass::ALPHATEST_DISABLE, ShaderClass::CULL_MODE_ENABLE, \
- ShaderClass::DETAILCOLOR_DISABLE, ShaderClass::DETAILALPHA_DISABLE) )
- static ShaderClass PlayerColorShader(SC_PLAYER_COLOR);
- //=============================================================================
- // RTS3DScene::RTS3DScene
- //=============================================================================
- /** */
- //=============================================================================
- RTS3DScene::RTS3DScene()
- {
- setName("RTS3DScene");
- m_drawTerrainOnly = false;
- m_numGlobalLights=0;
- for (Int i=0; i<LightEnvironmentClass::MAX_LIGHTS; i++)
- { m_globalLight[i]=NULL;
- m_infantryLight[i]=NEW_REF( LightClass, (LightClass::DIRECTIONAL) );
- }
- m_scratchLight = NEW_REF( LightClass, (LightClass::DIRECTIONAL) );
- // REF_PTR_SET(m_globalLight[lightIndex], pLight);
- #if defined(_DEBUG) || defined(_INTERNAL)
- if (TheGlobalData->m_shroudOn)
- m_shroudMaterialPass = NEW_REF(W3DShroudMaterialPassClass,());
- else
- m_shroudMaterialPass = NULL;
- #else
- m_shroudMaterialPass = NEW_REF(W3DShroudMaterialPassClass,());
- #endif
- m_maskMaterialPass = NEW_REF(W3DMaskMaterialPassClass,());
- m_customPassMode = SCENE_PASS_DEFAULT;
- m_heatVisionMaterialPass = NEW_REF(MaterialPassClass,());
- m_heatVisionOnlyPass = NEW_REF(MaterialPassClass,());
- VertexMaterialClass *heatVisionMtl = NEW_REF(VertexMaterialClass,());
- heatVisionMtl->Set_Lighting(true);
- heatVisionMtl->Set_Ambient(0,0,0);
- heatVisionMtl->Set_Diffuse(0.02f,0.01f,0.00f);
- heatVisionMtl->Set_Emissive(0.5f,0.2f,0.0f);
- m_heatVisionMaterialPass->Set_Material(heatVisionMtl);
- ShaderClass heatVisionShader=ShaderClass::_PresetAdditiveSolidShader;
- heatVisionShader.Set_Depth_Compare(ShaderClass::PASS_EQUAL);
- m_heatVisionMaterialPass->Set_Shader(heatVisionShader);
- heatVisionMtl->Release_Ref();
- heatVisionShader.Set_Depth_Compare(ShaderClass::PASS_LEQUAL);
- heatVisionShader.Set_Depth_Mask(ShaderClass::DEPTH_WRITE_DISABLE);
- m_heatVisionOnlyPass->Set_Material(heatVisionMtl);
- m_heatVisionOnlyPass->Set_Shader(heatVisionShader);
- //Allocate memory to hold queue of visible renderobjects that need to be drawn last
- //because they are forced translucent.
- m_translucentObjectsCount = 0;
- if (TheGlobalData && TheGlobalData->m_maxVisibleTranslucentObjects)
- m_translucentObjectsBuffer = NEW RenderObjClass* [TheGlobalData->m_maxVisibleTranslucentObjects];
- else
- m_translucentObjectsBuffer = NULL;
- m_numPotentialOccluders=0;
- m_numPotentialOccludees=0;
- m_numNonOccluderOrOccludee=0;
- m_occludedObjectsCount=0;
- m_potentialOccluders=NULL;
- m_potentialOccludees=NULL;
- m_nonOccludersOrOccludees=NULL;
- //Modify the shader to make occlusion transparent
- ShaderClass shader = PlayerColorShader;
- shader.Set_Src_Blend_Func(ShaderClass::SRCBLEND_SRC_ALPHA);
- shader.Set_Dst_Blend_Func(ShaderClass::DSTBLEND_ONE_MINUS_SRC_ALPHA);
- m_potentialOccluders = NEW RenderObjClass* [TheGlobalData->m_maxVisibleOccluderObjects];
- m_potentialOccludees = NEW RenderObjClass* [TheGlobalData->m_maxVisibleOccludeeObjects];
- m_nonOccludersOrOccludees = NEW RenderObjClass* [TheGlobalData->m_maxVisibleNonOccluderOrOccludeeObjects];
- #ifdef USE_NON_STENCIL_OCCLUSION
- for (i=0; i<MAX_PLAYER_COUNT; i++)
- { m_occludedMaterialPass[i]=NEW_REF(MaterialPassClass,());
- VertexMaterialClass * vmtl = NEW_REF(VertexMaterialClass,());
- vmtl->Set_Lighting(true);
- vmtl->Set_Ambient(0,0,0); //we're only using emissive so kill all other lights.
- vmtl->Set_Diffuse(0,0,0);
- m_occludedMaterialPass[i]->Set_Material(vmtl);
- m_occludedMaterialPass[i]->Set_Shader(shader);
- vmtl->Release_Ref(); //material pass is holding the pointer so release ref.
- }
- #else
- for (i=0; i<MAX_PLAYER_COUNT; i++)
- m_occludedMaterialPass[i]=NULL;
- #endif
- } // end RTS3DScene
- //=============================================================================
- // RTS3DScene::~RTS3DScene
- //=============================================================================
- /** */
- //=============================================================================
- RTS3DScene::~RTS3DScene()
- {
- for (Int i=0; i<LightEnvironmentClass::MAX_LIGHTS; i++)
- {
- REF_PTR_RELEASE(m_globalLight[i]);
- REF_PTR_RELEASE(m_infantryLight[i]);
- }
- REF_PTR_RELEASE(m_scratchLight);
- REF_PTR_RELEASE(m_shroudMaterialPass);
- REF_PTR_RELEASE(m_maskMaterialPass);
- REF_PTR_RELEASE(m_heatVisionMaterialPass);
- REF_PTR_RELEASE(m_heatVisionOnlyPass);
- if (m_translucentObjectsBuffer)
- delete [] m_translucentObjectsBuffer;
- if (m_nonOccludersOrOccludees)
- delete [] m_nonOccludersOrOccludees;
- if (m_potentialOccludees)
- delete [] m_potentialOccludees;
- if (m_potentialOccluders)
- delete [] m_potentialOccluders;
- for (i=0; i<MAX_PLAYER_COUNT; i++)
- { REF_PTR_RELEASE(m_occludedMaterialPass[i]);
- }
- } // end ~RTS3DScene
- void RTS3DScene::setGlobalLight(LightClass *pLight, Int lightIndex)
- {
- if (m_numGlobalLights < (lightIndex+1))
- m_numGlobalLights=(lightIndex+1);
- REF_PTR_SET(m_globalLight[lightIndex], pLight);
- }
- /**Find all objects which need to be drawn in a special way because they are occluded by other
- objects.
- @todo: Need some kind of scene subdivision or find way to use Partition manger to speed up the ray
- intersection tests. Maybe truncate the ray to terrain length before using it?
- */
- void RTS3DScene::flagOccludedObjects(CameraClass * camera)
- {
- Vector3 camPosition=camera->Get_Position();
- //Find which objects are actually occluded
- RenderObjClass **occludee=m_potentialOccludees;
- LineSegClass lineseg;
- CastResultStruct result;
- Bool hit=FALSE;
- Vector3 newEndPoint;
- result.ComputeContactPoint=false;
- RayCollisionTestClass raytest(lineseg,&result,COLLISION_TYPE_ALL,false,false);
- raytest.CollisionType=COLLISION_TYPE_ALL;
- m_occludedObjectsCount=0;
- for (Int i=0; i<m_numPotentialOccludees; i++,occludee++)
- {
- raytest.Ray.Set(camPosition,(*occludee)->Get_Position());
- RenderObjClass **occluder=m_potentialOccluders;
- //Check this object against all other possible blocking objects
- for (Int j=0; j<m_numPotentialOccluders; j++,occluder++)
- {
- // Do a quick ray-sphere test (Graphics Gems I, p388)
- RenderObjClass *robj=*occluder;
- const SphereClass *sphere = &robj->Get_Bounding_Sphere();
- // make a vector from the ray origin to the sphere center
- Vector3 sphere_vector(sphere->Center - raytest.Ray.Get_P0());
-
- // get the dot product between the sphere_vector and the ray vector
- Real Alpha = Vector3::Dot_Product(sphere_vector, raytest.Ray.Get_Dir());
- Real Beta = sphere->Radius * sphere->Radius - (Vector3::Dot_Product(sphere_vector, sphere_vector) - Alpha * Alpha);
- if(Beta < 0.0f)
- continue; //no intersection
-
- //Do a more accurate test against object geometry
- if (robj->Cast_Ray(raytest))
- {
- //Found an object closer than last closest object
- //Adjust our results and refine search
- raytest.CollidedRenderObj = robj;
- hit=TRUE;
- //reset the result space for next test
- result.StartBad = false; result.Fraction = 1.0f;
- break;
- }
- }
- if (hit)
- { //ocludee was blocked by something so flag it for custom rendering
- DrawableInfo *drawInfo=(DrawableInfo *)(*occludee)->Get_User_Data();
- drawInfo->m_flags |= DrawableInfo::ERF_IS_OCCLUDED;
- m_potentialOccludees[m_occludedObjectsCount++] = *occludee;
- }
- }
- }
- //=============================================================================
- // RTS3DScene::castRay
- //=============================================================================
- /** Does a ray intersection test against objects in our scene.
- By default, it only tests objects determined to be visible to the user.
- Setting testAll forces it to test all objects in the scene.
- CollisionType is used as a mask to ignore certain types of objects.
- */
- //=============================================================================
- Bool RTS3DScene::castRay(RayCollisionTestClass & raytest, Bool testAll, Int collisionType)
- {
- // this shouldn't be necessary here, and would be an undesirable performance hit.
- // if you ever add or modify code here, it MIGHT become necessary... so do so with caution. (srj)
- //#ifdef DIRTY_CONDITION_FLAGS
- // StDrawableDirtyStuffLocker lockDirtyStuff;
- //#endif
- //temporary results for each object tested
- CastResultStruct result;
- RayCollisionTestClass tempRayTest(raytest.Ray,&result);
- Vector3 newEndPoint;
- Bool hit=FALSE;
- tempRayTest.CollisionType = COLLISION_TYPE_ALL;
- //check if a mesh is translucent before colliding with it. Skips headlights, etc.
- tempRayTest.CheckTranslucent = true;
- RefRenderObjListIterator it(&RenderList);
- // select the first object
- it.First();
- while (!it.Is_Done())
- {
- // get the render object
- RenderObjClass * robj = it.Peek_Obj();
- it.Next();
- // only intersect if it was visible or if we must test all
- if(robj->Get_Collision_Type() & collisionType && (testAll || robj->Is_Really_Visible()))
- {
- // Do a quick ray-sphere test (Graphics Gems I, p388)
- const SphereClass *sphere = &robj->Get_Bounding_Sphere();
- // make a vector from the ray origin to the sphere center
- Vector3 sphere_vector(sphere->Center - tempRayTest.Ray.Get_P0());
-
- // get the dot product between the sphere_vector and the ray vector
- Real Alpha = Vector3::Dot_Product(sphere_vector, tempRayTest.Ray.Get_Dir());
- Real Beta = sphere->Radius * sphere->Radius - (Vector3::Dot_Product(sphere_vector, sphere_vector) - Alpha * Alpha);
- if(Beta < 0.0f)
- continue; //no intersection
-
- //Do a more accurate test against object geometry
- if (robj->Cast_Ray(tempRayTest))
- {
- //Found an object closer than last closest object
- //Adjust our results and refine search
- raytest.CollidedRenderObj = robj;
- hit=TRUE;
- //Refine search by making ray shorter
- tempRayTest.Ray.Compute_Point(tempRayTest.Result->Fraction,&newEndPoint);
- tempRayTest.Ray.Set(raytest.Ray.Get_P0(),newEndPoint);
- //intersection point is at the end of shortened ray, so adjust fraction to 1.0
- tempRayTest.Result->Fraction=1.0f;
- }
- }
- }
- //Store results of ray intersection test including a clipped ray that ends on object.
- raytest.Ray=tempRayTest.Ray;
- return hit;
- }
- //=============================================================================
- // RTS3DScene::Visibility_Check
- //=============================================================================
- /** Custom visibility check method for the RTS3DScene, we can put optimized
- * culling methods in here */
- //=============================================================================
- void RTS3DScene::Visibility_Check(CameraClass * camera)
- {
- #ifdef DIRTY_CONDITION_FLAGS
- StDrawableDirtyStuffLocker lockDirtyStuff;
- #endif
- RefRenderObjListIterator it(&RenderList);
- DrawableInfo *drawInfo = NULL;
- Drawable *draw = NULL;
- RenderObjClass * robj;
- m_numPotentialOccluders=0;
- m_numPotentialOccludees=0;
- m_translucentObjectsCount=0;
- m_numNonOccluderOrOccludee=0;
- Int currentFrame=0;
- if (TheGameLogic) currentFrame = TheGameLogic->getFrame();
- if (currentFrame <= TheGlobalData->m_defaultOcclusionDelay)
- currentFrame = TheGlobalData->m_defaultOcclusionDelay+1; //make sure occlusion is enabled when game starts (frame 0).
- if (ShaderClass::Is_Backface_Culling_Inverted())
- { //we are rendering reflections
- ///@todo: Have better flag to detect reflection pass
- // Loop over all top-level RenderObjects in this scene. If the bounding sphere is not in front
- // of all the frustum planes, it is invisible.
- for (it.First(); !it.Is_Done(); it.Next()) {
- robj = it.Peek_Obj();
- draw=NULL;
- drawInfo = (DrawableInfo *)robj->Get_User_Data();
- if (drawInfo)
- draw=drawInfo->m_drawable;
- if( draw )
- {
- if (robj->Is_Force_Visible()) {
- robj->Set_Visible(true);
- } else {
- robj->Set_Visible(draw->getDrawsInMirror() && !camera->Cull_Sphere(robj->Get_Bounding_Sphere()));
- }
- }
- else
- { //perform normal culling on non-drawables
- if (robj->Is_Force_Visible()) {
- robj->Set_Visible(true);
- } else {
- robj->Set_Visible(!camera->Cull_Sphere(robj->Get_Bounding_Sphere()));
- }
- }
- }
- }
- else
- {
- // Loop over all top-level RenderObjects in this scene. If the bounding sphere is not in front
- // of all the frustum planes, it is invisible.
- for (it.First(); !it.Is_Done(); it.Next()) {
- robj = it.Peek_Obj();
- if (robj->Is_Force_Visible()) {
- robj->Set_Visible(true);
- } else if (robj->Is_Hidden()) {
- robj->Set_Visible(false);
- } else {
- bool isVisible=!camera->Cull_Sphere(robj->Get_Bounding_Sphere());
- if (isVisible)
- { //need to keep track of occluders and ocludees for subsequent code.
- drawInfo = (DrawableInfo *)robj->Get_User_Data();
- if (drawInfo && (draw=drawInfo->m_drawable) != NULL)
- {
- if (draw->isDrawableEffectivelyHidden() || draw->getFullyObscuredByShroud())
- { robj->Set_Visible(false);
- continue;
- }
- //assume normal rendering.
- drawInfo->m_flags = DrawableInfo::ERF_IS_NORMAL; //clear any rendering flags that may be in effect.
- if (draw->getEffectiveOpacity() != 1.0f && m_translucentObjectsCount < TheGlobalData->m_maxVisibleTranslucentObjects)
- { drawInfo->m_flags = DrawableInfo::ERF_IS_TRANSLUCENT; //object is translucent
- m_translucentObjectsBuffer[m_translucentObjectsCount++] = robj;
- }
- else
- if (TheGlobalData->m_enableBehindBuildingMarkers && TheGameLogic->getShowBehindBuildingMarkers())
- {
- //visible drawable. Check if it's either an occluder or occludee
- if (draw->isKindOf(KINDOF_STRUCTURE) && m_numPotentialOccluders < TheGlobalData->m_maxVisibleOccluderObjects)
- { //object which could occlude other objects that need to be visible.
- m_potentialOccluders[m_numPotentialOccluders++]=robj;
- drawInfo->m_flags |= DrawableInfo::ERF_POTENTIAL_OCCLUDER;
- }
- else
- if (draw->getObject() &&
- (draw->isKindOf(KINDOF_SCORE) || draw->isKindOf(KINDOF_SCORE_CREATE) || draw->isKindOf(KINDOF_SCORE_DESTROY) || draw->isKindOf(KINDOF_MP_COUNT_FOR_VICTORY)) &&
- (draw->getObject()->getSafeOcclusionFrame()) <= currentFrame && m_numPotentialOccludees < TheGlobalData->m_maxVisibleOccludeeObjects)
- { //object which could be occluded but still needs to be visible.
- m_potentialOccludees[m_numPotentialOccludees++]=robj;
- drawInfo->m_flags |= DrawableInfo::ERF_POTENTIAL_OCCLUDEE;
- }
- else
- if (drawInfo->m_flags == DrawableInfo::ERF_IS_NORMAL && m_numNonOccluderOrOccludee < TheGlobalData->m_maxVisibleNonOccluderOrOccludeeObjects)
- { //regular object with no custom effects but still needs to be delayed to get the occlusion feature to work correctly.
- m_nonOccludersOrOccludees[m_numNonOccluderOrOccludee++]=robj;
- drawInfo->m_flags |= DrawableInfo::ERF_IS_NON_OCCLUDER_OR_OCCLUDEE;
- }
- }
- }
- }
- robj->Set_Visible(isVisible);
- }
- ///@todo: We're not using LOD yet so I disabled this code. MW
- // Also, should check how multiple passes (reflections) get along
- // with the LOD manager - we're rendering double the load it thinks we are.
- // Prepare visible objects for LOD:
- // if (robj->Is_Really_Visible()) {
- // robj->Prepare_LOD(*camera);
- // }
- }
- }
- Visibility_Checked = true;
- }
- //============================================================================
- // RTS3DScene::renderSingleDrawable
- //=============================================================================
- /** Renders a single drawable entity. */
- //=============================================================================
- void RTS3DScene::renderSpecificDrawables(RenderInfoClass &rinfo, Int numDrawable, Drawable **theDrawables)
- {
- #ifdef DIRTY_CONDITION_FLAGS
- StDrawableDirtyStuffLocker lockDirtyStuff;
- #endif
- Int localPlayerIndex = ThePlayerList ? ThePlayerList->getLocalPlayer()->getPlayerIndex() : 0;
- RefRenderObjListIterator it(&UpdateList);
- // loop through all render objects in the list:
- for (it.First(&RenderList); !it.Is_Done();)
- {
- RenderObjClass *robj;
- // get the render object
- robj = it.Peek_Obj();
- it.Next(); //advance to next object in case this one gets deleted during renderOneObject().
- DrawableInfo *drawInfo = (DrawableInfo *)robj->Get_User_Data();
- Drawable *draw=NULL;
- if (drawInfo)
- draw = drawInfo->m_drawable;
- if (!draw) continue;
- Bool match = false;
- for (Int i = 0; i<numDrawable; i++) {
- if (theDrawables[i] == draw) {
- match = true;
- break;
- }
- }
- if (match) {
- renderOneObject(rinfo, robj, localPlayerIndex);
- }
- }
- }
- //============================================================================
- // RTS3DScene::renderOneObject
- //=============================================================================
- /** Renders a single drawable entity. */
- //=============================================================================
- void RTS3DScene::renderOneObject(RenderInfoClass &rinfo, RenderObjClass *robj, Int localPlayerIndex)
- {
- Drawable *draw = NULL;
- DrawableInfo *drawInfo = NULL;
- Bool drawableHidden=FALSE;
- Object* obj = NULL;
- ObjectShroudStatus ss=OBJECTSHROUD_INVALID;
- Bool doExtraMaterialPop=FALSE;
- Bool doExtraFlagsPop=FALSE;
- LightClass **sceneLights=m_globalLight;
- if (robj->Class_ID() == RenderObjClass::CLASSID_IMAGE3D )
- { robj->Render(rinfo); //notify decals system that this track is visible
- return; //decals are not lit by this system yet so skip rest of lighting
- }
- LightEnvironmentClass lightEnv;
- SphereClass sph = robj->Get_Bounding_Sphere();
- drawInfo = (DrawableInfo *)robj->Get_User_Data();
- if (drawInfo)
- { draw = drawInfo->m_drawable;
- //If we have a drawInfo but not drawable, we must be dealing with
- //a ghost object which is always fogged.
- if (!draw)
- ss = OBJECTSHROUD_FOGGED;
- }
- // all this ambient business no longer handles the tinting and flashing stuff,
- // but it does still light the drawable explicitly, and can be fudged like this
- // infantry test does, here...
- // the tint has been delegated to the getTint() stuff, below... MLorenzen
- Vector3 ambient = Get_Ambient_Light();
- if (draw && (drawableHidden=draw->isDrawableEffectivelyHidden()) != TRUE)
- {
- #ifdef NOT_IN_USE
- const Vector3* drawAmbient = draw->getAmbientLight();
- if (drawAmbient)
- ambient.Add(ambient, *drawAmbient, &ambient);
- #endif
- obj = draw->getObject();
- if (obj) {
- ss = obj->getShroudedStatus(localPlayerIndex);
- // For objects like planes, that pop out of the shroud, fire, then head back,
- // we keep drawing them for 2 seconds after they return to the fogged area,
- // so the player can see them and missiles chasing them. jba.
- if (ss == OBJECTSHROUD_CLEAR) {
- draw->setShroudClearFrame(TheGameLogic->getFrame());
- } else if (ss >= OBJECTSHROUD_FOGGED && draw->getShroudClearFrame()!=0) {
- UnsignedInt limit = 2*LOGICFRAMES_PER_SECOND;
- if (obj->isEffectivelyDead()) {
- limit += 3*LOGICFRAMES_PER_SECOND;
- }
- if (TheGameLogic->getFrame() < limit + draw->getShroudClearFrame()) {
- // It's been less than 2 seconds since we could see them clear, so keep showing them.
- ss = OBJECTSHROUD_PARTIAL_CLEAR;
- }
- }
- if (!robj->Peek_Scene())
- return; //this object was removed by the getShroudedStatus() call.
- }
- else
- { //drawable with no object so no way to know if it's shrouded.
- ss = OBJECTSHROUD_CLEAR; //assume not shrouded/fogged.
- //Check to see if there is another unrelated object which controls the shroud status
- //(Hack for prison camps which contain enemy prisoner drawables)
- if (drawInfo->m_shroudStatusObjectID != INVALID_ID)
- { Object *shroudObject=TheGameLogic->findObjectByID(drawInfo->m_shroudStatusObjectID);
- if (shroudObject && shroudObject->getShroudedStatus(localPlayerIndex) >= OBJECTSHROUD_FOGGED)
- ss = OBJECTSHROUD_SHROUDED; //we will assume that drawables without objects are 'particle' like and therefore don't need drawing if fogged/shrouded.
- }
- }
- if (draw->isKindOf(KINDOF_INFANTRY))
- { ambient = m_infantryAmbient;
- sceneLights = m_infantryLight;
- }
- lightEnv.Reset(sph.Center, ambient);
- // HANDLE THE SPECIAL DRAWABLE-LEVEL COLORING SETTINGS FIRST
- const Vector3 *tintColor = NULL;
- const Vector3 *selectionColor = NULL;
- tintColor = draw->getTintColor();
- selectionColor = draw->getSelectionColor();
- if ( tintColor || selectionColor )
- {
- Vector3 sumTint, temp, restore;
-
- sumTint.Set(0,0,0);
-
- if (tintColor)
- Vector3::Add(sumTint, *tintColor, &sumTint);
- if (selectionColor)
- Vector3::Add(sumTint, *selectionColor, &sumTint);
- for (Int globalLightIndex = 0; globalLightIndex < m_numGlobalLights; globalLightIndex++)
- {
- sceneLights[globalLightIndex]->Get_Diffuse( &temp );
- restore = temp;
- Vector3::Add(temp, sumTint, &temp);
- sceneLights[globalLightIndex]->Set_Diffuse( temp );
- lightEnv.Add_Light(*sceneLights[globalLightIndex]);
- sceneLights[globalLightIndex]->Set_Diffuse( restore );
- } // next light
-
- temp = lightEnv.Get_Equivalent_Ambient();
- Vector3::Add(sumTint, temp, &temp );
- lightEnv.Set_Output_Ambient( temp );
- }
- else // no funny coloring going on, so just add the lights normally
- {
- for (Int globalLightIndex = 0; globalLightIndex < m_numGlobalLights; globalLightIndex++)
- {
- lightEnv.Add_Light(*sceneLights[globalLightIndex]);
- }
- }
- //Apply custom render pass for any drawables with heatvision enabled
- if (draw->getHeatVisionOpacity() != 0 )
- {
- rinfo.materialPassEmissiveOverride = draw->getHeatVisionOpacity();
- if (draw->getStealthLook() == STEALTHLOOK_VISIBLE_DETECTED )
- {
- // THIS WILL EXPLICITLY SKIP THE FIRST PASS SO THAT HEATVISION ONLY WILL RENDER
- rinfo.Push_Override_Flags(RenderInfoClass::RINFO_OVERRIDE_ADDITIONAL_PASSES_ONLY);
- rinfo.Push_Material_Pass(m_heatVisionOnlyPass);
- doExtraFlagsPop=TRUE;
- }
- else
- {
- //THIS CALLS FOR THE HEATVISION TO RENDER
- rinfo.Push_Material_Pass(m_heatVisionMaterialPass);
- }
- doExtraMaterialPop=TRUE;
- }
- }
- else
- { //either no drawable or it is hidden
- if (drawableHidden)
- return; //don't bother with anything else
- //Render object without a drawable. Must be either some fluff/debug object or a ghostObject.
- if (ss == OBJECTSHROUD_FOGGED)
- { //Must be ghost object because we don't fog normal things. Fogged objects always have a predefined
- //lighting environment applied which emulates the look of fog.
- rinfo.light_environment = &m_foggedLightEnv;
- robj->Render(rinfo);
- rinfo.light_environment = NULL;
- return;
- }
- else
- { lightEnv.Reset(sph.Center, ambient);
- for (Int globalLightIndex = 0; globalLightIndex < m_numGlobalLights; globalLightIndex++)
- lightEnv.Add_Light(*m_globalLight[globalLightIndex]);
- }
- }
- if (!drawableHidden)
- {
- //standard scene lights
- RefRenderObjListIterator it2(&LightList);
- for (it2.First(); !it2.Is_Done(); it2.Next())
- {
- LightClass *pLight = (LightClass*)it2.Peek_Obj();
- SphereClass lSph = pLight->Get_Bounding_Sphere();
- Bool cull = (pLight->Get_Type() == LightClass::POINT && !Spheres_Intersect(sph, lSph));
- if (!cull) {
- lightEnv.Add_Light(*pLight);
- }
- }
- // dynamic lights
- RefRenderObjListIterator dynaLightIt(&m_dynamicLightList);
- for (dynaLightIt.First(); !dynaLightIt.Is_Done(); dynaLightIt.Next())
- {
- W3DDynamicLight* pDyna = (W3DDynamicLight*)dynaLightIt.Peek_Obj();
- if (!pDyna->isEnabled()) {
- continue;
- }
- SphereClass lSph = pDyna->Get_Bounding_Sphere();
- if (pDyna->Get_Type() == LightClass::POINT && !Spheres_Intersect(sph, lSph)) {
- continue;
- }
- lightEnv.Add_Light(*(LightClass*)dynaLightIt.Peek_Obj());
- }
-
- lightEnv.Pre_Render_Update(rinfo.Camera.Get_Transform());
- rinfo.light_environment = &lightEnv;
- if (drawInfo)
- {
- #if defined(_DEBUG) || defined(_INTERNAL)
- if (!TheGlobalData->m_shroudOn)
- ss = OBJECTSHROUD_CLEAR;
- #endif
-
- if (m_customPassMode == SCENE_PASS_DEFAULT)
- {
- if (ss <= OBJECTSHROUD_CLEAR)
- robj->Render(rinfo);
- else
- {
- rinfo.Push_Material_Pass(m_shroudMaterialPass);
- robj->Render(rinfo);
- rinfo.Pop_Material_Pass();
- }
- }
- else
- if (m_maskMaterialPass)
- { rinfo.Push_Material_Pass(m_maskMaterialPass);
- rinfo.Push_Override_Flags(RenderInfoClass::RINFO_OVERRIDE_ADDITIONAL_PASSES_ONLY);
- robj->Render(rinfo);
- rinfo.Pop_Override_Flags();
- rinfo.Pop_Material_Pass();
- }
- }//drawInfo exists so rendering a drawable.
- else
- {
- robj->Render(rinfo);
- }
- }//drawable or robj is not hidden
- rinfo.light_environment = NULL;
- if (doExtraMaterialPop) //check if there is an extra material on the stack from the heatvision effect.
- rinfo.Pop_Material_Pass();
- if (doExtraFlagsPop)
- rinfo.Pop_Override_Flags(); //flags used to disable base pass and only render custom heat vision pass.
- }
- //DECLARE_PERF_TIMER(translucentRender)
- /**Draw everything that was submitted from this scene*/
- void RTS3DScene::Flush(RenderInfoClass & rinfo)
- {
- //don't draw shadows in this mode because they interfere with destination alpha or are invisible (wireframe)
- if (m_customPassMode == SCENE_PASS_DEFAULT && Get_Extra_Pass_Polygon_Mode() == EXTRA_PASS_DISABLE)
- DoShadows(rinfo, false); //draw all non-stencil shadows (decals) since they fall under other objects.
- TheDX8MeshRenderer.Flush(); //draw all non-translucent objects.
- //draw all non-translucent objects which were separated because they are hidden and need custom rendering.
- #ifdef USE_NON_STENCIL_OCCLUSION
- flushOccludedObjects(rinfo);
- #else
- if (DX8Wrapper::Has_Stencil())
- flushOccludedObjectsIntoStencil(rinfo);
- #endif
- // Draw the trees last so they alpha blend onto everything correctly.
- DoTrees(rinfo);
- //don't draw shadows in this mode because they interfere with destination alpha
- if (m_customPassMode == SCENE_PASS_DEFAULT && Get_Extra_Pass_Polygon_Mode() == EXTRA_PASS_DISABLE)
- DoShadows(rinfo, true); //draw all stencil shadows
- WW3D::Render_And_Clear_Static_Sort_Lists(rinfo); //draws things like water
- if (m_customPassMode == SCENE_PASS_DEFAULT && Get_Extra_Pass_Polygon_Mode() == EXTRA_PASS_DISABLE)
- flushTranslucentObjects(rinfo); //draw all translucent meshes which don't need per-poly sorting.
- {
- //USE_PERF_TIMER(translucentRender)
- //don't draw transparent in this mode because they interfere with destination alpha
- if (m_customPassMode == SCENE_PASS_DEFAULT && Get_Extra_Pass_Polygon_Mode() == EXTRA_PASS_DISABLE)
- DoParticles(rinfo); //queue up particles for rendering.
- SortingRendererClass::Flush(); //draw sorted translucent polys like particles.
- }
- TheDX8MeshRenderer.Clear_Pending_Delete_Lists();
- }
- /**Generate a predefined light environment(s) that will be applied to many objects. Useful for things like totally fogged
- objects and most generaic map objects that are not lit by dynamic lights.*/
- void RTS3DScene::updateFixedLightEnvironments(RenderInfoClass & rinfo)
- {
- //Figure out how dimly lit fogged objects should be compared to fully lit.
- Real foggedLightFrac = (Real)TheGlobalData->m_fogAlpha/(Real)TheGlobalData->m_clearAlpha;
- Vector3 oldDiffuse;
- Real infantryLightScale;
- if( TheGlobalData->m_scriptOverrideInfantryLightScale != -1.0f )
- infantryLightScale = TheGlobalData->m_scriptOverrideInfantryLightScale;
- else
- infantryLightScale = TheGlobalData->m_infantryLightScale[TheGlobalData->m_timeOfDay];
-
- //Generate the default light environment
- m_defaultLightEnv.Reset(Vector3(0,0,0), Get_Ambient_Light());
- m_foggedLightEnv.Reset(Vector3(0,0,0), Get_Ambient_Light()*foggedLightFrac);
- for (Int globalLightIndex = 0; globalLightIndex < m_numGlobalLights; globalLightIndex++)
- { m_defaultLightEnv.Add_Light(*m_globalLight[globalLightIndex]);
- //copy default lighting for infantry so we can tweak it.
- *m_infantryLight[globalLightIndex]=*m_globalLight[globalLightIndex];
- m_globalLight[globalLightIndex]->Get_Diffuse(&oldDiffuse);
- m_infantryLight[globalLightIndex]->Set_Diffuse(oldDiffuse*infantryLightScale);
- m_globalLight[globalLightIndex]->Get_Ambient(&oldDiffuse);
- m_infantryLight[globalLightIndex]->Set_Ambient(oldDiffuse*infantryLightScale);
- m_infantryLight[globalLightIndex]->Set_Transform(m_globalLight[globalLightIndex]->Get_Transform());
- //copy the normal light for fog so we can modify it
- m_scratchLight->Set_Transform(m_globalLight[globalLightIndex]->Get_Transform());
- //modify light with attenuated value to adjust for fog.
- m_globalLight[globalLightIndex]->Get_Diffuse(&oldDiffuse);
- m_scratchLight->Set_Diffuse(oldDiffuse*foggedLightFrac);
- m_globalLight[globalLightIndex]->Get_Ambient(&oldDiffuse);
- m_scratchLight->Set_Ambient(oldDiffuse*foggedLightFrac);
- m_foggedLightEnv.Add_Light(*m_scratchLight);
- }
- m_defaultLightEnv.Pre_Render_Update(rinfo.Camera.Get_Transform());
- m_foggedLightEnv.Pre_Render_Update(rinfo.Camera.Get_Transform());
- m_infantryAmbient = Get_Ambient_Light();// * infantryLightScale; //for now don't adjust ambient so that we don't lose directional lighting.
- }
- /**Generate custom rendering passes for each potential player color. This is currently only used
- to render occluded objects using the color of the player*/
- void RTS3DScene::updatePlayerColorPasses(void)
- {
- #ifdef USE_NON_STENCIL_OCCLUSION
- Vector3 hsv,rgb;
- if (TheGlobalData->m_enableBehindBuildingMarkers && TheGameLogic->getShowBehindBuildingMarkers())
- {
- Int numPlayers=ThePlayerList->getPlayerCount();
- for (Int i=0; i<numPlayers; i++)
- { Player *player=ThePlayerList->getNthPlayer(i);
- Int playerIndex=player->getPlayerIndex();
- Real red,green,blue,alpha;
- GameGetColorComponentsReal(player->getPlayerColor(),&red,&green,&blue,&alpha);
- RGB_To_HSV(hsv,Vector3(red,green,blue));
- hsv.Z*=TheGlobalData->m_occludedLuminanceScale;
- HSV_To_RGB(rgb,hsv);
- VertexMaterialClass *vmat=m_occludedMaterialPass[playerIndex]->Peek_Material();
- vmat->Set_Emissive(rgb);
- }
- }
- #endif
- }
- #define ZBias 0.0001f
- //DECLARE_PERF_TIMER(NonTerrainRender)
- void RTS3DScene::Render(RenderInfoClass & rinfo)
- {
- //USE_PERF_TIMER(NonTerrainRender)
- DX8Wrapper::Set_Fog(FogEnabled, FogColor, FogStart, FogEnd);
- //Override the behind building selection if it's not available on current hardware (needs stencil).
- TheWritableGlobalData->m_enableBehindBuildingMarkers = TheWritableGlobalData->m_enableBehindBuildingMarkers && DX8Wrapper::Has_Stencil();
- if (Get_Extra_Pass_Polygon_Mode() == EXTRA_PASS_DISABLE)
- {
- if (m_customPassMode == SCENE_PASS_DEFAULT)
- { //Regular rendering pass with no effects
- updatePlayerColorPasses();///@todo: this probably doesn't need to be done each frame.
- updateFixedLightEnvironments(rinfo);
- Customized_Render(rinfo);
- Flush(rinfo);
- }
- else
- if (m_customPassMode == SCENE_PASS_ALPHA_MASK)
- {
- //a projected alpha texture which will later be used to determine where
- //wireframe should be visible.
- ///@todo: Clearing to black may not be needed if the scene already did the clear.
- DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,D3DCOLORWRITEENABLE_ALPHA);
- DX8Wrapper::Set_DX8_Render_State (D3DRS_ZBIAS, 0);
- //Since all objects will be rendered with same material, disable resetting until all are done.
- m_maskMaterialPass->setAllowUninstall(FALSE);
- Customized_Render(rinfo); //render mask into alpha channel and fill z-buffer with depth values.
- Flush(rinfo);
- m_maskMaterialPass->setAllowUninstall(TRUE);
- m_maskMaterialPass->UnInstall_Materials();
- DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_RED);
- ShaderClass::Invalidate();
- }
- }
- else
- {
- Bool old_enable=WW3D::Is_Texturing_Enabled();
- if (Get_Extra_Pass_Polygon_Mode() == EXTRA_PASS_CLEAR_LINE)
- { //render scene with solid black color but have destination alpha store
- //a projected alpha texture which will later be used to determine where
- //wireframe should be visible.
- ///@todo: Clearing to black may not be needed if the scene already did the clear.
- DX8Wrapper::Clear(true, false, Vector3(0.0f,0.0f,0.0f),1.0f); // Clear color but not z
- DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,D3DCOLORWRITEENABLE_ALPHA);
- DX8Wrapper::Set_DX8_Render_State (D3DRS_ZBIAS, 0);
-
- //We're only filling the z-buffer so ignore normal textures and state changes to speed things up.
- m_customPassMode = SCENE_PASS_ALPHA_MASK;
- m_maskMaterialPass->setAllowUninstall(FALSE);
- Customized_Render(rinfo); //render mask into alpha channel and fill z-buffer with depth values.
- Flush(rinfo);
- m_maskMaterialPass->setAllowUninstall(TRUE);
- m_maskMaterialPass->UnInstall_Materials();
-
- DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_RED);
- WW3D::Enable_Coloring(0xff008000);
- WW3D::Enable_Texturing(false);
- DX8Wrapper::Set_DX8_Render_State(D3DRS_FILLMODE,D3DFILL_WIREFRAME);
- //Move maximum z-buffer value in a little to shift all z-values closer
- //and thus forcing line to appear on top of previous pass.
- Real nearZ,farZ;
- rinfo.Camera.Get_Zbuffer_Range(nearZ, farZ);
- rinfo.Camera.Set_Zbuffer_Range(nearZ, farZ-ZBias);
- rinfo.Camera.Apply();
- // DX8Wrapper::Set_DX8_Render_State (D3DRS_ZBIAS, 4);
- Customized_Render(rinfo); //render wireframe where z-test passes
- Flush(rinfo);
- DX8Wrapper::Set_DX8_Render_State(D3DRS_FILLMODE,D3DFILL_SOLID);
- rinfo.Camera.Set_Zbuffer_Range(nearZ, farZ);
- rinfo.Camera.Apply();
- // DX8Wrapper::Set_DX8_Render_State (D3DRS_ZBIAS, 0);
- WW3D::Enable_Texturing(old_enable);
- WW3D::Enable_Coloring(0);
- ShaderClass::Invalidate();
- }
- else
- { //old W3D custom rendering code.
- //Disable writes to color buffer to save memory bandwidth - we only need Z.
- DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,0);
- DX8Wrapper::Set_DX8_Render_State (D3DRS_ZBIAS, 0);
- Customized_Render(rinfo);
- Flush(rinfo);
- //Re-enable writes to color buffer.
- DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_RED);
- switch (Get_Extra_Pass_Polygon_Mode()) {
- case EXTRA_PASS_LINE:
- WW3D::Enable_Texturing(false);
- DX8Wrapper::Set_DX8_Render_State(D3DRS_FILLMODE,D3DFILL_WIREFRAME);
- DX8Wrapper::Set_DX8_Render_State (D3DRS_ZBIAS, 7);
- Customized_Render(rinfo);
- break;
- case EXTRA_PASS_CLEAR_LINE:
- DX8Wrapper::Clear(true, false, Vector3(0.0f,0.0f,0.0f), 0.0f); // Clear color but not z
- WW3D::Enable_Texturing(false);
- WW3D::Enable_Coloring(0xff008000);
- DX8Wrapper::Set_DX8_Render_State(D3DRS_FILLMODE,D3DFILL_WIREFRAME);
- DX8Wrapper::Set_DX8_Render_State (D3DRS_ZBIAS, 7);
- Customized_Render(rinfo);
- break;
- }
- Flush(rinfo);
- DX8Wrapper::Set_DX8_Render_State(D3DRS_FILLMODE,D3DFILL_SOLID);
- DX8Wrapper::Set_DX8_Render_State (D3DRS_ZBIAS, 0);
- WW3D::Enable_Texturing(old_enable);
- WW3D::Enable_Coloring(0);
- ShaderClass::Invalidate();
- }
- }
- }
- //=============================================================================
- // RTS3DScene::Customized_Renderer
- //=============================================================================
- /** Custom render method for the RTS3DScene, custom render properties for our
- * particular game go here */
- //=============================================================================
- void RTS3DScene::Customized_Render( RenderInfoClass &rinfo )
- {
- #ifdef DIRTY_CONDITION_FLAGS
- StDrawableDirtyStuffLocker lockDirtyStuff;
- #endif
- RenderObjClass *terrainObject=NULL,*robj;
- m_translucentObjectsCount = 0; //start of new frame so no translucent objects
- m_occludedObjectsCount = 0;
- Int localPlayerIndex = ThePlayerList ? ThePlayerList->getLocalPlayer()->getPlayerIndex() : 0;
- #define USE_LIGHT_ENV 1
- if (!Visibility_Checked) {
- // set the visibility bit in all render objects in all layers.
- Visibility_Check(&rinfo.Camera);
- #ifdef USE_NON_STENCIL_OCCLUSION
- flagOccludedObjects(&rinfo.Camera);
- #endif
- }
- Visibility_Checked = false;
-
- RefRenderObjListIterator it(&UpdateList);
- // allow all objects in the update list to do their "every frame" processing
- for (it.First(); !it.Is_Done(); it.Next()) {
- RenderObjClass * robj = it.Peek_Obj();
- if (robj->Class_ID() == RenderObjClass::CLASSID_TILEMAP)
- terrainObject=robj; //found terrain object, store for later.
- if (!ShaderClass::Is_Backface_Culling_Inverted()) {
- // If we are doing water mirror, we draw with backface culling inverted. In this case,
- // we only want to call On_Frame_Update if we aren't drawing water, as otherwise
- // we get 2 frame updates per frame, and it screws up the particle emitters.
- it.Peek_Obj()->On_Frame_Update();
- }
- }
- //terrain needs to be rendered first
- if (terrainObject) // Don't check visibility - terrain is always visible. jba.
- {
- robj=terrainObject;
- rinfo.light_environment = NULL; // Terrain is self lit.
- rinfo.Camera.Set_User_Data(this); //pass the scene to terrain via user data.
- if (m_customPassMode == SCENE_PASS_DEFAULT && m_shroudMaterialPass)
- {
- rinfo.Push_Material_Pass(m_shroudMaterialPass);
- robj->Render(rinfo);
- rinfo.Pop_Material_Pass();
- }
- else
- if (m_customPassMode == SCENE_PASS_ALPHA_MASK && m_maskMaterialPass)
- {
- rinfo.Push_Material_Pass(m_maskMaterialPass);
- robj->Render(rinfo);
- rinfo.Pop_Material_Pass();
- }
- else
- robj->Render(rinfo);
- }
- if (m_drawTerrainOnly) {
- return;
- }
- #ifdef EXTENDED_STATS
- if (DX8Wrapper::stats.m_disableObjects) {
- return;
- }
- #endif
- // loop through all render objects in the list:
- for (it.First(&RenderList); !it.Is_Done();)
- {
- // get the render object
- robj = it.Peek_Obj();
- it.Next(); //advance to next object in case this one gets deleted during renderOneObject().
- if (robj->Class_ID() == RenderObjClass::CLASSID_TILEMAP)
- continue; //we already rendered terrain
- if (robj->Is_Really_Visible()) {
- DrawableInfo *drawInfo = (DrawableInfo *)robj->Get_User_Data();
- Drawable *draw=NULL;
- if (drawInfo)
- draw = drawInfo->m_drawable;
- #ifdef USE_NON_STENCIL_OCCLUSION
- if (!(draw && drawInfo->m_flags & DrawableInfo::ERF_DELAYED_RENDER)) //model rendering is delayed for some reason until end of normal scene
- #else
- if (!(draw && drawInfo->m_flags & (DrawableInfo::ERF_DELAYED_RENDER|DrawableInfo::ERF_POTENTIAL_OCCLUDER|DrawableInfo::ERF_IS_NON_OCCLUDER_OR_OCCLUDEE))) //in this mode we delay almost all objects in order to do correct sorting with stencil.
- #endif
- renderOneObject(rinfo, robj, localPlayerIndex);
- }
- }
- #ifdef INCLUDE_GRANNY_IN_BUILD
- if (TheGrannyRenderObjSystem)
- { //we only want to update granny animations once per frame, so only queue
- //them up if this is not a mirror pass.
- if (!ShaderClass::Is_Backface_Culling_Inverted())
- TheGrannyRenderObjSystem->queueUpdate();
- TheGrannyRenderObjSystem->Flush();
- }
- #endif
-
- //Tell shadow manager to render shadows at the end of this frame
- //Don't draw shadows if there is no terrain present.
- if (TheW3DShadowManager && terrainObject && !ShaderClass::Is_Backface_Culling_Inverted() &&
- Get_Extra_Pass_Polygon_Mode() == EXTRA_PASS_DISABLE)
- TheW3DShadowManager->queueShadows(TRUE);
- // only render particles once per frame
- if (terrainObject != NULL && TheParticleSystemManager != NULL &&
- Get_Extra_Pass_Polygon_Mode() == EXTRA_PASS_DISABLE)
- { TheParticleSystemManager->queueParticleRender();
- }
- } // end Customized_Renderer
- /**Convert a player index to a color index, we use this because color indices are
- assigned in left-right binary flipped fashion so as not to occupy lower bits unless
- necessary. This is used because lower bits are free for use by stencil shadow
- rendering*/
- #define NUMBER_PLAYER_COLOR_BITS 4 //need 4 bits to encode 8 players because indices start at 1 (not 0).
- Int playerIndexToColorIndex(Int playerIndex)
- {
- Int tmp=playerIndex;
- Int result=0;
- Int flippedPosition;
- //Player index is stored in 4 bits
- for (Int i=0; i<NUMBER_PLAYER_COLOR_BITS; i++)
- {
- flippedPosition = NUMBER_PLAYER_COLOR_BITS-1-i; //correct position of bit after it's flipped left/right
- if (flippedPosition > i)
- { //shifting left
- result |= (tmp & (1<<i))<<(flippedPosition-i);
- }
- else
- { //shifting right
- result |= (tmp & (1<<i))>>(i-flippedPosition);
- }
- }
- return result;
- }
- /**Utility function used to render a full screen quad with the specified color and
- stencil mask*/
- void renderStenciledPlayerColor( UnsignedInt color, UnsignedInt stencilRef, Bool clear=FALSE)
- {
- struct _TRANSLITVERTEX {
- Vector4 p;
- DWORD color; // diffuse color
- } v[4];
- Int xpos, ypos, width, height;
- TheTacticalView->getOrigin(&xpos,&ypos);
- width=TheTacticalView->getWidth();
- height=TheTacticalView->getHeight();
- v[0].p.Set(xpos+width, ypos+height, 0.0f, 1.0f );
- v[1].p.Set(xpos+width, 0, 0.0f, 1.0f );
- v[2].p.Set(xpos, ypos+height, 0.0f, 1.0f );
- v[3].p.Set(xpos, 0, 0.0f, 1.0f );
- v[0].color = color;
- v[1].color = color;
- v[2].color = color;
- v[3].color = color;
- DX8Wrapper::Set_Shader(PlayerColorShader);
- VertexMaterialClass *vmat=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
- DX8Wrapper::Set_Material(vmat);
- REF_PTR_RELEASE(vmat);
- DX8Wrapper::Apply_Render_State_Changes(); //force update all renderstates
- LPDIRECT3DDEVICE8 m_pDev=DX8Wrapper::_Get_D3D_Device8();
- if (!m_pDev)
- return; //need device to render anything.
- //draw polygons like this is very inefficient but for only 2 triangles, it's
- //not worth bothering with index/vertex buffers.
- m_pDev->SetVertexShader(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
- // Set stencil states
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILENABLE, TRUE );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_ZENABLE, TRUE );
- DWORD oldColorWriteEnable=0x12345678;
- if (clear)
- { //we want to clear the stencil buffer to some known value whereever a player index is stored
- Int occludedMask=TheW3DShadowManager->getStencilShadowMask();
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILREF, 0x80808080 );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILMASK, occludedMask ); //isolate bits containing occluder|playerIndex
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILWRITEMASK,0xffffffff );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILFUNC, D3DCMP_LESS ); //only draw to pixels that match the reference value
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE ); //pixels which had occluded player colors, get MSB set.
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILFAIL, D3DSTENCILOP_ZERO ); //pixels which had no occluded player colors are cleared.
- DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC, D3DCMP_NEVER ); //fail all access to the frame buffer to improve memory bandwidth
- //disable writes to color buffer
- if (DX8Caps::Get_Default_Caps().PrimitiveMiscCaps & D3DPMISCCAPS_COLORWRITEENABLE)
- { DX8Wrapper::_Get_D3D_Device8()->GetRenderState(D3DRS_COLORWRITEENABLE, &oldColorWriteEnable);
- DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,0);
- }
- else
- { //device does not support disabling writes to color buffer so fake it through alpha blending
- DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE, TRUE);
- DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND, D3DBLEND_ZERO );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND, D3DBLEND_ONE );
- }
- }
- else
- { DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILREF, stencilRef );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILMASK, 0xffffffff );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILWRITEMASK,0xffffffff );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILFUNC, D3DCMP_EQUAL );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
- //Make occluded pixels transparent
- DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE, TRUE);
- DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
- }
- if (DX8Wrapper::_Is_Triangle_Draw_Enabled())
- m_pDev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, v, sizeof(_TRANSLITVERTEX));
- // turn off the stencil buffer
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILENABLE, FALSE );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE, FALSE); //restore shader state
- DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND, D3DBLEND_ONE );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND, D3DBLEND_ZERO );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC, D3DCMP_ALWAYS);
- if (oldColorWriteEnable != 0x12345678)
- DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,oldColorWriteEnable);
- } // end renderStencilShadows
- #define MAX_VISIBLE_OCCLUDED_PLAYER_OBJECTS 512 //maximum number of occluded objects permitted per player
- void RTS3DScene::flushOccludedObjectsIntoStencil(RenderInfoClass & rinfo)
- {
- RenderObjClass *robj;
- Drawable *draw;
- RenderObjClass *playerObjects[MAX_PLAYER_COUNT][MAX_VISIBLE_OCCLUDED_PLAYER_OBJECTS];
- RenderObjClass **lastPlayerObject[MAX_PLAYER_COUNT];
- Int playerColorIndex[MAX_PLAYER_COUNT];
- Int visiblePlayerColors[MAX_PLAYER_COUNT]; ///<color assigned to each of the visible players
- Int numObjects;
- Vector3 hsv,rgb;
- Int usedPlayerColorIndex=1;
- Int numVisiblePlayerColors=0;
- //Clear pointers into temporary arrays where each player's objects will be stored.
- //We do this so that all objects are sorted by color which reduces the number of
- //state changes needed when drawing them.
- for (Int i=0; i<MAX_PLAYER_COUNT; i++)
- { lastPlayerObject[i]=&playerObjects[i][0];
- playerColorIndex[i]=-1;
- }
- //Assume no player colors are visible and all stencil bits are free for use by shadows.
- TheW3DShadowManager->setStencilShadowMask(0);
- Int localPlayerIndex = ThePlayerList ? ThePlayerList->getLocalPlayer()->getPlayerIndex() : 0;
- if (m_numPotentialOccludees && m_numPotentialOccluders)
- {
- //bucket sort all possibly occluded objects by player index/color.
- for (Int i=0; i<m_numPotentialOccludees; i++)
- {
- robj=m_potentialOccludees[i];
- draw = ((DrawableInfo *)robj->Get_User_Data())->m_drawable;
- Object *object=draw->getObject();
- Int index=object->getControllingPlayer()->getPlayerIndex();
- if ((lastPlayerObject[index]-&playerObjects[index][0]) >= MAX_VISIBLE_OCCLUDED_PLAYER_OBJECTS)
- {
- DEBUG_ASSERTCRASH(FALSE,("Exceeded Maximum Number of potentially occluded models"));
- continue;
- }
- *lastPlayerObject[index] = robj;
- lastPlayerObject[index]++; //increment to next object
- }
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILENABLE, TRUE );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_ZENABLE, TRUE );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILMASK, 0xffffffff);
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILWRITEMASK, 0xffffffff);
- //Always store player index into stencil unless it is occluded by another
- //player's potentially occluded objects.
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE );
- //Find out which player indices are actually used and remap them to
- //a color index. Render all objects using the same color index at once.
- //We render potential occludees first because this allows them to z-sort correctly
- //when they are behind an occluder.
- for (i=0; i<MAX_PLAYER_COUNT; i++)
- {
- if ((numObjects=lastPlayerObject[i]-&playerObjects[i][0]) != 0)
- {
- //this player has some objects so draw them using his color index.
- if (playerColorIndex[i]==-1) //color index not assigned yet?
- { //assign a new color index to this player
- playerColorIndex[i]=playerIndexToColorIndex(usedPlayerColorIndex++);
- //assign a color to this index by copying it from the controlling player
- //of all objects in this list.
- draw = ((DrawableInfo *)playerObjects[i][0]->Get_User_Data())->m_drawable;
- Object *object=draw->getObject();
- Int color=object->getControllingPlayer()->getPlayerColor();
- RGB_To_HSV(hsv,Vector3(((color>>16)&0xff)/255.0f,((color>>8)&0xff)/255.0f,(color &0xff)/255.0f));
- hsv.Z*=TheGlobalData->m_occludedLuminanceScale;
- HSV_To_RGB(rgb,hsv);
- visiblePlayerColors[numVisiblePlayerColors++]=DX8Wrapper::Convert_Color(rgb,0.5f);
- }
- Int thisPlayerColorIndex=playerColorIndex[i];
- //Store this object's color index into bits 3-6 of stencil buffer
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILREF, thisPlayerColorIndex<<3);
- //Render all of this player's objects for which we care when they are occluded.
- RenderObjClass **renderList=&playerObjects[i][0];
- for (Int j=0; j<numObjects; j++)
- {
- renderOneObject(rinfo, (*renderList), localPlayerIndex);
- renderList++; //advance to next object
- }
- TheDX8MeshRenderer.Flush(); //render all the submitted meshes using current stencil function
- }
- }
- //Stencil buffer is now filled with color indices of potentially occluded objects. We now draw
- //non-occluder or occludee objects such as small rocks, shrubs, etc. which we don't care about
- //but need to render here so that they don't interfere with building occlusion.
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILENABLE, FALSE ); //these objects are not stored in stencil
- RenderObjClass **nonOccluderOrOccludeeList=m_nonOccludersOrOccludees;
- for (i=0; i<m_numNonOccluderOrOccludee; i++)
- {
- renderOneObject(rinfo, (*nonOccluderOrOccludeeList), localPlayerIndex);
- nonOccluderOrOccludeeList++; //advance to next one
- }
- TheDX8MeshRenderer.Flush(); //render all the submitted meshes using current stencil function
- //Stencil buffer is now filled with color indices of potentially occluded objects. We now draw
- //occluder objects so they cover up and modify stencil MSB wherever they are in front of other objects.
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILENABLE, TRUE );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_ZENABLE, TRUE );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILREF, 0xffffffff);
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILMASK, 0xffffffff); //isolate lowest player color
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILWRITEMASK, 0x80); //only write to MSB
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILFUNC, D3DCMP_ALWAYS ); //check if player colors stored in pixel
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE );
- //Render all potential occluders on top of already rendered potential occludees.
- RenderObjClass **occluderList=m_potentialOccluders;
- for (i=0; i<m_numPotentialOccluders; i++)
- {
- renderOneObject(rinfo, (*occluderList), localPlayerIndex);
- occluderList++; //advance to next one
- }
- TheDX8MeshRenderer.Flush(); //render all the submitted meshes using current stencil function
- //We now have a stencil buffer where pixels that are occluded have a bit pattern of 1INDX000.
- //INDX contains the occluded player's color index. We walk through all the player colors and
- //draw them wherever the stencil matches the color's index.
- Int usedPlayerColorBits=0;
- for (i=0; i<numVisiblePlayerColors; i++)
- {
- Int color=visiblePlayerColors[i];
- Int stencilRef=(playerIndexToColorIndex(i+1)<<3)|0x80;
- renderStenciledPlayerColor(color,stencilRef);
- usedPlayerColorBits |= stencilRef; //keep track of all bits used for occlusion/player colors.
- }
- TheW3DShadowManager->setStencilShadowMask(usedPlayerColorBits);
- if (numVisiblePlayerColors >= 8 && TheGlobalData->m_useShadowVolumes)
- { //for cases where we have 8 or more visible players, we're only left with 3 bits to store
- //stencil shadows. That's probably not enough since it will only allow 7 overlapping shadows.
- //So we clear the stencil buffer, leaving only the MSB set on any occluded player pixels so that
- //shadow code knows not to overwrite these pixels.
- renderStenciledPlayerColor(0,0, TRUE);
- TheW3DShadowManager->setStencilShadowMask(0x80808080); //msb indicates occluded player pixels so ignore it when filling screen with shadow
- }
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILENABLE, FALSE );
- }
- else
- if (m_numNonOccluderOrOccludee || m_numPotentialOccluders || m_numPotentialOccludees)
- { //no occluded objects so don't need to render anything special. Just draw the queued up
- //objects like normal because they were skipped in the main scene traversal.
- RenderObjClass **occludeeList=m_potentialOccludees;
- for (i=0; i<m_numPotentialOccludees; i++)
- {
- renderOneObject(rinfo, (*occludeeList), localPlayerIndex);
- occludeeList++; //advance to next one
- }
- RenderObjClass **occluderList=m_potentialOccluders;
- for (i=0; i<m_numPotentialOccluders; i++)
- {
- renderOneObject(rinfo, (*occluderList), localPlayerIndex);
- occluderList++; //advance to next one
- }
- RenderObjClass **nonOccluderOrOccludeeList=m_nonOccludersOrOccludees;
- for (i=0; i<m_numNonOccluderOrOccludee; i++)
- {
- renderOneObject(rinfo, (*nonOccluderOrOccludeeList), localPlayerIndex);
- nonOccluderOrOccludeeList++; //advance to next one
- }
- TheDX8MeshRenderer.Flush(); //render all the submitted meshes using current stencil function
- }
- //Reset scene ambient because we sometimes mess around with it to make objects
- //glow, etc. when processing drawables. This is a good place to do it because this
- //function gets called right after we flush regular render objects.
- DX8Wrapper::Set_DX8_Render_State(D3DRS_AMBIENT,DX8Wrapper::Convert_Color(this->Get_Ambient_Light(),0.0f));
- }
- /*Version which does not require stencil buffer*/
- void RTS3DScene::flushOccludedObjects(RenderInfoClass & rinfo)
- {
- RenderObjClass *robj;
- Drawable *draw;
- TheW3DShadowManager->setStencilShadowMask(0);
- if (m_occludedObjectsCount)
- {
- Int localPlayerIndex = ThePlayerList ? ThePlayerList->getLocalPlayer()->getPlayerIndex() : 0;
- if (DX8Wrapper::Has_Stencil()) //just in case we have shadows, disable them over occluded pixels.
- {
- //Set all stencil pixels of potentially occluded objects to 128.
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILENABLE, TRUE );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_ZENABLE, TRUE );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILREF, 128 );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILMASK, 0xffffffff );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILWRITEMASK,0xffffffff );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
- }
- //First draw all the solid colored models
- ///@todo: Optimize this so that the extra passes don't actually install the material since it's all the same.
- rinfo.Push_Override_Flags(RenderInfoClass::RINFO_OVERRIDE_ADDITIONAL_PASSES_ONLY); //disable textures
- for (Int i=0; i<m_occludedObjectsCount; i++)
- {
- robj=m_potentialOccludees[i];
- draw = ((DrawableInfo *)robj->Get_User_Data())->m_drawable;
- Object *object=draw->getObject();
- Int index=object->getControllingPlayer()->getPlayerIndex();
- rinfo.Push_Material_Pass(m_occludedMaterialPass[index]);
- robj->Render(rinfo);
- rinfo.Pop_Material_Pass();
- }
- rinfo.Pop_Override_Flags();
- TheDX8MeshRenderer.Flush();
- //Now draw the normal models so they cover up the colored models on any pixels that
- //Now draw the normal models so they cover up the colored models on any pixels that
- //Normal models will clear stencil value from 128 back to 0 where the object pixels are
- //not occluded but will leave 128 in stencil where still occluded.
- if (DX8Wrapper::Has_Stencil())
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILREF, 0 );
- for (i=0; i<m_occludedObjectsCount; i++)
- {
- robj=m_potentialOccludees[i];
- renderOneObject(rinfo, robj, localPlayerIndex);//WW3D::Render(*robj,rinfo);
- }
- //Flush all the submitted translucent objects.
- TheDX8MeshRenderer.Flush();
- m_occludedObjectsCount = 0;
- DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILENABLE, FALSE );
- TheW3DShadowManager->setStencilShadowMask(0x80808080); //upper MSB always contains flag indicating occluded player color.
- }
- //Reset scene ambient because we sometimes mess around with it to make objects
- //glow, etc. when processing drawables. This is a good place to do it because this
- //function gets called right after we flush regular render objects.
- DX8Wrapper::Set_DX8_Render_State(D3DRS_AMBIENT,DX8Wrapper::Convert_Color(this->Get_Ambient_Light(),0.0f));
- }
- void RTS3DScene::flushTranslucentObjects(RenderInfoClass & rinfo)
- {
- RenderObjClass *robj;
- Drawable *draw;
- if (m_translucentObjectsCount)
- {
- Int localPlayerIndex = ThePlayerList ? ThePlayerList->getLocalPlayer()->getPlayerIndex() : 0;
- for (Int i=0; i<m_translucentObjectsCount; i++)
- {
- robj=m_translucentObjectsBuffer[i];
- draw = ((DrawableInfo *)robj->Get_User_Data())->m_drawable;
- rinfo.alphaOverride = draw->getEffectiveOpacity();
- renderOneObject(rinfo, robj, localPlayerIndex);//WW3D::Render(*robj,rinfo);
- }
- //Flush all the submitted translucent objects.
- TheDX8MeshRenderer.Flush();
- WW3D::Render_And_Clear_Static_Sort_Lists(rinfo); //draws things like water
- rinfo.alphaOverride = 1.0f; //disable forced alpha
- m_translucentObjectsCount = 0;
- }
- //Reset scene ambient because we sometimes mess around with it to make objects
- //glow, etc. when processing drawables. This is a good place to do it because this
- //function gets called right after we flush regular render objects.
- DX8Wrapper::Set_DX8_Render_State(D3DRS_AMBIENT,DX8Wrapper::Convert_Color(this->Get_Ambient_Light(),0.0f));
- }
- //=============================================================================
- // RTS3DScene::createLightsIterator
- //=============================================================================
- /** Returns an iterator of the lights in the scene. */
- //=============================================================================
- RefRenderObjListIterator * RTS3DScene::createLightsIterator(void)
- {
- RefRenderObjListIterator * it = NEW RefRenderObjListIterator(&LightList); // poolify
- return it;
- }
- //=============================================================================
- // RTS3DScene::destroyLightsIterator
- //=============================================================================
- /** Destroys the iterator returned by createLightsIterator. */
- //=============================================================================
- void RTS3DScene::destroyLightsIterator(RefRenderObjListIterator * it)
- {
- delete it;
- }
- //=============================================================================
- // RTS3DScene::addDynamicLight
- //=============================================================================
- /** Adds a dynamic light. */
- //=============================================================================
- void RTS3DScene::addDynamicLight(W3DDynamicLight * obj)
- {
- m_dynamicLightList.Add(obj);
- UpdateList.Add(obj);
- }
- //=============================================================================
- // RTS3DScene::addDynamicLight
- //=============================================================================
- /** Adds a dynamic light. */
- //=============================================================================
- W3DDynamicLight * RTS3DScene::getADynamicLight(void)
- {
- RefRenderObjListIterator dynaLightIt(&m_dynamicLightList);
- W3DDynamicLight *pLight;
- for (dynaLightIt.First(); !dynaLightIt.Is_Done(); dynaLightIt.Next())
- {
- pLight = (W3DDynamicLight*)dynaLightIt.Peek_Obj();
- if (!pLight->isEnabled()) {
- pLight->setEnabled(true);
- return(pLight);
- }
- }
- pLight = NEW_REF(W3DDynamicLight, ());
- addDynamicLight( pLight );
- pLight->Release_Ref();
- pLight->setEnabled(true);
- return(pLight);
- }
- //=============================================================================
- // RTS3DScene::removeDynamicLight
- //=============================================================================
- /** Removes a dynamic light. */
- //=============================================================================
- void RTS3DScene::removeDynamicLight(W3DDynamicLight * obj)
- {
- m_dynamicLightList.Remove(obj);
- }
- //=============================================================================
- // RTS3DScene::doRender
- //=============================================================================
- /** Render the scene */
- //=============================================================================
- void RTS3DScene::doRender( CameraClass * cam )
- {
- m_camera = cam;
- DRAW();
- m_camera = NULL;
- } // end Customized_Render
- //=============================================================================
- // RTS3DScene::draw
- //=============================================================================
- /** Customized render for the 2d scene management */
- //=============================================================================
- void RTS3DScene::draw( )
- {
- if (m_camera == NULL) {
- DEBUG_CRASH(("Null m_camera in RTS3DScene::draw"));
- return;
- }
- WW3D::Render( this, m_camera );
- } // end Customized_Render
- ///////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- //=============================================================================
- // RTS2DScene::RTS2DScene
- //=============================================================================
- /** */
- //=============================================================================
- RTS2DScene::RTS2DScene()
- {
- setName("RTS2DScene");
- m_status = NEW_REF( W3DStatusCircle, () );
- Add_Render_Object( m_status );
- } // end RTS2DScene
- //=============================================================================
- // RTS2DScene::~RTS2DScene
- //=============================================================================
- /** */
- //=============================================================================
- RTS2DScene::~RTS2DScene()
- {
- this->Remove_Render_Object(m_status);
- REF_PTR_RELEASE(m_status);
- } // end ~RTS2DScene
- //=============================================================================
- // RTS2DScene::Custimized_Render
- //=============================================================================
- /** Customized render for the 2d scene management */
- //=============================================================================
- void RTS2DScene::Customized_Render( RenderInfoClass &rinfo )
- {
- // call simple scene class renderer
- SimpleSceneClass::Customized_Render( rinfo );
- } // end Customized_Render
- //=============================================================================
- // RTS2DScene::doRender
- //=============================================================================
- /** Render the scene */
- //=============================================================================
- void RTS2DScene::doRender( CameraClass * cam )
- {
- m_camera = cam;
- DRAW();
- m_camera = NULL;
- } // end Customized_Render
- //=============================================================================
- // RTS2DScene::draw
- //=============================================================================
- /** Customized render for the 2d scene management */
- //=============================================================================
- void RTS2DScene::draw( )
- {
- if (m_camera == NULL) {
- DEBUG_CRASH(("Null m_camera in RTS2DScene::draw"));
- return;
- }
- WW3D::Render( this, m_camera );
- } // end Customized_Render
- ///////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- //=============================================================================
- // RTS3DInterfaceScene::RTS3DInterfaceScene
- //=============================================================================
- /** */
- //=============================================================================
- RTS3DInterfaceScene::RTS3DInterfaceScene()
- {
- } // end RTS3DInterfaceScene
- //=============================================================================
- // RTS3DInterfaceScene::~RTS3DInterfaceScene
- //=============================================================================
- /** */
- //=============================================================================
- RTS3DInterfaceScene::~RTS3DInterfaceScene()
- {
- } // end ~RTS3DInterfaceScene
- //=============================================================================
- // RTS3DInterfaceScene::Custimized_Render
- //=============================================================================
- /** Customized render for the 3d interface scene management */
- //=============================================================================
- void RTS3DInterfaceScene::Customized_Render( RenderInfoClass &rinfo )
- {
- // call simple scene class renderer
- SimpleSceneClass::Customized_Render( rinfo );
- } // end Customized_Render
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