W3DTerrainTracks.cpp 32 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: W3DTerrainTracks.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: W3DTerrainTracks.cpp
  36. //
  37. // Created: Mark Wilczynski, May 2001
  38. //
  39. // Desc: Draw track marks on the terrain. Uses a sequence of connected
  40. // quads that are oriented to fit the terrain and updated when object
  41. // moves.
  42. //-----------------------------------------------------------------------------
  43. #include "W3DDevice/GameClient/W3DTerrainTracks.h"
  44. #include "W3DDevice/GameClient/heightmap.h"
  45. #include "Common/PerfTimer.h"
  46. #include "common/GlobalData.h"
  47. #include "common/Debug.h"
  48. #include "texture.h"
  49. #include "colmath.h"
  50. #include "coltest.h"
  51. #include "rinfo.h"
  52. #include "camera.h"
  53. #include "assetmgr.h"
  54. #include "WW3D2/DX8Wrapper.h"
  55. #include "WW3D2/Scene.h"
  56. #include "GameLogic/TerrainLogic.h"
  57. #include "GameLogic/Object.h"
  58. #include "GameClient/Drawable.h"
  59. #ifdef _INTERNAL
  60. // for occasional debugging...
  61. //#pragma optimize("", off)
  62. //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
  63. #endif
  64. #define BRIDGE_OFFSET_FACTOR 0.25f //amount to raise tracks above bridges.
  65. //=============================================================================
  66. // TerrainTracksRenderObjClass::~TerrainTracksRenderObjClass
  67. //=============================================================================
  68. /** Destructor. Releases w3d assets. */
  69. //=============================================================================
  70. TerrainTracksRenderObjClass::~TerrainTracksRenderObjClass(void)
  71. {
  72. freeTerrainTracksResources();
  73. }
  74. //=============================================================================
  75. // TerrainTracksRenderObjClass::TerrainTracksRenderObjClass
  76. //=============================================================================
  77. /** Constructor. Just nulls out some variables. */
  78. //=============================================================================
  79. TerrainTracksRenderObjClass::TerrainTracksRenderObjClass(void)
  80. {
  81. m_stageZeroTexture=NULL;
  82. m_lastAnchor=Vector3(0,1,2.25);
  83. m_haveAnchor=false;
  84. m_haveCap=true;
  85. m_topIndex=0;
  86. m_bottomIndex=0;
  87. m_activeEdgeCount=0;
  88. m_totalEdgesAdded=0;
  89. m_bound=false;
  90. m_ownerDrawable = NULL;
  91. }
  92. //=============================================================================
  93. // TerrainTracksRenderObjClass::Get_Obj_Space_Bounding_Sphere
  94. //=============================================================================
  95. /** WW3D method that returns object bounding sphere used in frustum culling*/
  96. //=============================================================================
  97. void TerrainTracksRenderObjClass::Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const
  98. { /// @todo: Add code to cull track marks to screen by constantly updating bounding volumes
  99. sphere=m_boundingSphere;
  100. }
  101. //=============================================================================
  102. // TerrainTracksRenderObjClass::Get_Obj_Space_Bounding_Box
  103. //=============================================================================
  104. /** WW3D method that returns object bounding box used in collision detection*/
  105. //=============================================================================
  106. void TerrainTracksRenderObjClass::Get_Obj_Space_Bounding_Box(AABoxClass & box) const
  107. {
  108. box=m_boundingBox;
  109. }
  110. //=============================================================================
  111. // MirrorRenderObjClass::Class_ID
  112. //=============================================================================
  113. /** returns the class id, so the scene can tell what kind of render object it has. */
  114. //=============================================================================
  115. Int TerrainTracksRenderObjClass::Class_ID(void) const
  116. {
  117. return RenderObjClass::CLASSID_IMAGE3D;
  118. }
  119. //=============================================================================
  120. // TerrainTracksRenderObjClass::Clone
  121. //=============================================================================
  122. /** Not used, but required virtual method. */
  123. //=============================================================================
  124. RenderObjClass * TerrainTracksRenderObjClass::Clone(void) const
  125. {
  126. assert(false);
  127. return NULL;
  128. }
  129. //=============================================================================
  130. // TerrainTracksRenderObjClass::freeTerrainTracksResources
  131. //=============================================================================
  132. /** Free any W3D resources associated with this object */
  133. //=============================================================================
  134. Int TerrainTracksRenderObjClass::freeTerrainTracksResources(void)
  135. {
  136. REF_PTR_RELEASE(m_stageZeroTexture);
  137. m_haveAnchor=false;
  138. m_haveCap=true;
  139. m_topIndex=0;
  140. m_bottomIndex=0;
  141. m_activeEdgeCount=0;
  142. m_totalEdgesAdded=0;
  143. m_ownerDrawable = NULL;
  144. return 0;
  145. }
  146. //=============================================================================
  147. // TerrainTracksRenderObjClass::init
  148. //=============================================================================
  149. /** Setup size settings and allocate W3D texture */
  150. //=============================================================================
  151. void TerrainTracksRenderObjClass::init( Real width, Real length, const Char *texturename)
  152. {
  153. freeTerrainTracksResources(); //free old data and ib/vb
  154. m_boundingSphere.Init(Vector3(0,0,0),400*MAP_XY_FACTOR);
  155. m_boundingBox.Center.Set(0.0f, 0.0f, 0.0f);
  156. m_boundingBox.Extent.Set(400.0f*MAP_XY_FACTOR, 400.0f*MAP_XY_FACTOR, 1.0f);
  157. m_width=width;
  158. m_length=length;
  159. //no sense culling these things since they have very irregular shape and fade
  160. //out over time.
  161. Set_Force_Visible(TRUE);
  162. m_stageZeroTexture=WW3DAssetManager::Get_Instance()->Get_Texture(texturename);
  163. }
  164. //=============================================================================
  165. // TerrainTracksRenderObjClass::addCapEdgeToTrack
  166. //=============================================================================
  167. /** Cap the current track (adding an feathered edge) so we're ready to resume
  168. the track at a new location. Used by objects entering FOW where we need to
  169. stop adding edges to the track when they enter the fog boundary but resume
  170. elsewhere if they become visible again.
  171. */
  172. //=============================================================================
  173. void TerrainTracksRenderObjClass::addCapEdgeToTrack(Real x, Real y)
  174. {
  175. /// @todo: Have object pass its height and orientation so we can remove extra calls.
  176. if (m_haveCap)
  177. { //we already have a cap or there are no segments to cap
  178. return;
  179. }
  180. if (m_activeEdgeCount == 1)
  181. { //if we only have one edge, then it must be the current anchor edge.
  182. //since achnors are caps, there is not point in adding another.
  183. m_haveCap=TRUE;
  184. m_haveAnchor=false; //recreate a new anchor when track resumes.
  185. return;
  186. }
  187. Vector3 vPos,vZ;
  188. Coord3D vZTmp;
  189. PathfindLayerEnum objectLayer;
  190. Real eHeight;
  191. if (m_ownerDrawable && (objectLayer=m_ownerDrawable->getObject()->getLayer()) != LAYER_GROUND)
  192. eHeight=BRIDGE_OFFSET_FACTOR+TheTerrainLogic->getLayerHeight(x,y,objectLayer,&vZTmp);
  193. else
  194. eHeight=TheTerrainLogic->getGroundHeight(x,y,&vZTmp);
  195. vZ.X = vZTmp.x;
  196. vZ.Y = vZTmp.y;
  197. vZ.Z = vZTmp.z;
  198. vPos.X=x;
  199. vPos.Y=y;
  200. vPos.Z=eHeight;
  201. Vector3 vDir=Vector3(x,y,eHeight)-m_lastAnchor;
  202. Int maxEdgeCount=TheTerrainTracksRenderObjClassSystem->m_maxTankTrackEdges;
  203. //avoid sqrt() by checking distance squared since last track mark
  204. if (vDir.Length2() < sqr(m_length))
  205. { //not far enough from anchor to add track
  206. //since this is a cap, we'll force the previous segment to transparent
  207. Int lastAddedEdge=m_topIndex-1;
  208. if (lastAddedEdge < 0)
  209. lastAddedEdge = maxEdgeCount-1;
  210. m_edges[lastAddedEdge].alpha=0.0f; //force the last added edge to transparent.
  211. m_haveCap=TRUE;
  212. m_haveAnchor=false; //recreate a new anchor when track resumes.
  213. return;
  214. }
  215. if (m_activeEdgeCount >= maxEdgeCount)
  216. { //no more room in buffer so release oldest edge
  217. m_bottomIndex++;
  218. m_activeEdgeCount--;
  219. if (m_bottomIndex >= maxEdgeCount)
  220. m_bottomIndex=0; //roll buffer back to start
  221. }
  222. if (m_topIndex >= maxEdgeCount)
  223. m_topIndex=0; //roll around buffer
  224. //we traveled far enough from last point.
  225. //accept new point
  226. vDir.Z=0; //ignore height
  227. vDir.Normalize();
  228. Vector3 vX;
  229. Vector3::Cross_Product(vDir,vZ,&vX);
  230. //calculate left end point
  231. edgeInfo& topEdge = m_edges[m_topIndex];
  232. topEdge.endPointPos[0]=vPos-(m_width*0.5f*vX); ///@todo: try getting height at endpoint
  233. topEdge.endPointPos[0].Z += 0.2f * MAP_XY_FACTOR; //raise above terrain slightly
  234. if (m_totalEdgesAdded&1) //every other edge has different set of UV's
  235. {
  236. topEdge.endPointUV[0].X=0.0f;
  237. topEdge.endPointUV[0].Y=0.0f;
  238. }
  239. else
  240. {
  241. topEdge.endPointUV[0].X=0.0f;
  242. topEdge.endPointUV[0].Y=1.0f;
  243. }
  244. //calculate right end point
  245. topEdge.endPointPos[1]=vPos+(m_width*0.5f*vX); ///@todo: try getting height at endpoint
  246. topEdge.endPointPos[1].Z += 0.2f * MAP_XY_FACTOR; //raise above terrain slightly
  247. if (m_totalEdgesAdded&1) //every other edge has different set of UV's
  248. {
  249. topEdge.endPointUV[1].X=1.0f;
  250. topEdge.endPointUV[1].Y=0.0f;
  251. }
  252. else
  253. {
  254. topEdge.endPointUV[1].X=1.0f;
  255. topEdge.endPointUV[1].Y=1.0f;
  256. }
  257. topEdge.timeAdded=WW3D::Get_Sync_Time();
  258. topEdge.alpha=0.0f; //fully transparent at cap.
  259. m_lastAnchor=vPos;
  260. m_activeEdgeCount++;
  261. m_totalEdgesAdded++;
  262. m_topIndex++; //make space for new edge
  263. m_haveCap=TRUE;
  264. m_haveAnchor=false;
  265. }
  266. //=============================================================================
  267. // TerrainTracksRenderObjClass::addEdgeToTrack
  268. //=============================================================================
  269. /** Try to add an additional segment to track mark. Will do nothing if distance
  270. * from last edge is too small. Will overwrite the oldest edge if maximum track
  271. * length is reached. Oldest edges should by faded out by that time.
  272. */
  273. //=============================================================================
  274. void TerrainTracksRenderObjClass::addEdgeToTrack(Real x, Real y)
  275. {
  276. /// @todo: Have object pass its height and orientation so we can remove extra calls.
  277. if (!m_haveAnchor)
  278. { //no anchor yet, make this point an anchor.
  279. PathfindLayerEnum objectLayer;
  280. if (m_ownerDrawable && (objectLayer=m_ownerDrawable->getObject()->getLayer()) != LAYER_GROUND)
  281. m_lastAnchor=Vector3(x,y,TheTerrainLogic->getLayerHeight(x,y,objectLayer)+BRIDGE_OFFSET_FACTOR);
  282. else
  283. m_lastAnchor=Vector3(x,y,TheTerrainLogic->getGroundHeight(x,y));
  284. m_haveAnchor=true;
  285. m_airborne = true;
  286. m_haveCap = true; //single segment tracks are always capped because nothing is drawn.
  287. return;
  288. }
  289. m_haveCap = false; //have more than 1 segment now so will need to cap if it's interrupted.
  290. Vector3 vPos,vZ;
  291. Coord3D vZTmp;
  292. Real eHeight;
  293. PathfindLayerEnum objectLayer;
  294. if (m_ownerDrawable && (objectLayer=m_ownerDrawable->getObject()->getLayer()) != LAYER_GROUND)
  295. eHeight=BRIDGE_OFFSET_FACTOR+TheTerrainLogic->getLayerHeight(x,y,objectLayer,&vZTmp);
  296. else
  297. eHeight=TheTerrainLogic->getGroundHeight(x,y,&vZTmp);
  298. vZ.X = vZTmp.x;
  299. vZ.Y = vZTmp.y;
  300. vZ.Z = vZTmp.z;
  301. vPos.X=x;
  302. vPos.Y=y;
  303. vPos.Z=eHeight;
  304. Vector3 vDir=Vector3(x,y,eHeight)-m_lastAnchor;
  305. //avoid sqrt() by checking distance squared since last track mark
  306. if (vDir.Length2() < sqr(m_length))
  307. return; //not far enough from anchor to add track
  308. Int maxEdgeCount=TheTerrainTracksRenderObjClassSystem->m_maxTankTrackEdges;
  309. if (m_activeEdgeCount >= maxEdgeCount)
  310. { //no more room in buffer so release oldest edge
  311. m_bottomIndex++;
  312. m_activeEdgeCount--;
  313. if (m_bottomIndex >= maxEdgeCount)
  314. m_bottomIndex=0; //roll buffer back to start
  315. }
  316. if (m_topIndex >= maxEdgeCount)
  317. m_topIndex=0; //roll around buffer
  318. //we traveled far enough from last point.
  319. //accept new point
  320. vDir.Z=0; //ignore height
  321. vDir.Normalize();
  322. Vector3 vX;
  323. Vector3::Cross_Product(vDir,vZ,&vX);
  324. edgeInfo& topEdge = m_edges[m_topIndex];
  325. //calculate left end point
  326. topEdge.endPointPos[0]=vPos-(m_width*0.5f*vX); ///@todo: try getting height at endpoint
  327. topEdge.endPointPos[0].Z += 0.2f * MAP_XY_FACTOR; //raise above terrain slightly
  328. if (m_totalEdgesAdded&1) //every other edge has different set of UV's
  329. {
  330. topEdge.endPointUV[0].X=0.0f;
  331. topEdge.endPointUV[0].Y=0.0f;
  332. }
  333. else
  334. {
  335. topEdge.endPointUV[0].X=0.0f;
  336. topEdge.endPointUV[0].Y=1.0f;
  337. }
  338. //calculate right end point
  339. topEdge.endPointPos[1]=vPos+(m_width*0.5f*vX); ///@todo: try getting height at endpoint
  340. topEdge.endPointPos[1].Z += 0.2f * MAP_XY_FACTOR; //raise above terrain slightly
  341. if (m_totalEdgesAdded&1) //every other edge has different set of UV's
  342. {
  343. topEdge.endPointUV[1].X=1.0f;
  344. topEdge.endPointUV[1].Y=0.0f;
  345. }
  346. else
  347. {
  348. topEdge.endPointUV[1].X=1.0f;
  349. topEdge.endPointUV[1].Y=1.0f;
  350. }
  351. topEdge.timeAdded=WW3D::Get_Sync_Time();
  352. topEdge.alpha=1.0f; //fully opaque at start.
  353. if (m_airborne || m_activeEdgeCount <= 1) {
  354. topEdge.alpha=0.0f; //smooth out track restarts by setting transparent
  355. }
  356. m_airborne = false;
  357. m_lastAnchor=vPos;
  358. m_activeEdgeCount++;
  359. m_totalEdgesAdded++;
  360. m_topIndex++; //make space for new edge
  361. }
  362. //=============================================================================
  363. // TerrainTracksRenderObjClass::Render
  364. //=============================================================================
  365. /** Does nothing. Just increments a counter of how many track edges were
  366. * requested for rendering this frame. Actual rendering is done in flush().
  367. */
  368. //=============================================================================
  369. void TerrainTracksRenderObjClass::Render(RenderInfoClass & rinfo)
  370. { ///@todo: After adding track mark visibility tests, add visible marks to another list.
  371. if (TheGlobalData->m_makeTrackMarks && m_activeEdgeCount >= 2)
  372. TheTerrainTracksRenderObjClassSystem->m_edgesToFlush += m_activeEdgeCount;
  373. }
  374. #define DEFAULT_TRACK_SPACING (MAP_XY_FACTOR * 1.4f)
  375. #define DEFAULT_TRACK_WIDTH 4.0f;
  376. /**Find distance between the "trackfx" bones of the model. This tells us the correct
  377. width for the trackmarks.
  378. */
  379. static Real computeTrackSpacing(RenderObjClass *renderObj)
  380. {
  381. Real trackSpacing = DEFAULT_TRACK_SPACING;
  382. Int leftTrack;
  383. Int rightTrack;
  384. if ((leftTrack=renderObj->Get_Bone_Index( "TREADFX01" )) != 0 && (rightTrack=renderObj->Get_Bone_Index( "TREADFX02" )) != 0)
  385. { //both bones found, determine distance between them.
  386. Vector3 leftPos,rightPos;
  387. leftPos=renderObj->Get_Bone_Transform( leftTrack ).Get_Translation();
  388. rightPos=renderObj->Get_Bone_Transform( rightTrack ).Get_Translation();
  389. rightPos -= leftPos; //get distance between centers of tracks
  390. trackSpacing = rightPos.Length() + DEFAULT_TRACK_WIDTH; //add width of each track
  391. ///@todo: It's assumed that all tank treads have the same width.
  392. };
  393. return trackSpacing;
  394. }
  395. //=============================================================================
  396. //TerrainTracksRenderObjClassSystem::bindTrack
  397. //=============================================================================
  398. /** Grab a track from the free store. If no free tracks exist, return NULL.
  399. As long as a track is bound to an object (like a tank) it is ready to accept
  400. updates with additional edges. Once it is unbound, it will expire and return
  401. to the free store once all tracks have faded out.
  402. Input: width in world units of each track edge (should probably width of vehicle).
  403. length in world units between edges. Shorter lengths produce more edges and
  404. smoother curves.
  405. texture to use for the tracks - image should be symetrical and include alpha channel.
  406. */
  407. //=============================================================================
  408. TerrainTracksRenderObjClass *TerrainTracksRenderObjClassSystem::bindTrack( RenderObjClass *renderObject, Real length, const Char *texturename)
  409. {
  410. TerrainTracksRenderObjClass *mod;
  411. mod = m_freeModules;
  412. if( mod )
  413. {
  414. // take module off the free list
  415. if( mod->m_nextSystem )
  416. mod->m_nextSystem->m_prevSystem = mod->m_prevSystem;
  417. if( mod->m_prevSystem )
  418. mod->m_prevSystem->m_nextSystem = mod->m_nextSystem;
  419. else
  420. m_freeModules = mod->m_nextSystem;
  421. // put module on the used list
  422. mod->m_prevSystem = NULL;
  423. mod->m_nextSystem = m_usedModules;
  424. if( m_usedModules )
  425. m_usedModules->m_prevSystem = mod;
  426. m_usedModules = mod;
  427. mod->init(computeTrackSpacing(renderObject),length,texturename);
  428. mod->m_bound=true;
  429. m_TerrainTracksScene->Add_Render_Object( mod);
  430. } // end if
  431. return mod;
  432. } //end bindTrack
  433. //=============================================================================
  434. //TerrainTracksRenderObjClassSystem::unbindTrack
  435. //=============================================================================
  436. /** Called when an object (i.e Tank) will not lay down any more tracks and
  437. doesn't need this object anymore. The track-laying object will be returned
  438. to pool of available tracks as soon as any remaining track edges have faded out.
  439. */
  440. //=============================================================================
  441. void TerrainTracksRenderObjClassSystem::unbindTrack( TerrainTracksRenderObjClass *mod )
  442. {
  443. //this object should return to free store as soon as there is nothing
  444. //left to render.
  445. mod->m_bound=false;
  446. mod->m_ownerDrawable = NULL;
  447. }
  448. //=============================================================================
  449. //TerrainTracksRenderObjClassSystem::releaseTrack
  450. //=============================================================================
  451. /** Returns a track laying object to free store to be used again later.
  452. */
  453. void TerrainTracksRenderObjClassSystem::releaseTrack( TerrainTracksRenderObjClass *mod )
  454. {
  455. if (mod==NULL)
  456. return;
  457. DEBUG_ASSERTCRASH(mod->m_bound == false, ("mod is bound."));
  458. // remove module from used list
  459. if( mod->m_nextSystem )
  460. mod->m_nextSystem->m_prevSystem = mod->m_prevSystem;
  461. if( mod->m_prevSystem )
  462. mod->m_prevSystem->m_nextSystem = mod->m_nextSystem;
  463. else
  464. m_usedModules = mod->m_nextSystem;
  465. // add module to free list
  466. mod->m_prevSystem = NULL;
  467. mod->m_nextSystem = m_freeModules;
  468. if( m_freeModules )
  469. m_freeModules->m_prevSystem = mod;
  470. m_freeModules = mod;
  471. mod->freeTerrainTracksResources();
  472. m_TerrainTracksScene->Remove_Render_Object(mod);
  473. }
  474. //=============================================================================
  475. // TerrainTracksRenderObjClassSystem::TerrainTracksRenderObjClassSystem
  476. //=============================================================================
  477. /** Constructor. Just nulls out some variables. */
  478. //=============================================================================
  479. TerrainTracksRenderObjClassSystem::TerrainTracksRenderObjClassSystem()
  480. {
  481. m_usedModules = NULL;
  482. m_freeModules = NULL;
  483. m_TerrainTracksScene = NULL;
  484. m_edgesToFlush = 0;
  485. m_indexBuffer = NULL;
  486. m_vertexMaterialClass = NULL;
  487. m_vertexBuffer = NULL;
  488. m_maxTankTrackEdges=TheGlobalData->m_maxTankTrackEdges;
  489. m_maxTankTrackOpaqueEdges=TheGlobalData->m_maxTankTrackOpaqueEdges;
  490. m_maxTankTrackFadeDelay=TheGlobalData->m_maxTankTrackFadeDelay;
  491. }
  492. //=============================================================================
  493. // TerrainTracksRenderObjClassSystem::~TerrainTracksRenderObjClassSystem
  494. //=============================================================================
  495. /** Destructor. Free all pre-allocated track laying render objects*/
  496. //=============================================================================
  497. TerrainTracksRenderObjClassSystem::~TerrainTracksRenderObjClassSystem( void )
  498. {
  499. // free all data
  500. shutdown();
  501. m_vertexMaterialClass=NULL;
  502. m_TerrainTracksScene=NULL;
  503. }
  504. //=============================================================================
  505. // TerrainTracksRenderObjClassSystem::ReAcquireResources
  506. //=============================================================================
  507. /** (Re)allocates all W3D assets after a reset.. */
  508. //=============================================================================
  509. void TerrainTracksRenderObjClassSystem::ReAcquireResources(void)
  510. {
  511. Int i;
  512. const Int numModules=TheGlobalData->m_maxTerrainTracks;
  513. // just for paranoia's sake.
  514. REF_PTR_RELEASE(m_indexBuffer);
  515. REF_PTR_RELEASE(m_vertexBuffer);
  516. //Create static index buffers. These will index the vertex buffers holding the track segments
  517. m_indexBuffer=NEW_REF(DX8IndexBufferClass,((m_maxTankTrackEdges-1)*6));
  518. // Fill up the IB
  519. {
  520. DX8IndexBufferClass::WriteLockClass lockIdxBuffer(m_indexBuffer);
  521. UnsignedShort *ib=lockIdxBuffer.Get_Index_Array();
  522. for (i=0; i<(m_maxTankTrackEdges-1); i++)
  523. {
  524. ib[3]=ib[0]=i*2;
  525. ib[1]=i*2+1;
  526. ib[4]=ib[2]=(i+1)*2+1;
  527. ib[5]=(i+1)*2;
  528. ib+=6; //skip the 6 indices we just filled
  529. }
  530. }
  531. DEBUG_ASSERTCRASH(numModules*m_maxTankTrackEdges*2 < 65535, ("Too many terrain track edges"));
  532. m_vertexBuffer=NEW_REF(DX8VertexBufferClass,(DX8_FVF_XYZDUV1,numModules*m_maxTankTrackEdges*2,DX8VertexBufferClass::USAGE_DYNAMIC));
  533. }
  534. //=============================================================================
  535. // TerrainTracksRenderObjClassSystem::ReleaseResources
  536. //=============================================================================
  537. /** (Re)allocates all W3D assets after a reset.. */
  538. //=============================================================================
  539. void TerrainTracksRenderObjClassSystem::ReleaseResources(void)
  540. {
  541. REF_PTR_RELEASE(m_indexBuffer);
  542. REF_PTR_RELEASE(m_vertexBuffer);
  543. // Note - it is ok to not release the material, as it is a w3d object that
  544. // has no dx8 resources. jba.
  545. }
  546. //=============================================================================
  547. // TerrainTracksRenderObjClassSystem::init
  548. //=============================================================================
  549. /** initialize the system, allocate all the render objects we will need */
  550. //=============================================================================
  551. void TerrainTracksRenderObjClassSystem::init( SceneClass *TerrainTracksScene )
  552. {
  553. const Int numModules=TheGlobalData->m_maxTerrainTracks;
  554. Int i;
  555. TerrainTracksRenderObjClass *mod;
  556. m_TerrainTracksScene=TerrainTracksScene;
  557. ReAcquireResources();
  558. //go with a preset material for now.
  559. m_vertexMaterialClass=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
  560. //use a multi-texture shader: (text1*diffuse)*text2.
  561. m_shaderClass = ShaderClass::_PresetAlphaShader;//_PresetATestSpriteShader;//_PresetOpaqueShader;
  562. // we cannot initialize a system that is already initialized
  563. if( m_freeModules || m_usedModules )
  564. {
  565. // system already online!
  566. assert( 0 );
  567. return;
  568. } // end if
  569. // allocate our modules for this system
  570. for( i = 0; i < numModules; i++ )
  571. {
  572. mod = NEW_REF( TerrainTracksRenderObjClass, () );
  573. if( mod == NULL )
  574. {
  575. // unable to allocate modules needed
  576. assert( 0 );
  577. return;
  578. } // end if
  579. mod->m_prevSystem = NULL;
  580. mod->m_nextSystem = m_freeModules;
  581. if( m_freeModules )
  582. m_freeModules->m_prevSystem = mod;
  583. m_freeModules = mod;
  584. } // end for i
  585. } // end init
  586. //=============================================================================
  587. // TerrainTracksRenderObjClassSystem::shutdown
  588. //=============================================================================
  589. /** Shutdown and free all memory for this system */
  590. //=============================================================================
  591. void TerrainTracksRenderObjClassSystem::shutdown( void )
  592. {
  593. TerrainTracksRenderObjClass *nextMod,*mod;
  594. //release unbound tracks that may still be fading out
  595. mod=m_usedModules;
  596. while(mod)
  597. {
  598. nextMod=mod->m_nextSystem;
  599. if (!mod->m_bound)
  600. releaseTrack(mod);
  601. mod = nextMod;
  602. } // end while
  603. // free all attached things and used modules
  604. assert( m_usedModules == NULL );
  605. // free all module storage
  606. while( m_freeModules )
  607. {
  608. nextMod = m_freeModules->m_nextSystem;
  609. REF_PTR_RELEASE (m_freeModules);
  610. m_freeModules = nextMod;
  611. } // end while
  612. REF_PTR_RELEASE(m_indexBuffer);
  613. REF_PTR_RELEASE(m_vertexMaterialClass);
  614. REF_PTR_RELEASE(m_vertexBuffer);
  615. } // end shutdown
  616. //=============================================================================
  617. // TerrainTracksRenderObjClassSystem::update
  618. //=============================================================================
  619. /** Update the state of all active track marks - fade, expire, etc. */
  620. //=============================================================================
  621. void TerrainTracksRenderObjClassSystem::update()
  622. {
  623. Int iTime=WW3D::Get_Sync_Time();
  624. Real iDiff;
  625. TerrainTracksRenderObjClass *mod=m_usedModules,*nextMod;
  626. //first update all the tracks
  627. while( mod )
  628. {
  629. Int i,index;
  630. Vector3 *endPoint;
  631. Vector2 *endPointUV;
  632. nextMod = mod->m_nextSystem;
  633. if (!TheGlobalData->m_makeTrackMarks)
  634. mod->m_haveAnchor=false; //force a track restart next time around.
  635. for (i=0,index=mod->m_bottomIndex; i<mod->m_activeEdgeCount; i++,index++)
  636. {
  637. if (index >= m_maxTankTrackEdges)
  638. index=0;
  639. endPoint=&mod->m_edges[index].endPointPos[0]; //left endpoint
  640. endPointUV=&mod->m_edges[index].endPointUV[0];
  641. iDiff=(float)(iTime-mod->m_edges[index].timeAdded);
  642. iDiff = 1.0f - iDiff/(Real)m_maxTankTrackFadeDelay;
  643. if (iDiff < 0.0)
  644. iDiff=0.0f;
  645. if (mod->m_edges[index].alpha>0.0f) {
  646. mod->m_edges[index].alpha=iDiff;
  647. }
  648. if (iDiff == 0.0f)
  649. { //this edge was invisible, we can remove it
  650. mod->m_bottomIndex++;
  651. mod->m_activeEdgeCount--;
  652. if (mod->m_bottomIndex >= m_maxTankTrackEdges)
  653. mod->m_bottomIndex=0; //roll buffer back to start
  654. }
  655. if (mod->m_activeEdgeCount == 0 && !mod->m_bound)
  656. releaseTrack(mod);
  657. }
  658. mod = nextMod;
  659. } // end while
  660. }
  661. //=============================================================================
  662. // TerrainTracksRenderObjClassSystem::flush
  663. //=============================================================================
  664. /** Draw all active track marks for this frame */
  665. //=============================================================================
  666. void TerrainTracksRenderObjClassSystem::flush()
  667. {
  668. /** @todo: Optimize system by drawing tracks as triangle strips and use dynamic vertex buffer access.
  669. May also try rendering all tracks with one call to W3D/D3D by grouping them by texture.
  670. Try improving the fit to vertical surfaces like cliffs.
  671. */
  672. Int diffuseLight;
  673. TerrainTracksRenderObjClass *mod=m_usedModules;
  674. if (!mod)
  675. return; //nothing to render
  676. Int trackStartIndex;
  677. Real distanceFade;
  678. if (ShaderClass::Is_Backface_Culling_Inverted())
  679. return; //don't render track marks in reflections.
  680. // adjust shading for time of day.
  681. Real shadeR, shadeG, shadeB;
  682. shadeR = TheGlobalData->m_terrainAmbient[0].red;
  683. shadeG = TheGlobalData->m_terrainAmbient[0].green;
  684. shadeB = TheGlobalData->m_terrainAmbient[0].blue;
  685. shadeR += TheGlobalData->m_terrainDiffuse[0].red/2;
  686. shadeG += TheGlobalData->m_terrainDiffuse[0].green/2;
  687. shadeB += TheGlobalData->m_terrainDiffuse[0].blue/2;
  688. shadeR*=255.0f;
  689. shadeG*=255.0f;
  690. shadeB*=255.0f;
  691. diffuseLight = REAL_TO_INT(shadeB) | (REAL_TO_INT(shadeG) << 8) | (REAL_TO_INT(shadeR) << 16);
  692. Real numFadedEdges=m_maxTankTrackEdges-m_maxTankTrackOpaqueEdges;
  693. //check if there is anything to draw and fill vertex buffer
  694. if (m_edgesToFlush >= 2)
  695. {
  696. DX8VertexBufferClass::WriteLockClass lockVtxBuffer(m_vertexBuffer);
  697. VertexFormatXYZDUV1 *verts = (VertexFormatXYZDUV1*)lockVtxBuffer.Get_Vertex_Array();
  698. trackStartIndex=0;
  699. mod=m_usedModules;
  700. //Fill our vertex buffer with all the tracks
  701. while( mod )
  702. {
  703. Int i,index;
  704. Vector3 *endPoint;
  705. Vector2 *endPointUV;
  706. if (mod->m_activeEdgeCount >= 2 && mod->Is_Really_Visible())
  707. {
  708. for (i=0,index=mod->m_bottomIndex; i<mod->m_activeEdgeCount; i++,index++)
  709. {
  710. if (index >= m_maxTankTrackEdges)
  711. index=0;
  712. endPoint=&mod->m_edges[index].endPointPos[0]; //left endpoint
  713. endPointUV=&mod->m_edges[index].endPointUV[0];
  714. distanceFade=1.0f;
  715. if ((mod->m_activeEdgeCount -1 -i) >= m_maxTankTrackOpaqueEdges)// && i < (MAX_PER_TRACK_EDGE_COUNT-FORCE_FADE_AT_EDGE))
  716. { //we're getting close to the limit on the number of track pieces allowed
  717. //so force it to fade out.
  718. distanceFade=1.0f-(float)((mod->m_activeEdgeCount -i)-m_maxTankTrackOpaqueEdges)/numFadedEdges;
  719. }
  720. distanceFade *= mod->m_edges[index].alpha; //adjust fade with distance from start of track
  721. verts->x=endPoint->X;
  722. verts->y=endPoint->Y;
  723. verts->z=endPoint->Z;
  724. verts->u1=endPointUV->X;
  725. verts->v1=endPointUV->Y;
  726. //fade the alpha channel with distance
  727. verts->diffuse=diffuseLight | ( REAL_TO_INT(distanceFade*255.0f) <<24);
  728. verts++;
  729. endPoint=&mod->m_edges[index].endPointPos[1]; //right endpoint
  730. endPointUV=&mod->m_edges[index].endPointUV[1];
  731. verts->x=endPoint->X;
  732. verts->y=endPoint->Y;
  733. verts->z=endPoint->Z;
  734. verts->u1=endPointUV->X;
  735. verts->v1=endPointUV->Y; ///@todo: Add diffuse lighting.
  736. verts->diffuse=diffuseLight | ( REAL_TO_INT(distanceFade*255.0f) <<24);
  737. verts++;
  738. }//for
  739. }// mod has edges to render
  740. mod = mod->m_nextSystem;
  741. } //while (mod)
  742. }//edges to flush
  743. //draw the filled vertex buffers
  744. if (m_edgesToFlush >= 2)
  745. {
  746. ShaderClass::Invalidate();
  747. DX8Wrapper::Set_Material(m_vertexMaterialClass);
  748. DX8Wrapper::Set_Shader(m_shaderClass);
  749. DX8Wrapper::Set_Index_Buffer(m_indexBuffer,0);
  750. DX8Wrapper::Set_Vertex_Buffer(m_vertexBuffer);
  751. trackStartIndex=0;
  752. mod=m_usedModules;
  753. Matrix3D tm(mod->Transform);
  754. DX8Wrapper::Set_Transform(D3DTS_WORLD,tm);
  755. while (mod)
  756. {
  757. if (mod->m_activeEdgeCount >= 2 && mod->Is_Really_Visible())
  758. {
  759. DX8Wrapper::Set_Texture(0,mod->m_stageZeroTexture);
  760. DX8Wrapper::Set_Index_Buffer_Index_Offset(trackStartIndex);
  761. DX8Wrapper::Draw_Triangles( 0,(mod->m_activeEdgeCount-1)*2, 0, mod->m_activeEdgeCount*2);
  762. trackStartIndex += mod->m_activeEdgeCount*2;
  763. }
  764. mod=mod->m_nextSystem;
  765. }
  766. } //there are some edges to render in pool.
  767. m_edgesToFlush=0; //reset count for next flush
  768. }
  769. /**Removes all remaining tracks from the rendering system*/
  770. void TerrainTracksRenderObjClassSystem::Reset(void)
  771. {
  772. TerrainTracksRenderObjClass *nextMod,*mod=m_usedModules;
  773. while(mod)
  774. {
  775. nextMod=mod->m_nextSystem;
  776. releaseTrack(mod);
  777. mod = nextMod;
  778. } // end while
  779. // free all attached things and used modules
  780. assert( m_usedModules == NULL );
  781. m_edgesToFlush=0;
  782. }
  783. /**Clear the treads from each track laying object without freeing the objects.
  784. Mostly used when user changed LOD level*/
  785. void TerrainTracksRenderObjClassSystem::clearTracks(void)
  786. {
  787. TerrainTracksRenderObjClass *mod=m_usedModules;
  788. while(mod)
  789. {
  790. mod->m_haveAnchor=false;
  791. mod->m_haveCap=true;
  792. mod->m_topIndex=0;
  793. mod->m_bottomIndex=0;
  794. mod->m_activeEdgeCount=0;
  795. mod->m_totalEdgesAdded=0;
  796. mod = mod->m_nextSystem;
  797. } // end while
  798. m_edgesToFlush=0;
  799. }
  800. /**Adjust various paremeters which affect the cost of rendering tracks on the map.
  801. Parameters are passed via GlobalData*/
  802. void TerrainTracksRenderObjClassSystem::setDetail(void)
  803. {
  804. //Remove all existing track segments from screen.
  805. clearTracks();
  806. ReleaseResources();
  807. m_maxTankTrackEdges=TheGlobalData->m_maxTankTrackEdges;
  808. m_maxTankTrackOpaqueEdges=TheGlobalData->m_maxTankTrackOpaqueEdges;
  809. m_maxTankTrackFadeDelay=TheGlobalData->m_maxTankTrackFadeDelay;
  810. //We changed the maximum number of visible edges so re-allocate our resources to match.
  811. ReAcquireResources();
  812. };
  813. TerrainTracksRenderObjClassSystem *TheTerrainTracksRenderObjClassSystem=NULL; ///< singleton for track drawing system.