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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 O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***************************************************************************
- * *
- * Project Name : G *
- * *
- * $Archive:: /Commando/Code/ww3d2/predlod.cpp $*
- * *
- * $Author:: Jani_p $*
- * *
- * $Modtime:: 8/23/01 5:38p $*
- * *
- * $Revision:: 3 $*
- * *
- *-------------------------------------------------------------------------*
- * Functions: *
- * PredictiveLODOptimizerClass::Clear -- clear object list and total cost*
- * PredictiveLODOptimizerClass::Add_Object -- adds object to list, cost *
- * PredictiveLODOptimizerClass::Optimize_LODs -- does LOD optimization *
- * PredictiveLODOptimizerClass::Free -- releases all memory used. *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "predlod.h"
- #include <memory.h>
- /* NOTE: The LODHeapNode and LODHeap classes are defined here for use in the
- * Optimize_LODs() member function. */
- // A node entry for a heap. It has no son/father pointers since it will be
- // used in an array implementation of a heap.
- /*
- ** NOTE: LODHeapNodes contain pointers to RenderObjClass, but these pointers
- ** are NOT tracked via refcounting. This is because the heaps are created and
- ** destroyed within one function, so all references created are necessary;
- ** and performing Add_Ref and Release_Ref every time a pointer is copied
- ** would hurt performance.
- */
-
- class LODHeapNode {
- public:
- LODHeapNode(void) { Item = NULL; }
- LODHeapNode (float key) { Item = NULL; Key = key; }
- LODHeapNode (RenderObjClass * item, float key) { Item = item; Key = key; }
- ~LODHeapNode(void) { }
- RenderObjClass * Get_Item(void) { return(Item); }
- float Get_Key(void) { return(Key); }
- void Set_Key(float key) { Key = key; }
- int operator < (const LODHeapNode& node) { return(Key < node.Key); }
- int operator <= (const LODHeapNode& node) { return(Key <= node.Key); }
- int operator > (const LODHeapNode& node) { return(Key > node.Key); }
- int operator >= (const LODHeapNode& node) { return(Key >= node.Key); }
- int operator == (const LODHeapNode& node) { return(Key == node.Key); }
- int operator != (const LODHeapNode& node) { return(Key != node.Key); }
- private:
- RenderObjClass *Item;
- float Key;
- };
- // A Heap implemented as a complete binary tree in an array.
- class LODHeap {
- public:
- // This constructor receives an array of HeapNodes and arranges it to
- // fulfil the heap condition. Note: the array will be used inside the
- // heap, so it should never be used or deleted outside. The resulting
- // heap is full - no nodes can be added until some are removed.
- LODHeap(int count, LODHeapNode *NodeArray) {
- Nodes = NodeArray;
- Num = Max = count;
- // Now build a heap from the array by working backwards, building
- // subheaps from the bottom up. (starting at the middle of the array
- // since the single-node subtrees at the leaves are already heaps)
- int index;
- for (index = Num/2; index >= 1; index--) Downheap(index);
- }
- ~LODHeap(void) {
- // delete []Nodes;
- }
- LODHeapNode *Top(void) {
- return &(Nodes[1]);
- }
- // This changes the key value of the entry at the top of the heap and
- // adjusts the heap accordingly.
- void Change_Key_Top(float new_key) {
- Nodes[1].Set_Key(new_key);
- Downheap(1);
- }
- // This searches for an entry which has a certain Item value, and
- // changes its key to a new one. The heap is then adjusted accordingly.
- void Change_Key(RenderObjClass *item, float new_key) {
- for (int i=1; i <= Num; i++) {
- if (Nodes[i].Get_Item() == item) {
- float old_key = Nodes[i].Get_Key();
- Nodes[i].Set_Key(new_key);
- // If the key has been decreased, adjust the node downwards.
- // Otherwise, adjust it upwards.
- if (new_key < old_key) Downheap(i);
- else Upheap(i);
- break;
- }
- }
- }
- private:
- LODHeap(void) {} // Just to ensure the default constructor is not used.
- // The node and key arrays have one extra entry because entry [0] is
- // reserved for various uses.
- LODHeapNode * Nodes; // The nodes
- int Max; // The maximum number of nodes
- int Num; // the current number of nodes
- // Two utility methods used by various other methods: both take a
- // single entry which violates the heap condition and moves it in the
- // heap until the heap condition is fulfilled.
-
- // Upheap takes an entry with a (possibly) overlarge key and moves it
- // up until the heap condition is satisfied. (this is a private
- // method, so no error checking is needed).
- // Note that Upheap puts a sentinel in Nodes[0].
- void Upheap(int index) {
- LODHeapNode node = Nodes[index];
- Nodes[0].Set_Key(FLT_MAX);
- while (Nodes[index/2] <= node) {
- Nodes[index] = Nodes[index/2];
- index = index/2;
- }
- Nodes[index] = node;
- }
- // Downheap takes an entry with a (possibly) oversmall key and moves it
- // down until the heap condition is satisfied. (this is a private
- // method, so no error checking is needed).
- void Downheap(int index) {
- LODHeapNode node = Nodes[index];
- while (index <= Num/2) {
- int child_index = index + index;
- if ((child_index < Num) && (Nodes[child_index] < Nodes[child_index+1])) child_index++;
- if (node >= Nodes[child_index]) break;
- Nodes[index] = Nodes[child_index];
- index = child_index;
- }
- Nodes[index] = node;
- }
- };
- // Static PredictiveLODOptimizerClass data members:
- RenderObjClass ** PredictiveLODOptimizerClass::ObjectArray = NULL;
- int PredictiveLODOptimizerClass::ArraySize = 0;
- int PredictiveLODOptimizerClass::NumObjects = 0;
- float PredictiveLODOptimizerClass::TotalCost = 0.0f;
- LODHeapNode * PredictiveLODOptimizerClass::VisibleObjArray1;
- LODHeapNode * PredictiveLODOptimizerClass::VisibleObjArray2;
- int PredictiveLODOptimizerClass::NumVisibleObjects;
- /**************************************************************************
- * PredictiveLODOptimizerClass::Clear -- clear object list and total cost *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 03/12/1999 NH : Created. *
- *========================================================================*/
- void PredictiveLODOptimizerClass::Clear(void)
- {
- if (ObjectArray) {
- // Release refs to all objects in the list:
- for (int i = 0; i < NumObjects; i++) {
- if (ObjectArray[i]) {
- ObjectArray[i]->Release_Ref();
- ObjectArray[i] = NULL;
- }
- }
- }
- TotalCost = 0.0f;
- NumObjects = 0;
- }
- /**************************************************************************
- * PredictiveLODOptimizerClass::Add_Object -- adds object to list, cost *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 03/12/1999 NH : Created. *
- *========================================================================*/
- void PredictiveLODOptimizerClass::Add_Object(RenderObjClass *robj)
- {
- // If array present but too small, free it and copy it to new array.
- if (ObjectArray) {
- if (ArraySize <= NumObjects) {
- int new_array_size = NumObjects + 100;
- RenderObjClass **new_array = W3DNEWARRAY RenderObjClass *[new_array_size];
- memcpy(new_array, ObjectArray, sizeof(RenderObjClass *) * NumObjects);
- delete [] ObjectArray;
- ObjectArray = new_array;
- ArraySize = new_array_size;
- }
- } else {
- // Create new object array.
- ObjectArray = W3DNEWARRAY RenderObjClass *[100];
- }
- // Copy pointer and add ref
- ObjectArray[NumObjects] = robj;
- ObjectArray[NumObjects]->Add_Ref();
- NumObjects++;
- float cost = robj->Get_Cost();
- // Some sanity checking so one object doesn't mess up the entire scene
- WWASSERT (cost >= 0.0f);
- WWASSERT (cost < 1.0e6);
- TotalCost += cost;
- }
- /**************************************************************************
- * PredictiveLODOptimizerClass::Optimize_LODs -- does LOD optimization *
- * *
- * INPUT: float max_cost - the upper bound on the total scene Cost. *
- * *
- * OUTPUT: none. *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 12/08/1997 NH : Created. *
- * 04/23/1997 NH : Ported to SR 1.3. *
- * 03/12/1999 NH : Moved to PredictiveLODOptimizerClass. *
- * *
- * COMMENTS: *
- * This function implements the algorithm outlined in "Adaptive *
- * Display Algorithm for Interactive Frame Rates During Visualization *
- * of Complex Virtual Environments", Thomas Funkhouser & Carlo Sequin, *
- * SIGGRAPH '93 Proceedings, pp. 247-253. *
- * Modifications have been made to support screensize clamping of LODs. *
- *========================================================================*/
- void PredictiveLODOptimizerClass::Optimize_LODs(float max_cost)
- {
- if (!ObjectArray || NumObjects == 0) return;
- AllocVisibleObjArrays(NumObjects);
- // Allocate and fill arrays. (one extra entry since the zeroth entry is not used).
- // LODHeapNode *visible_obj_array1 = W3DNEWARRAY LODHeapNode[NumObjects + 1];
- // LODHeapNode *visible_obj_array2 = W3DNEWARRAY LODHeapNode[NumObjects + 1];
- // Insert objects into arrays: (0th entry reserved for sentinel values)
- for (int i = 0; i < NumObjects; i++) {
- RenderObjClass *robj = ObjectArray[i];
- // We use minus Value for the first queue to make it ordered by minimum Value.
- VisibleObjArray1[i + 1] = LODHeapNode(robj, -(robj->Get_Value()));
- VisibleObjArray2[i + 1] = LODHeapNode(robj, robj->Get_Post_Increment_Value());
- }
- // Build priority queues:
- LODHeap min_current_value_queue(NumObjects, VisibleObjArray1);
- LODHeap max_post_increment_value_queue(NumObjects, VisibleObjArray2);
- // These memory areas now are pointed to within the heaps:
- // visible_obj_array1 = NULL;
- // visible_obj_array2 = NULL;
- // Main loop: iteratively increment/decrement tuples.
- bool done = false;
- RenderObjClass *max_data, *min_data;
- while (!done) {
- // Initialize max_data and min_data so comparison at end of loop uses correct values.
- max_data = NULL;
- min_data = NULL;
- // Increment incrementable tuple with maximum next value.
- if (TotalCost <= max_cost) {
- // If tuple with maximum next value is already at maximum lod, all
- // tuples are (since AT_MAX_LOD is smaller than any Value), so stop.
- if (max_post_increment_value_queue.Top()->Get_Key() == RenderObjClass::AT_MAX_LOD) {
- done = true;
- break;
- }
- // Get (incrementable) tuple with maximum next value.
- max_data = max_post_increment_value_queue.Top()->Get_Item();
- // Increment tuple (and update TotalCost accordingly).
- TotalCost -= max_data->Get_Cost();
- max_data->Increment_LOD();
- TotalCost += max_data->Get_Cost();
- // Update priority queues with incremented tuple.
- max_post_increment_value_queue.Change_Key_Top(max_data->Get_Post_Increment_Value());
- min_current_value_queue.Change_Key(max_data, -(max_data->Get_Value()));
- }
- // Decrement decerementable tuples with minimum current value.
- while (TotalCost > max_cost) {
- // If tuple with minimum current value is already at minimum lod, all
- // tuples are (since AT_MIN_LOD is smaller than any (negated) Value),
- // so stop.
- if (min_current_value_queue.Top()->Get_Key() == -RenderObjClass::AT_MIN_LOD) {
- done = true;
- break;
- }
- // Get (decrementable) tuple with minimum current value.
- min_data = min_current_value_queue.Top()->Get_Item();
- // Decrement tuple (and update TotalCost accordingly).
- TotalCost -= min_data->Get_Cost();
- min_data->Decrement_LOD();
- TotalCost += min_data->Get_Cost();
- // Update priority queues with incremented tuple.
- min_current_value_queue.Change_Key_Top(-(min_data->Get_Value()));
- max_post_increment_value_queue.Change_Key(min_data, min_data->Get_Post_Increment_Value());
- // Check termination criterion (same tuple incremented and decremented).
- if (max_data == min_data) {
- done = true;
- break;
- }
- }
- }
- // Clear optimizer:
- Clear();
- }
- /**************************************************************************
- * PredictiveLODOptimizerClass::Free -- releases all memory used. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 03/12/1999 NH : Created. *
- *========================================================================*/
- void PredictiveLODOptimizerClass::Free(void)
- {
- Clear();
- if (ObjectArray) {
- delete [] ObjectArray;
- ObjectArray = NULL;
- ArraySize = 0;
- }
- // Only the array number one has been allocated...
- if (VisibleObjArray1) delete[] VisibleObjArray1;
- VisibleObjArray1=NULL;
- VisibleObjArray2=NULL;
- }
- void PredictiveLODOptimizerClass::AllocVisibleObjArrays(int num_objects)
- {
- if (NumVisibleObjects<num_objects) {
- NumVisibleObjects=num_objects;
- if (VisibleObjArray1) delete[] VisibleObjArray1; // Only the first array is actually allocated
- VisibleObjArray1=W3DNEWARRAY LODHeapNode[2*(num_objects + 1)];
- VisibleObjArray2=VisibleObjArray1+(num_objects + 1);
- }
- }
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