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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/>.
- */
- #include "sortingrenderer.h"
- #include "dx8vertexbuffer.h"
- #include "dx8indexbuffer.h"
- #include "dx8wrapper.h"
- #include "vertmaterial.h"
- #include "texture.h"
- #include "d3d8.h"
- #include "D3dx8math.h"
- #include "statistics.h"
- bool SortingRendererClass::_EnableTriangleDraw=true;
- unsigned DEFAULT_SORTING_POLY_COUNT = 16384; // (count * 3) must be less than 65536
- unsigned DEFAULT_SORTING_VERTEX_COUNT = 32768; // count must be less than 65536
- void SortingRendererClass::SetMinVertexBufferSize( unsigned val )
- {
- DEFAULT_SORTING_VERTEX_COUNT = val;
- DEFAULT_SORTING_POLY_COUNT = val/2; //typically have 2:1 vertex:triangle ratio.
- }
- struct ShortVectorIStruct
- {
- unsigned short i;
- unsigned short j;
- unsigned short k;
- ShortVectorIStruct(unsigned short i_,unsigned short j_,unsigned short k_) : i(i_),j(j_),k(k_) {}
- ShortVectorIStruct() {}
- };
- struct TempIndexStruct
- {
- ShortVectorIStruct tri;
- unsigned short idx;
- TempIndexStruct() {}
- TempIndexStruct(const ShortVectorIStruct& tri_, unsigned short idx_)
- :
- tri(tri_),
- idx(idx_)
- {
- }
- };
- // ----------------------------------------------------------------------------
- //
- // InsertionSort (T* array, K *keys, int l, int r)
- // Performs insertion sort on array 'array' elements [l-r]. Uses values from array
- // 'keys' as sort keys.
- //
- // ----------------------------------------------------------------------------
- template <class T, class K>
- void InsertionSort (
- T* array, // array to sort
- K* keys, // sort keys
- int l, // first item
- int r) // last item
- {
- for (int i = l+1; i < r; i++) {
- K v=keys[i];
- T tv=array[i];
- int j=i;
- while (keys[j-1] > v) {
- keys[j]=keys[j-1];
- array[j]=array[j-1];
- j--;
- if (j == l) break;
- };
- keys[j]=v;
- array[j]=tv;
- }
- }
- // ----------------------------------------------------------------------------
- //
- // QuickSort (T* array, K* a, int l, int r)
- //
- // Performs quicksort on array 'array'. Uses values from array 'keys' as sort keys.
- //
- // Once the length of the array to be sorted is less than 8, the routine calls
- // InsertionSort() to perform the actual sorting work.
- //
- // ----------------------------------------------------------------------------
- template <class T, class K>
- void QuickSort (
- T* array, // array to sort
- K* keys, // sort keys
- int l, // first element
- int r) // last element
- {
- if (r-l <= 8) {
- InsertionSort(array,keys,l,r+1);
- return;
- }
- K t;
- K v=keys[r];
- T ttemp;
- int i=l-1;
- int j=r;
- do {
- do { i++; } while (i<r && keys[i]<v);
- do { j--; } while (j>0 && keys[j]>v);
-
- WWASSERT(j>=0);
- WWASSERT(i<=r);
- ttemp=array[i]; array[i]=array[j]; array[j]=ttemp;
- t=keys[i]; keys[i]=keys[j]; keys[j]=t;
- } while (j>i);
- array[j]=array[i];
- array[i]=array[r];
- array[r]=ttemp;
- keys[j]=keys[i];
- keys[i]=keys[r];
- keys[r]=t;
-
- if (i-1>l) QuickSort(array,keys,l,i-1);
- if (r>i+1) QuickSort(array,keys,i+1,r);
- }
- // ----------------------------------------------------------------------------
- //
- // Sorts and array. Uses values from array 'keys' as sort keys.
- //
- // ----------------------------------------------------------------------------
- template <class T, class K>
- void Sort (
- T* array, // array to sort
- K *keys, // sort keys
- int count) // array element count
- {
- bool do_insertion = false;
- if (count<=1) return; // only one element.. return..
- int c=0; // count number of rise pairs
- int i;
- for (i = 1; i < count; i++)
- if (keys[i] >= keys[i-1]) c++;
- if (c+1 == count) return; // array already sorted
- if (c<50) do_insertion=true; // array smaller than 50 should use insertion sort
- if (c<count/3) { // if array is not rising
- T tmp;
- K tval;
- for (i=0;i<count/2;i++) {
- int neg = count-1-i;
- tmp=array[i]; array[i]=array[neg]; array[neg]=tmp;
- tval=keys[i]; keys[i] = keys[neg]; keys[neg]=tval;
- }
- if (!c) return;
- do_insertion = true;
- }
- if (do_insertion) InsertionSort(array,keys,0,count);
- else QuickSort(array,keys,0,count-1); // quick sort
- }
- // ----------------------------------------------------------------------------
- class SortingNodeStruct : public DLNodeClass<SortingNodeStruct>
- {
- W3DMPO_GLUE(SortingNodeStruct)
- public:
- RenderStateStruct sorting_state;
- SphereClass bounding_sphere;
- Vector3 transformed_center;
- unsigned short start_index; // First index used in the ib
- unsigned short polygon_count; // Polygon count to process (3 indices = one polygon)
- unsigned short min_vertex_index; // First index used in the vb
- unsigned short vertex_count; // Number of vertices used in vb
- };
- static DLListClass<SortingNodeStruct> sorted_list;
- static DLListClass<SortingNodeStruct> clean_list;
- static unsigned total_sorting_vertices;
- static SortingNodeStruct* Get_Sorting_Struct()
- {
- SortingNodeStruct* state=clean_list.Head();
- if (state) {
- state->Remove();
- return state;
- }
- state=W3DNEW SortingNodeStruct();
- return state;
- }
- // ----------------------------------------------------------------------------
- //
- // Temporary arrays for the sorting system
- //
- // ----------------------------------------------------------------------------
- static float* vertex_z_array;
- static float* polygon_z_array;
- static unsigned * node_id_array;
- static unsigned * sorted_node_id_array;
- static ShortVectorIStruct* polygon_index_array;
- static unsigned vertex_z_array_count;
- static unsigned polygon_z_array_count;
- static unsigned node_id_array_count;
- static unsigned sorted_node_id_array_count;
- static unsigned polygon_index_array_count;
- TempIndexStruct* temp_index_array;
- unsigned temp_index_array_count;
- static TempIndexStruct* Get_Temp_Index_Array(unsigned count)
- {
- if (count < DEFAULT_SORTING_POLY_COUNT)
- count = DEFAULT_SORTING_POLY_COUNT;
- if (count>temp_index_array_count) {
- delete[] temp_index_array;
- temp_index_array=W3DNEWARRAY TempIndexStruct[count];
- temp_index_array_count=count;
- }
- return temp_index_array;
- }
- static float* Get_Vertex_Z_Array(unsigned count)
- {
- if (count < DEFAULT_SORTING_VERTEX_COUNT)
- count = DEFAULT_SORTING_VERTEX_COUNT;
- if (count>vertex_z_array_count) {
- delete[] vertex_z_array;
- vertex_z_array=W3DNEWARRAY float[count];
- vertex_z_array_count=count;
- }
- return vertex_z_array;
- }
- static float* Get_Polygon_Z_Array(unsigned count)
- {
- if (count < DEFAULT_SORTING_POLY_COUNT)
- count = DEFAULT_SORTING_POLY_COUNT;
- if (count>polygon_z_array_count) {
- delete[] polygon_z_array;
- polygon_z_array=W3DNEWARRAY float[count];
- polygon_z_array_count=count;
- }
- return polygon_z_array;
- }
- static unsigned * Get_Node_Id_Array(unsigned count)
- {
- if (count < DEFAULT_SORTING_POLY_COUNT)
- count = DEFAULT_SORTING_POLY_COUNT;
- if (count>node_id_array_count) {
- delete[] node_id_array;
- node_id_array=W3DNEWARRAY unsigned[count];
- node_id_array_count=count;
- }
- return node_id_array;
- }
- static unsigned * Get_Sorted_Node_Id_Array(unsigned count)
- {
- if (count < DEFAULT_SORTING_POLY_COUNT)
- count = DEFAULT_SORTING_POLY_COUNT;
- if (count>sorted_node_id_array_count) {
- delete[] sorted_node_id_array;
- sorted_node_id_array=W3DNEWARRAY unsigned[count];
- sorted_node_id_array_count=count;
- }
- return sorted_node_id_array;
- }
- static ShortVectorIStruct* Get_Polygon_Index_Array(unsigned count)
- {
- if (count < DEFAULT_SORTING_POLY_COUNT)
- count = DEFAULT_SORTING_POLY_COUNT;
- if (count>polygon_index_array_count) {
- delete[] polygon_index_array;
- polygon_index_array=W3DNEWARRAY ShortVectorIStruct[count];
- polygon_index_array_count=count;
- }
- return polygon_index_array;
- }
- // ----------------------------------------------------------------------------
- //
- // Insert triangles to the sorting system.
- //
- // ----------------------------------------------------------------------------
- void SortingRendererClass::Insert_Triangles(
- const SphereClass& bounding_sphere,
- unsigned short start_index,
- unsigned short polygon_count,
- unsigned short min_vertex_index,
- unsigned short vertex_count)
- {
- if (!WW3D::Is_Sorting_Enabled()) {
- DX8Wrapper::Draw_Triangles(start_index,polygon_count,min_vertex_index,vertex_count);
- return;
- }
- DX8_RECORD_SORTING_RENDER(polygon_count,vertex_count);
- SortingNodeStruct* state=Get_Sorting_Struct();
- DX8Wrapper::Get_Render_State(state->sorting_state);
- WWASSERT(
- ((state->sorting_state.index_buffer_type==BUFFER_TYPE_SORTING || state->sorting_state.index_buffer_type==BUFFER_TYPE_DYNAMIC_SORTING) &&
- (state->sorting_state.vertex_buffer_type==BUFFER_TYPE_SORTING || state->sorting_state.vertex_buffer_type==BUFFER_TYPE_DYNAMIC_SORTING)));
- state->bounding_sphere=bounding_sphere;
- state->start_index=start_index;
- state->polygon_count=polygon_count;
- state->min_vertex_index=min_vertex_index;
- state->vertex_count=vertex_count;
- SortingVertexBufferClass* vertex_buffer=static_cast<SortingVertexBufferClass*>(state->sorting_state.vertex_buffer);
- WWASSERT(vertex_buffer);
- WWASSERT(state->vertex_count<=vertex_buffer->Get_Vertex_Count());
- D3DXMATRIX mtx=(D3DXMATRIX&)state->sorting_state.world*(D3DXMATRIX&)state->sorting_state.view;
- D3DXVECTOR3 vec=(D3DXVECTOR3&)state->bounding_sphere.Center;
- D3DXVECTOR4 transformed_vec;
- D3DXVec3Transform(
- &transformed_vec,
- &vec,
- &mtx);
- state->transformed_center=Vector3(transformed_vec[0],transformed_vec[1],transformed_vec[2]);
-
- /// @todo lorenzen sez use a bucket sort here... and stop copying so much data so many times
- SortingNodeStruct* node=sorted_list.Head();
- while (node) {
- if (state->transformed_center.Z>node->transformed_center.Z) {
- if (sorted_list.Head()==sorted_list.Tail())
- sorted_list.Add_Head(state);
- else
- state->Insert_Before(node);
- break;
- }
- node=node->Succ();
- }
- if (!node) sorted_list.Add_Tail(state);
- #ifdef WWDEBUG
- unsigned short* indices=NULL;
- SortingIndexBufferClass* index_buffer=static_cast<SortingIndexBufferClass*>(state->sorting_state.index_buffer);
- WWASSERT(index_buffer);
- indices=index_buffer->index_buffer;
- WWASSERT(indices);
- indices+=state->start_index;
- indices+=state->sorting_state.iba_offset;
- for (int i=0;i<state->polygon_count;++i) {
- unsigned short idx1=indices[i*3]-state->min_vertex_index;
- unsigned short idx2=indices[i*3+1]-state->min_vertex_index;
- unsigned short idx3=indices[i*3+2]-state->min_vertex_index;
- WWASSERT(idx1<state->vertex_count);
- WWASSERT(idx2<state->vertex_count);
- WWASSERT(idx3<state->vertex_count);
- }
- #endif
- }
- // ----------------------------------------------------------------------------
- //
- // Insert triangles to the sorting system, with no bounding information.
- //
- // ----------------------------------------------------------------------------
- void SortingRendererClass::Insert_Triangles(
- unsigned short start_index,
- unsigned short polygon_count,
- unsigned short min_vertex_index,
- unsigned short vertex_count)
- {
- SphereClass sphere(Vector3(0.0f,0.0f,0.0f),0.0f);
- Insert_Triangles(sphere,start_index,polygon_count,min_vertex_index,vertex_count);
- }
- // ----------------------------------------------------------------------------
- //
- // Flush all sorting polygons.
- //
- // ----------------------------------------------------------------------------
- void Release_Refs(SortingNodeStruct* state)
- {
- REF_PTR_RELEASE(state->sorting_state.vertex_buffer);
- REF_PTR_RELEASE(state->sorting_state.index_buffer);
- REF_PTR_RELEASE(state->sorting_state.material);
- for (unsigned i=0;i<MAX_TEXTURE_STAGES;++i) {
- REF_PTR_RELEASE(state->sorting_state.Textures[i]);
- }
- }
- static unsigned overlapping_node_count;
- static unsigned overlapping_polygon_count;
- static unsigned overlapping_vertex_count;
- const unsigned MAX_OVERLAPPING_NODES=4096;
- static SortingNodeStruct* overlapping_nodes[MAX_OVERLAPPING_NODES];
- // ----------------------------------------------------------------------------
- void SortingRendererClass::Insert_To_Sorting_Pool(SortingNodeStruct* state)
- {
- if (overlapping_node_count>=MAX_OVERLAPPING_NODES) {
- Release_Refs(state);
- WWASSERT(0);
- return;
- }
- overlapping_nodes[overlapping_node_count]=state;
- overlapping_vertex_count+=state->vertex_count;
- overlapping_polygon_count+=state->polygon_count;
- overlapping_node_count++;
- }
- // ----------------------------------------------------------------------------
- static void Apply_Render_State(RenderStateStruct& render_state)
- {
- /* state->sorting_state.shader.Apply();
- */
- DX8Wrapper::Set_Shader(render_state.shader);
- /* if (render_state.material) render_state.material->Apply();
- */
- DX8Wrapper::Set_Material(render_state.material);
- /* if (render_state.Textures[2]) render_state.Textures[2]->Apply();
- if (render_state.Textures[3]) render_state.Textures[3]->Apply();
- if (render_state.Textures[4]) render_state.Textures[4]->Apply();
- if (render_state.Textures[5]) render_state.Textures[5]->Apply();
- if (render_state.Textures[6]) render_state.Textures[6]->Apply();
- if (render_state.Textures[7]) render_state.Textures[7]->Apply();
- */
- for (unsigned i=0;i<MAX_TEXTURE_STAGES;++i) {
- DX8Wrapper::Set_Texture(i,render_state.Textures[i]);
- }
- DX8Wrapper::_Set_DX8_Transform(D3DTS_WORLD,render_state.world);
- DX8Wrapper::_Set_DX8_Transform(D3DTS_VIEW,render_state.view);
- if (!render_state.material->Get_Lighting())
- return; //no point changing lights if they are ignored.
- if (render_state.LightEnable[0]) {
- DX8Wrapper::Set_DX8_Light(0,&render_state.Lights[0]);
- if (render_state.LightEnable[1]) {
- DX8Wrapper::Set_DX8_Light(1,&render_state.Lights[1]);
- if (render_state.LightEnable[2]) {
- DX8Wrapper::Set_DX8_Light(2,&render_state.Lights[2]);
- if (render_state.LightEnable[3]) {
- DX8Wrapper::Set_DX8_Light(3,&render_state.Lights[3]);
- }
- else {
- DX8Wrapper::Set_DX8_Light(3,NULL);
- }
- }
- else {
- DX8Wrapper::Set_DX8_Light(2,NULL);
- }
- }
- else {
- DX8Wrapper::Set_DX8_Light(1,NULL);
- }
- }
- else {
- DX8Wrapper::Set_DX8_Light(0,NULL);
- }
- // Matrix4 mtx;
- // mtx=render_state.world.Transpose();
- // DX8Wrapper::Set_Transform(D3DTS_WORLD,mtx);
- // mtx=render_state.view.Transpose();
- // DX8Wrapper::Set_Transform(D3DTS_VIEW,mtx);
- }
- // ----------------------------------------------------------------------------
- void SortingRendererClass::Flush_Sorting_Pool()
- {
- if (!overlapping_node_count) return;
- SNAPSHOT_SAY(("SortingSystem - Flush \n"));
- unsigned node_id;
- // Fill dynamic index buffer with sorting index buffer vertices
- unsigned * node_id_array=Get_Node_Id_Array(overlapping_polygon_count);
- float* polygon_z_array=Get_Polygon_Z_Array(overlapping_polygon_count);
- ShortVectorIStruct* polygon_idx_array=(ShortVectorIStruct*)Get_Polygon_Index_Array(overlapping_polygon_count);
- unsigned vertexAllocCount = overlapping_vertex_count;
- if (DynamicVBAccessClass::Get_Default_Vertex_Count() < DEFAULT_SORTING_VERTEX_COUNT)
- vertexAllocCount = DEFAULT_SORTING_VERTEX_COUNT; //make sure that we force the DX8 dynamic vertex buffer to maximum size
- if (overlapping_vertex_count > vertexAllocCount)
- vertexAllocCount = overlapping_vertex_count;
- WWASSERT(DEFAULT_SORTING_VERTEX_COUNT == 1 || vertexAllocCount <= DEFAULT_SORTING_VERTEX_COUNT);
- DynamicVBAccessClass dyn_vb_access(BUFFER_TYPE_DYNAMIC_DX8,dynamic_fvf_type,vertexAllocCount/*overlapping_vertex_count*/);
- {
- DynamicVBAccessClass::WriteLockClass lock(&dyn_vb_access);
- VertexFormatXYZNDUV2* dest_verts=lock.Get_Formatted_Vertex_Array();
- unsigned polygon_array_offset=0;
- unsigned vertex_array_offset=0;
- for (node_id=0;node_id<overlapping_node_count;++node_id) {
- SortingNodeStruct* state=overlapping_nodes[node_id];
- float* vertex_z_array=Get_Vertex_Z_Array(state->vertex_count);
- VertexFormatXYZNDUV2* src_verts=NULL;
- SortingVertexBufferClass* vertex_buffer=static_cast<SortingVertexBufferClass*>(state->sorting_state.vertex_buffer);
- WWASSERT(vertex_buffer);
- src_verts=vertex_buffer->VertexBuffer;
- WWASSERT(src_verts);
- src_verts+=state->sorting_state.vba_offset;
- src_verts+=state->sorting_state.index_base_offset;
- src_verts+=state->min_vertex_index;
- D3DXMATRIX d3d_mtx=(D3DXMATRIX&)state->sorting_state.world*(D3DXMATRIX&)state->sorting_state.view;
- D3DXMatrixTranspose(&d3d_mtx,&d3d_mtx);
- const Matrix4& mtx=(const Matrix4&)d3d_mtx;
- for (unsigned i=0;i<state->vertex_count;++i,++src_verts) {
- vertex_z_array[i] = (mtx[2][0] * src_verts->x + mtx[2][1] * src_verts->y + mtx[2][2] * src_verts->z + mtx[2][3]);
- *dest_verts++=*src_verts;
- }
- unsigned short* indices=NULL;
- SortingIndexBufferClass* index_buffer=static_cast<SortingIndexBufferClass*>(state->sorting_state.index_buffer);
- WWASSERT(index_buffer);
- indices=index_buffer->index_buffer;
- WWASSERT(indices);
- indices+=state->start_index;
- indices+=state->sorting_state.iba_offset;
- for (i=0;i<state->polygon_count;++i) {
- unsigned short idx1=indices[i*3]-state->min_vertex_index;
- unsigned short idx2=indices[i*3+1]-state->min_vertex_index;
- unsigned short idx3=indices[i*3+2]-state->min_vertex_index;
- WWASSERT(idx1<state->vertex_count);
- WWASSERT(idx2<state->vertex_count);
- WWASSERT(idx3<state->vertex_count);
- float z1=vertex_z_array[idx1];
- float z2=vertex_z_array[idx2];
- float z3=vertex_z_array[idx3];
- float z=(z1+z2+z3)/3.0f;
- unsigned array_index=i+polygon_array_offset;
- WWASSERT(array_index<overlapping_polygon_count);
- polygon_z_array[array_index]=z;
- node_id_array[array_index]=node_id;
- polygon_idx_array[array_index]=ShortVectorIStruct(
- idx1+vertex_array_offset,
- idx2+vertex_array_offset,
- idx3+vertex_array_offset);
- }
- state->min_vertex_index=vertex_array_offset;
- polygon_array_offset+=state->polygon_count;
- vertex_array_offset+=state->vertex_count;
- }
- }
- TempIndexStruct* tis=Get_Temp_Index_Array(overlapping_polygon_count);
- for (unsigned a=0;a<overlapping_polygon_count;++a) {
- tis[a]=TempIndexStruct(polygon_idx_array[a],node_id_array[a]);
- }
- Sort<TempIndexStruct,float>(tis,polygon_z_array,overlapping_polygon_count);
- /* ///@todo: Add code to break up rendering into multiple index buffer fills to allow more than 65536/3 triangles. -MW
- int total_overlapping_polygon_count = overlapping_polygon_count;
- while ( > 0)
- {
- if ((total_overlapping_polygon_count*3) > 65535)
- { //overflowed the index buffer, must break into multiple batches
- overlapping_polygon_count = 65535/3;
- }
- else
- overlapping_polygon_count = total_overlapping_polygon_count;
- //insert rendering code here!!
- total_overlapping_polygon_count -= overlapping_polygon_count;
- }
- */
- unsigned polygonAllocCount = overlapping_polygon_count;
- if ((unsigned)(DynamicIBAccessClass::Get_Default_Index_Count()/3) < DEFAULT_SORTING_POLY_COUNT)
- polygonAllocCount = DEFAULT_SORTING_POLY_COUNT; //make sure that we force the DX8 index buffer to maximum size
- if (overlapping_polygon_count > polygonAllocCount)
- polygonAllocCount = overlapping_polygon_count;
- WWASSERT(DEFAULT_SORTING_POLY_COUNT <= 1 || polygonAllocCount <= DEFAULT_SORTING_POLY_COUNT);
- DynamicIBAccessClass dyn_ib_access(BUFFER_TYPE_DYNAMIC_DX8,polygonAllocCount*3);
- {
- DynamicIBAccessClass::WriteLockClass lock(&dyn_ib_access);
- ShortVectorIStruct* sorted_polygon_index_array=(ShortVectorIStruct*)lock.Get_Index_Array();
- for (a=0;a<overlapping_polygon_count;++a) {
- sorted_polygon_index_array[a]=tis[a].tri;
- }
- }
- // Set index buffer and render!
- DX8Wrapper::Set_Index_Buffer(dyn_ib_access,0); // Override with this buffer (do something to prevent need for this!)
- DX8Wrapper::Set_Vertex_Buffer(dyn_vb_access); // Override with this buffer (do something to prevent need for this!)
- DX8Wrapper::Apply_Render_State_Changes();
- unsigned count_to_render=1;
- unsigned start_index=0;
- node_id=tis[0].idx;
- for (unsigned i=1;i<overlapping_polygon_count;++i) {
- if (node_id!=tis[i].idx) {
- SortingNodeStruct* state=overlapping_nodes[node_id];
- Apply_Render_State(state->sorting_state);
- DX8Wrapper::Draw_Triangles(
- start_index*3,
- count_to_render,
- state->min_vertex_index,
- state->vertex_count);
- count_to_render=0;
- start_index=i;
- node_id=tis[i].idx;
- }
- count_to_render++; //keep track of number of polygons of same kind
- }
- // Render any remaining polygons...
- if (count_to_render) {
- SortingNodeStruct* state=overlapping_nodes[node_id];
- Apply_Render_State(state->sorting_state);
- DX8Wrapper::Draw_Triangles(
- start_index*3,
- count_to_render,
- state->min_vertex_index,
- state->vertex_count);
- }
- // Release all references and return nodes back to the clean list for the frame...
- for (node_id=0;node_id<overlapping_node_count;++node_id) {
- SortingNodeStruct* state=overlapping_nodes[node_id];
- Release_Refs(state);
- clean_list.Add_Head(state);
- }
- overlapping_node_count=0;
- overlapping_polygon_count=0;
- overlapping_vertex_count=0;
- SNAPSHOT_SAY(("SortingSystem - Done flushing\n"));
- }
- // ----------------------------------------------------------------------------
- void SortingRendererClass::Flush()
- {
- Matrix4 old_view;
- Matrix4 old_world;
- DX8Wrapper::Get_Transform(D3DTS_VIEW,old_view);
- DX8Wrapper::Get_Transform(D3DTS_WORLD,old_world);
- while (SortingNodeStruct* state=sorted_list.Head()) {
- state->Remove();
-
- if ((state->sorting_state.index_buffer_type==BUFFER_TYPE_SORTING || state->sorting_state.index_buffer_type==BUFFER_TYPE_DYNAMIC_SORTING) &&
- (state->sorting_state.vertex_buffer_type==BUFFER_TYPE_SORTING || state->sorting_state.vertex_buffer_type==BUFFER_TYPE_DYNAMIC_SORTING)) {
- Insert_To_Sorting_Pool(state);
- }
- else {
- DX8Wrapper::Set_Render_State(state->sorting_state);
- DX8Wrapper::Draw_Triangles(state->start_index,state->polygon_count,state->min_vertex_index,state->vertex_count);
- DX8Wrapper::Release_Render_State();
- Release_Refs(state);
- clean_list.Add_Head(state);
- }
- }
- Flush_Sorting_Pool();
- DX8Wrapper::Set_Index_Buffer(0,0);
- DX8Wrapper::Set_Vertex_Buffer(0);
- total_sorting_vertices=0;
- DynamicIBAccessClass::_Reset(false);
- DynamicVBAccessClass::_Reset(false);
- DX8Wrapper::Set_Transform(D3DTS_VIEW,old_view);
- DX8Wrapper::Set_Transform(D3DTS_WORLD,old_world);
- }
- // ----------------------------------------------------------------------------
- void SortingRendererClass::Deinit()
- {
- SortingNodeStruct *head = NULL;
- //
- // Flush the sorted list
- //
- while ((head = sorted_list.Head ()) != NULL) {
- sorted_list.Remove_Head ();
- delete head;
- }
- //
- // Flush the clean list
- //
- while ((head = clean_list.Head ()) != NULL) {
- clean_list.Remove_Head ();
- delete head;
- }
- delete[] vertex_z_array;
- vertex_z_array=NULL;
- vertex_z_array_count=0;
- delete[] polygon_z_array;
- polygon_z_array=NULL;
- polygon_z_array_count=0;
- delete[] node_id_array;
- node_id_array=NULL;
- node_id_array_count=0;
- delete[] sorted_node_id_array;
- sorted_node_id_array=NULL;
- sorted_node_id_array_count=0;
- delete[] polygon_index_array;
- polygon_index_array=NULL;
- polygon_index_array_count=0;
- delete[] temp_index_array;
- temp_index_array=NULL;
- temp_index_array_count=0;
- }
- // ----------------------------------------------------------------------------
- //
- // Insert a VolumeParticle triangle into the sorting system.
- //
- // ----------------------------------------------------------------------------
- void SortingRendererClass::Insert_VolumeParticle(
- const SphereClass& bounding_sphere,
- unsigned short start_index,
- unsigned short polygon_count,
- unsigned short min_vertex_index,
- unsigned short vertex_count,
- unsigned short layerCount)
- {
- if (!WW3D::Is_Sorting_Enabled()) {
- DX8Wrapper::Draw_Triangles(start_index,polygon_count,min_vertex_index,vertex_count);
- return;
- }
- //FOR VOLUME_PARTICLE LOGIC:
- // WE MUST MULTIPLY THE VERTCOUNT AND POLYCOUNT BY THE VOLUME_PARTICLE DEPTH
- DX8_RECORD_SORTING_RENDER( polygon_count * layerCount,vertex_count * layerCount);//THIS IS VOLUME_PARTICLE SPECIFIC
- SortingNodeStruct* state=Get_Sorting_Struct();
- DX8Wrapper::Get_Render_State(state->sorting_state);
- WWASSERT(((state->sorting_state.index_buffer_type==BUFFER_TYPE_SORTING || state->sorting_state.index_buffer_type==BUFFER_TYPE_DYNAMIC_SORTING) &&
- (state->sorting_state.vertex_buffer_type==BUFFER_TYPE_SORTING || state->sorting_state.vertex_buffer_type==BUFFER_TYPE_DYNAMIC_SORTING)));
- state->bounding_sphere=bounding_sphere;
- state->start_index=start_index;
- state->min_vertex_index=min_vertex_index;
- state->polygon_count=polygon_count * layerCount;//THIS IS VOLUME_PARTICLE SPECIFIC
- state->vertex_count=vertex_count * layerCount;//THIS IS VOLUME_PARTICLE SPECIFIC
- SortingVertexBufferClass* vertex_buffer=static_cast<SortingVertexBufferClass*>(state->sorting_state.vertex_buffer);
- WWASSERT(vertex_buffer);
- WWASSERT(state->vertex_count<=vertex_buffer->Get_Vertex_Count());
- // Transform the center point to view space for sorting
- D3DXMATRIX mtx=(D3DXMATRIX&)state->sorting_state.world*(D3DXMATRIX&)state->sorting_state.view;
- D3DXVECTOR3 vec=(D3DXVECTOR3&)state->bounding_sphere.Center;
- D3DXVECTOR4 transformed_vec;
- D3DXVec3Transform(
- &transformed_vec,
- &vec,
- &mtx);
- state->transformed_center=Vector3(transformed_vec[0],transformed_vec[1],transformed_vec[2]);
- // BUT WHAT IS THE DEAL WITH THE VERTCOUNT AND POLYCOUNT BEING N BUT TRANSFORMED CENTER COUNT == 1
- //THE TRANSFORMED CENTER[2] IS THE ZBUFFER DEPTH
-
- /// @todo lorenzen sez use a bucket sort here... and stop copying so much data so many times
- SortingNodeStruct* node=sorted_list.Head();
- while (node) {
- if (state->transformed_center.Z>node->transformed_center.Z) {
- if (sorted_list.Head()==sorted_list.Tail())
- sorted_list.Add_Head(state);
- else
- state->Insert_Before(node);
- break;
- }
- node=node->Succ();
- }
- if (!node) sorted_list.Add_Tail(state);
- //#ifdef WWDEBUG
- // unsigned short* indices=NULL;
- // SortingIndexBufferClass* index_buffer=static_cast<SortingIndexBufferClass*>(state->sorting_state.index_buffer);
- // WWASSERT(index_buffer);
- // indices=index_buffer->index_buffer;
- // WWASSERT(indices);
- // indices+=state->start_index;
- // indices+=state->sorting_state.iba_offset;
- //
- // for (int i=0;i<state->polygon_count;++i) {
- // unsigned short idx1=indices[i*3]-state->min_vertex_index;
- // unsigned short idx2=indices[i*3+1]-state->min_vertex_index;
- // unsigned short idx3=indices[i*3+2]-state->min_vertex_index;
- // WWASSERT(idx1<state->vertex_count);
- // WWASSERT(idx2<state->vertex_count);
- // WWASSERT(idx3<state->vertex_count);
- // }
- //#endif
- }
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