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- /*
- ** Command & Conquer Renegade(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 : ww3d *
- * *
- * $Archive:: /Commando/Code/ww3d2/visrasterizer.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Jani_p $*
- * *
- * $Modtime:: 11/24/01 5:42p $*
- * *
- * $Revision:: 6 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef VISRASTERIZER_H
- #define VISRASTERIZER_H
- #include "always.h"
- #include "matrix3d.h"
- #include "matrix4.h"
- #include "vector3i.h"
- #include "vector3.h"
- #include "simplevec.h"
- #include "bittype.h"
- #include "plane.h"
- #include "meshgeometry.h"
- class CameraClass;
- class AABoxClass;
- struct GradientsStruct;
- struct EdgeStruct;
- /**
- ** IDBufferClass
- ** This class manages the ID buffer and the Z buffer. It provides the low level
- ** rasterization code and stats about how many pixels and triangles are drawn.
- */
- class IDBufferClass
- {
- public:
- IDBufferClass(void);
- ~IDBufferClass(void);
- /*
- ** State interface
- */
- void Set_Resolution(int w,int h);
- void Get_Resolution(int * get_w,int * get_h);
-
- void Set_Backface_ID(uint32 id) { BackfaceID = id; }
- void Set_Frontface_ID(uint32 id) { FrontfaceID = id; }
- uint32 Get_Backface_ID(void) { return BackfaceID; }
- uint32 Get_Frontface_ID(void) { return FrontfaceID; }
- void Enable_Two_Sided_Rendering(bool onoff) { TwoSidedRenderingEnabled = onoff; }
- bool Is_Two_Sided_Rendering_Enabled(void) { return TwoSidedRenderingEnabled; }
- enum ModeType { OCCLUDER_MODE = 0, NON_OCCLUDER_MODE };
- void Set_Render_Mode(ModeType mode) { RenderMode = mode; }
- ModeType Get_Render_Mode(void) { return RenderMode; }
- void Reset_Pixel_Counter(void) { PixelCounter = 0; }
- int Get_Pixel_Counter(void) { return PixelCounter; }
- /*
- ** Rendering interface
- */
- void Clear(void);
- bool Render_Triangle(const Vector3 & p0,const Vector3 & p1,const Vector3 & p2);
- const uint32 * Get_Pixel_Row(int y,int min_x,int max_x);
- protected:
- void Reset(void);
- void Allocate_Buffers(void);
- bool Is_Backfacing(const Vector3 & p0,const Vector3 & p1,const Vector3 & p2);
- int Render_Occluder_Scanline(GradientsStruct & grads,EdgeStruct * left,EdgeStruct * right);
- int Render_Non_Occluder_Scanline(GradientsStruct & grads,EdgeStruct * left,EdgeStruct * right);
- int Pixel_Coords_To_Address(int x,int y) { return y*ResWidth + x; }
- uint32 BackfaceID;
- uint32 FrontfaceID;
- uint32 CurID;
- int PixelCounter;
- ModeType RenderMode;
- bool TwoSidedRenderingEnabled;
- int ResWidth;
- int ResHeight;
- uint32 * IDBuffer;
- float * ZBuffer; // actually a 1/z buffer...
- };
- inline const uint32 * IDBufferClass::Get_Pixel_Row(int y,int min_x,int max_x)
- {
- WWASSERT(y>=0);
- WWASSERT(y<ResHeight);
- WWASSERT(min_x>=0);
- WWASSERT(max_x<=ResWidth);
- int addr = Pixel_Coords_To_Address(min_x,y);
- return &(IDBuffer[addr]);
- }
- inline bool IDBufferClass::Is_Backfacing(const Vector3 & p0,const Vector3 & p1,const Vector3 & p2)
- {
- float x1=p1[0]-p0[0];
- float y1=p1[1]-p0[1];
- float x2=p2[0]-p0[0];
- float y2=p2[1]-p0[1];
- float r=x1*y2-x2*y1;
- if (r<0.0f) return true;
- return false;
- }
- /**
- ** VisRasterizerClass
- ** This class encapsulates the "ID buffer rasterization" code needed by the vis system. Basically
- ** it is a floating point z-buffer and an id buffer which is used by the visiblity precalculation system.
- ** The VisRasterizer will transform and clip triangles into homogeneous view space; then the clipped
- ** triangles will be passed on to the IDBufferClass which will scan convert them.
- */
- class VisRasterizerClass
- {
- public:
- VisRasterizerClass(void);
- ~VisRasterizerClass(void);
- /*
- ** ID Buffer Interface
- */
- void Set_Render_Mode(IDBufferClass::ModeType mode) { IDBuffer.Set_Render_Mode(mode); }
- IDBufferClass::ModeType Get_Render_Mode(void) { return IDBuffer.Get_Render_Mode(); }
- void Set_Backface_ID(uint32 id) { IDBuffer.Set_Backface_ID(id); }
- void Set_Frontface_ID(uint32 id) { IDBuffer.Set_Frontface_ID(id); }
- uint32 Get_Backface_ID(void) { return IDBuffer.Get_Backface_ID(); }
- uint32 Get_Frontface_ID(void) { return IDBuffer.Get_Frontface_ID(); }
- void Enable_Two_Sided_Rendering(bool onoff) { IDBuffer.Enable_Two_Sided_Rendering(onoff); }
- bool Is_Two_Sided_Rendering_Enabled(void) { return IDBuffer.Is_Two_Sided_Rendering_Enabled(); }
- void Set_Resolution(int width,int height);
- void Get_Resolution(int * set_width,int * set_height);
- void Reset_Pixel_Counter(void) { IDBuffer.Reset_Pixel_Counter(); }
- int Get_Pixel_Counter(void) { return IDBuffer.Get_Pixel_Counter(); }
- /*
- ** Rendering Interface
- */
- void Set_Model_Transform(const Matrix3D & model);
- void Set_Camera(CameraClass * camera);
- const Matrix3D & Get_Model_Transform(void);
- CameraClass * Get_Camera(void);
- CameraClass * Peek_Camera(void);
- void Clear(void) { IDBuffer.Clear(); }
- bool Render_Triangles(const Vector3 * verts,int vcount,const TriIndex * tris, int tcount,const AABoxClass & bounds);
- const uint32 * Get_Pixel_Row(int y,int min_x,int max_x) { return IDBuffer.Get_Pixel_Row(y,min_x,max_x); }
- protected:
-
- void Update_MV_Transform(void);
- const Matrix3D & Get_MV_Transform(void);
- Vector3 * Get_Temp_Vertex_Buffer(int count);
- bool Render_Triangles_Clip(const Vector3 * verts,int vcount,const TriIndex * tris, int tcount);
- bool Render_Triangles_No_Clip(const Vector3 * verts,int vcount,const TriIndex * tris, int tcount);
-
- Matrix3D ModelTransform; // AKA "World Transform"
- CameraClass * Camera;
- Matrix3D MVTransform;
- IDBufferClass IDBuffer;
- SimpleVecClass<Vector3> TempVertexBuffer;
- };
- #endif //VISRASTERIZER_H
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