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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 : WWPhys *
- * *
- * $Archive:: /Commando/Code/wwphys/pscene_vis.cpp $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 10/23/01 8:35p $*
- * *
- * $Revision:: 47 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * PhysicsSceneClass::Release_Vis_Resources -- Releases resources used by the VIS code *
- * PhysicsSceneClass::Reset_Vis -- Sets the internal vis reset flag. *
- * PhysicsSceneClass::Validate_Vis -- Clears the internal vis reset flag *
- * PhysicsSceneClass::Internal_Vis_Reset -- Resets the vis system if needed *
- * PhysicsSceneClass::Get_Vis_Camera -- returns a pointer (ref-counted) to the vis camera *
- * PhysicsSceneClass::Get_Vis_Gerd -- returns a pointer to the VIS Gerd *
- * PhysicsSceneClass::Show_Vis_Window -- Makes the vis render window visible to the user *
- * PhysicsSceneClass::Is_Vis_Window_Visible -- Returns status of the vis render window *
- * PhysicsSceneClass::Get_Static_Light_Count -- returns the number of static lights *
- * PhysicsSceneClass::Generate_Vis_For_Light -- generate a PVS for the specified light *
- * PhysicsSceneClass::Update_Vis -- Performs a vis sample from the given coord system *
- * PhysicsSceneClass::Vis_Render_And_Scan -- Renders the scene and scans for visible objects *
- * PhysicsSceneClass::Vis_Debug_Render -- Renders the same way VIS does *
- * PhysicsSceneClass::Generate_Vis_Statistics_Report -- Stats about the visibility in the le *
- * PhysicsSceneClass::Optimize_Visibility_Data -- combines and removes redundant vis data *
- * PhysicsSceneClass::Merge_Vis_Sector_IDs -- Merges two sector ID's *
- * PhysicsSceneClass::Merge_Vis_Object_IDs -- combines two vis object ID's *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "pscene.h"
- #include "staticaabtreecull.h"
- #include "dynamicaabtreecull.h"
- #include "staticphys.h"
- #include "lightcull.h"
- #include "camera.h"
- #include "vertmaterial.h"
- #include "shader.h"
- #include "visrendercontext.h"
- #include "visoptimizationcontext.h"
- #include "visoptprogress.h"
- #include "light.h"
- #include "visrasterizer.h"
- /************************************************************************************
- **
- ** PhysicsSceneClass Visibility system
- **
- ************************************************************************************/
- void PhysicsSceneClass::Enable_Vis(bool onoff)
- {
- VisEnabled = onoff;
- }
- void PhysicsSceneClass::Invert_Vis(bool onoff)
- {
- VisInverted = onoff;
- }
- void PhysicsSceneClass::Set_Vis_Quick_And_Dirty(bool onoff)
- {
- VisQuickAndDirty = onoff;
- }
- void PhysicsSceneClass::Enable_Vis_Sector_Display(bool onoff)
- {
- VisSectorDisplayEnabled = onoff;
- }
- void PhysicsSceneClass::Enable_Vis_Sector_History_Display(bool onoff)
- {
- VisSectorHistoryEnabled = onoff;
- }
- void PhysicsSceneClass::Enable_Vis_Sector_Fallback(bool onoff)
- {
- VisSectorFallbackEnabled = onoff;
- }
- void PhysicsSceneClass::Enable_Backface_Occluder_Debug(bool onoff)
- {
- BackfaceDebugEnabled = onoff;
- }
- void PhysicsSceneClass::Set_Vis_Grid_Display_Mode(int mode)
- {
- VisGridDisplayMode = mode;
- }
- bool PhysicsSceneClass::Is_Vis_Enabled(void)
- {
- return VisEnabled;
- }
- bool PhysicsSceneClass::Is_Vis_Inverted(void)
- {
- return VisInverted;
- }
- bool PhysicsSceneClass::Is_Vis_Quick_And_Dirty(void)
- {
- return VisQuickAndDirty;
- }
- bool PhysicsSceneClass::Is_Vis_Sector_Display_Enabled(void)
- {
- return VisSectorDisplayEnabled;
- }
- bool PhysicsSceneClass::Is_Vis_Sector_History_Display_Enabled(void)
- {
- return VisSectorHistoryEnabled;
- }
- bool PhysicsSceneClass::Is_Vis_Sector_Fallback_Enabled(void)
- {
- return VisSectorFallbackEnabled;
- }
- bool PhysicsSceneClass::Is_Backface_Occluder_Debug_Enabled(void)
- {
- return BackfaceDebugEnabled;
- }
- int PhysicsSceneClass::Get_Vis_Grid_Display_Mode(void)
- {
- return VisGridDisplayMode;
- }
- void PhysicsSceneClass::Vis_Grid_Debug_Reset_Node(void)
- {
- DynamicObjVisSystem->Debug_Reset_Node();
- }
- bool PhysicsSceneClass::Vis_Grid_Debug_Enter_Parent(void)
- {
- return DynamicObjVisSystem->Debug_Enter_Parent();
- }
- bool PhysicsSceneClass::Vis_Grid_Debug_Enter_Sibling(void)
- {
- return DynamicObjVisSystem->Debug_Enter_Sibling();
- }
-
- bool PhysicsSceneClass::Vis_Grid_Debug_Enter_Front_Child(void)
- {
- return DynamicObjVisSystem->Debug_Enter_Front_Child();
- }
- bool PhysicsSceneClass::Vis_Grid_Debug_Enter_Back_Child(void)
- {
- return DynamicObjVisSystem->Debug_Enter_Back_Child();
- }
- bool PhysicsSceneClass::Is_Vis_Sector_Missing(void)
- {
- return VisSectorMissing;
- }
- int PhysicsSceneClass::Allocate_Vis_Object_ID(int count /* = 1*/)
- {
- return VisTableManager.Allocate_Vis_Object_ID(count);
- }
- int PhysicsSceneClass::Allocate_Vis_Sector_ID(int count /* = 1*/)
- {
- return VisTableManager.Allocate_Vis_Sector_ID(count);
- }
- int PhysicsSceneClass::Get_Vis_Table_Size(void)
- {
- Internal_Vis_Reset();
- return VisTableManager.Get_Vis_Table_Size();
- }
- int PhysicsSceneClass::Get_Vis_Table_Count(void)
- {
- Internal_Vis_Reset();
- return VisTableManager.Get_Vis_Table_Count();
- }
- void PhysicsSceneClass::Compute_Vis_Sample_Point(const CameraClass & camera,Vector3 * set_point)
- {
- WWASSERT(set_point != NULL);
- if (!VisSamplePointLocked) {
- float nearz,farz;
- camera.Get_Clip_Planes(nearz,farz);
- Matrix3D::Transform_Vector(camera.Get_Transform(),Vector3(0,0,-nearz-0.05f),set_point);
- } else {
- *set_point = LockedVisSamplePoint;
- }
- }
- VisTableClass * PhysicsSceneClass::Get_Vis_Table(int vis_sector_id)
- {
- return VisTableManager.Get_Vis_Table(vis_sector_id);
- }
- VisTableClass * PhysicsSceneClass::Get_Vis_Table(const Vector3 & point)
- {
- int vis_id = StaticCullingSystem->Get_Vis_Sector_ID(point);
- return VisTableManager.Get_Vis_Table(vis_id);
- }
- VisTableClass * PhysicsSceneClass::Get_Vis_Table(const CameraClass & camera)
- {
- Vector3 sample_point;
- Compute_Vis_Sample_Point(camera,&sample_point);
- return Get_Vis_Table(sample_point);
- }
- VisTableClass * PhysicsSceneClass::Get_Vis_Table_For_Rendering(const CameraClass & camera)
- {
- // Decompress the visibility table for the current camera view
- // Note that if the vis system needs to be reset, we don't want to use any obsolete data
- // Also, if a sample point hasn't been given, we will skip visibility.
- // Also, if we don't find a vis sector, we'll try to use the last valid one that we had.
- int vis_id = -1;
- VisTableClass * pvs = NULL;
- Vector3 vis_sample_point;
- Compute_Vis_Sample_Point(camera,&vis_sample_point);
- if ((!VisResetNeeded) && VisEnabled) {
-
- vis_id = StaticCullingSystem->Get_Vis_Sector_ID(vis_sample_point);
- if (vis_id == -1) {
- VisSectorMissing = true;
- if (VisSectorFallbackEnabled) {
- vis_id = LastValidVisId;
- }
- } else {
- if ((LastValidVisId != vis_id) && VisSectorDisplayEnabled) {
- StaticPhysClass * tile = StaticCullingSystem->Find_Vis_Tile(vis_sample_point);
- WWDEBUG_SAY (("Vis Sector: %s\n", tile->Peek_Model ()->Get_Name ()));
- }
- LastValidVisId = vis_id;
- VisSectorMissing = false;
- }
-
- if (vis_id != -1) {
- pvs = VisTableManager.Get_Vis_Table(LastValidVisId);
- }
- if ((VisInverted) && (pvs != NULL)) {
- VisTableClass * new_pvs = NEW_REF(VisTableClass,(*pvs));
- new_pvs->Invert();
- REF_PTR_RELEASE(pvs);
- pvs = new_pvs;
- }
- }
- return pvs;
- }
- uint32 PhysicsSceneClass::Get_Dynamic_Object_Vis_ID
- (
- const AABoxClass & obj_bounds,
- int * node_id
- )
- {
- return DynamicObjVisSystem->Get_Dynamic_Object_Vis_ID(obj_bounds,node_id);
- }
- void PhysicsSceneClass::Debug_Display_Dynamic_Vis_Node(int node_id)
- {
- if (VisGridDisplayMode == VIS_GRID_DISPLAY_OCCUPIED) {
- AABoxClass bounds;
- DynamicObjVisSystem->Get_Node_Bounds(node_id,&bounds);
- bounds.Extent -= Vector3(5,5,5);
- DEBUG_RENDER_AABOX(bounds,Vector3(0,1,1),0.25f);
- }
- }
- void PhysicsSceneClass::Lock_Vis_Sample_Point(bool onoff)
- {
- VisSamplePointLocked = onoff;
- LockedVisSamplePoint = LastCameraPosition;
- }
- bool PhysicsSceneClass::Is_Vis_Sample_Point_Locked(void)
- {
- return VisSamplePointLocked;
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Release_Vis_Resources -- Releases resources used by the VIS code *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/5/2000 gth : Created. *
- *=============================================================================================*/
- void PhysicsSceneClass::Release_Vis_Resources(void)
- {
- REF_PTR_RELEASE(VisCamera);
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Reset_Vis -- Sets the internal vis reset flag. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/5/2000 gth : Created. *
- *=============================================================================================*/
- void PhysicsSceneClass::Reset_Vis(bool doitnow)
- {
- /*
- ** defer the actual reset until later.
- ** the Update_Vis call and the Save_Map methods will check
- ** this bit and do the real reset
- */
- VisResetNeeded = true;
- if (doitnow) {
- Internal_Vis_Reset();
- }
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Validate_Vis -- Clears the internal vis reset flag *
- * *
- * This should not normally be called. It is needed when the level editor loads a level. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/5/2000 gth : Created. *
- *=============================================================================================*/
- void PhysicsSceneClass::Validate_Vis(void)
- {
- /*
- ** Clear the reset flag, this is needed after a level is loaded.
- ** Normally as static objects are added to the system, the reset
- ** flag will be set, but in the case of loading, we are also
- ** loading the visibility data...
- */
- VisResetNeeded = false;
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Internal_Vis_Reset -- Resets the vis system if needed *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/5/2000 gth : Created. *
- *=============================================================================================*/
- void PhysicsSceneClass::Internal_Vis_Reset(void)
- {
- if (VisResetNeeded) {
- VisResetNeeded = false;
- WWDEBUG_SAY(("Resetting the visibility system.\r\n"));
-
- /*
- ** Throw away all visibility data.
- */
- VisTableManager.Reset();
- /*
- ** Re-partition the static object culling systems for the heck of it.
- ** We don't re-partition the dynamic object culling system since it is
- ** a massive preprocessing step to actually generate it.
- */
- StaticCullingSystem->Re_Partition();
- StaticLightingSystem->Re_Partition();
- /*
- ** Assign Vis IDs. Each system may allocate both vis sector ID's and
- ** vis object IDs.
- */
- StaticCullingSystem->Assign_Vis_IDs();
- DynamicObjVisSystem->Assign_Vis_IDs();
- StaticLightingSystem->Assign_Vis_IDs();
-
- /*
- ** Force all dynamic objects to recompute their visibility id
- */
- RefPhysListIterator it(&ObjList);
- while (!it.Is_Done()) {
- DynamicPhysClass * pobj = it.Peek_Obj()->As_DynamicPhysClass();
- if (pobj!=NULL) {
- pobj->Update_Visibility_Status();
- }
- it.Next();
- }
- }
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Get_Vis_Camera -- returns a pointer (ref-counted) to the vis camera *
- * *
- * The VIS camera is allocated the first time it is needed. Normally this is only done *
- * as a pre-processing step inside the level editor. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/5/2000 gth : Created. *
- *=============================================================================================*/
- CameraClass * PhysicsSceneClass::Get_Vis_Camera(void)
- {
- if (VisCamera) {
- VisCamera->Add_Ref();
- return VisCamera;
- }
- VisCamera = new CameraClass;
- VisCamera->Set_Clip_Planes(VIS_NEAR_CLIP,VIS_FAR_CLIP);
- VisCamera->Set_View_Plane(DEG_TO_RAD(90.0f),DEG_TO_RAD(90.0f));
- VisCamera->Set_Viewport(Vector2(0,0),Vector2(1,1));
-
- VisCamera->Add_Ref();
- return VisCamera;
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Update_Vis -- Performs a vis sample from the given coord system *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/5/2000 gth : Created. *
- *=============================================================================================*/
- VisSampleClass
- PhysicsSceneClass::Update_Vis
- (
- const Matrix3D & camera_tm,
- VisDirBitsType direction_bits
- )
- {
- return Update_Vis(camera_tm.Get_Translation(),camera_tm,direction_bits);
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Update_Vis -- Performs a vis sample from the given coord system *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/5/2000 gth : Created. *
- *=============================================================================================*/
- VisSampleClass
- PhysicsSceneClass::Update_Vis
- (
- const Vector3 & sample_point,
- const Matrix3D & camera_tm,
- VisDirBitsType direction_bits,
- CameraClass * alternate_camera,
- int user_vis_id
- )
- {
- /*
- ** If the visibility system has been invalidated, reset it now
- */
- Internal_Vis_Reset();
- /*
- ** Look up the vis-sector-id for this vis sample
- */
- int vis_id = 0;
- if (user_vis_id == -1) {
- vis_id = StaticCullingSystem->Get_Vis_Sector_ID(sample_point);
- } else {
- vis_id = user_vis_id;
- }
- /*
- ** Get the existing pvs and make a copy of it that we can
- ** modify with the results of our sampling
- */
- VisTableClass * original_pvs = VisTableManager.Get_Vis_Table(vis_id,true);
- if (original_pvs == NULL) {
- VisSampleClass vis_sample(camera_tm,direction_bits);
- vis_sample.Init_Error();
- WWDEBUG_SAY(("Vis Sample Rejected - No Vis Sector or Vis Sector ID not assigned!\r\n"));
- return vis_sample;
- }
- VisTableClass * pvs = new VisTableClass(*original_pvs);
- /*
- ** Grab the camera, GERD, shader, vertex material...
- */
- CameraClass * camera = NULL;
- if (alternate_camera) { // if user is supplying an alternate camera, use it
- camera = alternate_camera;
- camera->Add_Ref();
- } else { // otherwise use the vis camera
- camera = Get_Vis_Camera();
- }
- WWASSERT (camera != NULL);
- /*
- ** Create the render context, initialize the GERD, install the Vis shader and vertex material
- */
- VisRenderContextClass context(*camera,*pvs);
- context.Set_Resolution(VIS_RENDER_WIDTH,VIS_RENDER_HEIGHT);
- context.Set_Vis_Quick_And_Dirty(VisQuickAndDirty);
- /*
- ** Evaluate visiblity for the six views from this point
- */
- VisSampleClass vis_sample(camera_tm,direction_bits);
- WWDEBUG_SAY(("Generating Vis for sector %d... ",vis_id));
- for (int i=0; i<VIS_DIRECTIONS; i++) {
- if (vis_sample.Direction_Enabled((VisDirType)i)) {
- if (!vis_sample.Sample_Useless() || (direction_bits & VIS_FORCE_ACCEPT)) {
- vis_sample.Set_Cur_Direction((VisDirType)i);
- context.Camera.Set_Transform(vis_sample.Get_Camera_Transform((VisDirType)i));
- Vis_Render_And_Scan(context,vis_sample);
- }
- }
- }
- /*
- ** The static culling system needs to propogate the leaf visibility bits through its
- ** hierarchy.
- */
- StaticCullingSystem->Propogate_Hierarchical_Visibility(pvs);
- /*
- ** Record how many bits this sample actually changed
- */
- vis_sample.Set_Bits_Changed(original_pvs->Count_Differences(*pvs));
- /*
- ** Accept the sample if it was not rejected -OR- the user has set the VIS_FORCE_ACCEPT bit
- */
- bool accept_sample = (!vis_sample.Sample_Rejected()) || (direction_bits & VIS_FORCE_ACCEPT);
- if (accept_sample) {
- VisTableManager.Update_Vis_Table(vis_id,pvs);
- WWDEBUG_SAY(("Done! (%d bits changed) \r\n",vis_sample.Get_Bits_Changed()));
- } else {
- WWDEBUG_SAY(("Rejected!\r\n"));
- }
- /*
- ** Release assets
- */
- REF_PTR_RELEASE(camera);
- REF_PTR_RELEASE(original_pvs);
- REF_PTR_RELEASE(pvs);
- return vis_sample;
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Get_Static_Light_Count -- returns the number of static lights *
- * *
- * Each static light allocates a PVS. This accessor will let you loop over each light *
- * and update its PVS. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/19/2000 gth : Created. *
- *=============================================================================================*/
- int PhysicsSceneClass::Get_Static_Light_Count(void)
- {
- /*
- ** Count the lights in the list
- */
- int counter = 0;
- RefPhysListIterator light_it = Get_Static_Light_Iterator();
- for (light_it.First();!light_it.Is_Done(); light_it.Next()) {
- counter++;
- }
-
- return counter;
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Generate_Vis_For_Light -- generate a PVS for the specified light *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/19/2000 gth : Created. *
- *=============================================================================================*/
- void PhysicsSceneClass::Generate_Vis_For_Light(int light_index)
- {
- /*
- ** For lights, we're going to use the VIS camera but we're going to tweak the far
- ** clip plane to be the outer-radius of the light's falloff sphere.
- */
- CameraClass * camera = Get_Vis_Camera();
- /*
- ** Find the specified light. Array-like access into a list...
- */
- RefPhysListIterator light_it = Get_Static_Light_Iterator();
- for (; light_index > 0; light_index--) {
- light_it.Next();
- }
-
- /*
- ** Update vis for the specified light.
- */
- LightPhysClass * light = light_it.Peek_Obj()->As_LightPhysClass();
- if ( (light != NULL) &&
- (light->Get_Vis_Sector_ID() != 0xFFFFFFFF) &&
- (light->Peek_Model() != NULL) &&
- (light->Peek_Model()->Class_ID() == RenderObjClass::CLASSID_LIGHT))
- {
- /*
- ** Perform the vis sample
- */
- LightClass * lightmodel = (LightClass *)light->Peek_Model();
- camera->Set_Clip_Planes(0.01f,lightmodel->Get_Attenuation_Range());
- camera->Set_Transform(light->Get_Transform());
- Update_Vis( light->Get_Transform().Get_Translation(),
- light->Get_Transform(),
- (VisDirBitsType)(VIS_ALL | VIS_FORCE_ACCEPT),
- camera,
- light->Get_Vis_Sector_ID() );
- }
- /*
- ** Done, reset the camera clip planes, release resources
- */
- camera->Set_Clip_Planes(VIS_NEAR_CLIP,VIS_FAR_CLIP);
- REF_PTR_RELEASE(camera);
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Vis_Render_And_Scan -- Renders the scene and scans for visible objects *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/5/2000 gth : Created. *
- *=============================================================================================*/
- void PhysicsSceneClass::Vis_Render_And_Scan(VisRenderContextClass & context,VisSampleClass & vis_sample)
- {
- /*
- ** Have the static culling system evaluate visibility for the occluders
- ** and build the z-buffer in the process.
- */
- WWASSERT(context.VisRasterizer != NULL);
- context.VisRasterizer->Set_Render_Mode(IDBufferClass::OCCLUDER_MODE);
- StaticCullingSystem->Evaluate_Occluder_Visibility(context,vis_sample);
-
- On_Vis_Occluders_Rendered(context,vis_sample);
- /*
- ** Evaluate the visibility of the non-occluders in all systems
- */
- if (!vis_sample.Sample_Rejected()) {
- context.VisRasterizer->Set_Render_Mode(IDBufferClass::NON_OCCLUDER_MODE);
- StaticCullingSystem->Evaluate_Non_Occluder_Visibility(context,vis_sample);
- DynamicObjVisSystem->Evaluate_Non_Occluder_Visibility(context);
- }
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Generate_Vis_Statistics_Report -- Stats about the visibility in the leve *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/5/2000 gth : Created. *
- *=============================================================================================*/
- void PhysicsSceneClass::Generate_Vis_Statistics_Report(DynamicVectorClass<VisSectorStatsClass> & report)
- {
- /*
- ** Loop over each of the vis sectors in the level, adding up how many polygons and
- ** and how much texture memory can be seen from each one.
- */
- VisSectorStatsClass stats;
- RefPhysListIterator it(&StaticObjList);
- for (it.First(); !it.Is_Done(); it.Next()) {
- StaticPhysClass * obj = it.Peek_Obj()->As_StaticPhysClass();
- if (obj && obj->Is_Vis_Sector()) {
- VisTableClass * vistbl = VisTableManager.Get_Vis_Table(obj->Get_Vis_Sector_ID());
- stats.Compute_Stats(obj,vistbl);
- report.Add(stats);
- REF_PTR_RELEASE(vistbl);
- }
- }
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Optimize_Visibility_Data -- combines and removes redundant vis data *
- * *
- * This function does three things. *
- * - The dynamic object AABTree removes useless leaf nodes (nodes with visibility identical *
- * to their parent) *
- * - All vis "objects" are checked and combined if their visibility is nearly the same *
- * - All vis "sectors" are checked and combined if their visibility is nearly the same *
- * *
- * INPUT: *
- * progress_status - class the the physics scene will update as the process proceeds. *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/5/2000 gth : Created. *
- *=============================================================================================*/
- void PhysicsSceneClass::Optimize_Visibility_Data(VisOptProgressClass & stats)
- {
- /*
- ** Initialize the progress_status.
- ** I'm goint to count one operation per each of the following
- ** - each node in the dynamic aabtree for the "Prune_Redundant_Leaf_Nodes" process
- ** - each vis object for the "Combine_Redundant_Vis_Objects" process
- ** - each vis sector for the "Combine_Redundant_Vis_Sectors" process
- */
- stats.Reset(DynamicObjVisSystem->Partition_Node_Count() + Get_Vis_Table_Size() + Get_Vis_Table_Count());
- stats.Set_Initial_Bit_Count(VisTableManager.Get_Vis_Table_Size() * VisTableManager.Get_Vis_Table_Count());
- stats.Set_Initial_Sector_Count(Get_Vis_Table_Count());
- stats.Set_Initial_Object_Count(Get_Vis_Table_Size());
- stats.Set_Initial_Dynamic_Cell_Count(DynamicObjVisSystem->Partition_Node_Count());
- /*
- ** Create a VisOptimizationContextClass and optimize the vis data
- */
- VisOptimizationContextClass optcontext(this,stats);
- optcontext.Optimize(&VisTableManager,DynamicObjVisSystem);
- /*
- ** Reset all of dynamic objects' cached vis-ID and cull node.
- */
- RefPhysListIterator it(&ObjList);
- for (it.First(); !it.Is_Done(); it.Next()) {
- DynamicPhysClass * obj = it.Peek_Obj()->As_DynamicPhysClass();
- if (obj != NULL) {
- obj->Update_Visibility_Status();
- }
- }
- /*
- ** Finish the statistics
- */
- stats.Set_Final_Bit_Count(VisTableManager.Get_Vis_Table_Size() * VisTableManager.Get_Vis_Table_Count());
- stats.Set_Final_Sector_Count(Get_Vis_Table_Count());
- stats.Set_Final_Object_Count(Get_Vis_Table_Size());
- stats.Set_Final_Dynamic_Cell_Count(DynamicObjVisSystem->Partition_Node_Count());
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Merge_Vis_Sector_IDs -- Merges two sector ID's *
- * *
- * The greater ID will be set equal to the lesser ID. This should only be called by the *
- * vis optimization process and relies on a VisOptimizationContext to track the changes *
- * to the actual VIS bit vectors. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/5/2000 gth : Created. *
- *=============================================================================================*/
- void PhysicsSceneClass::Merge_Vis_Sector_IDs(uint32 id0,uint32 id1)
- {
- StaticCullingSystem->Merge_Vis_Sector_IDs(id0,id1);
- StaticLightingSystem->Merge_Vis_Sector_IDs(id0,id1);
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Merge_Vis_Object_IDs -- combines two vis object ID's *
- * *
- * The greater ID will be set equal to the lesser ID. This should only be called by the *
- * vis optimization process and relies on a VisOptimizationContext to track the changes *
- * to the actual VIS bit vectors. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/5/2000 gth : Created. *
- *=============================================================================================*/
- void PhysicsSceneClass::Merge_Vis_Object_IDs(uint32 id0,uint32 id1)
- {
- StaticCullingSystem->Merge_Vis_Object_IDs(id0,id1);
- DynamicObjVisSystem->Merge_Vis_Object_IDs(id0,id1);
- }
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