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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/staticaabtreecull.cpp $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 1/19/02 5:38p $*
- * *
- * $Revision:: 26 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "staticaabtreecull.h"
- #include "staticphys.h"
- #include "wwphystrig.h"
- #include "ww3d.h"
- #include "wwphysids.h"
- #include "camera.h"
- #include "shader.h"
- #include "vertmaterial.h"
- #include "vistable.h"
- #include "visrasterizer.h"
- #include "chunkio.h"
- #include "visrendercontext.h"
- #include "colmathfrustum.h"
- #include "colmathplane.h"
- #include "colmathaabox.h"
- #include "wwmemlog.h"
- #define LOG_HIERARCHICAL_CULLING 0
- #define VIS_SAMPLE_DISTANCE 20.0f
- /*
- ** Static variables
- */
- static int _HierarchicalCellsRejected = 0;
- /*
- ** Chunk Id's used by the static-aabtree code to save itself into a file
- */
- enum
- {
- STATICAABTREE_CHUNK_VERSION = 0x00000001, // OBSOLETE version wrapper, contains 32bit version #
- STATICAABTREE_CHUNK_AABTREE_CLASS_DATA = 0x00000104, // wraps the AABTreeCullSystemClass's save data
- };
- /*
- ** StaticAABTreeCullClass is a derived AABTree which assumes it contains StaticPhysClasses
- ** these two functions encapsulate some typecasting which happens in a lot
- ** of places...
- */
- inline StaticPhysClass * get_first_object(AABTreeNodeClass * node)
- {
- return (StaticPhysClass *)(node->Object);
- }
- inline StaticPhysClass * get_next_object(StaticPhysClass * tile)
- {
- return (StaticPhysClass *)(((AABTreeLinkClass *)tile->Get_Cull_Link())->NextObject);
- }
-
-
- /*
- ** Implementation of StaticAABTreeCullClass
- */
- StaticAABTreeCullClass::StaticAABTreeCullClass(PhysicsSceneClass * pscene) :
- PhysAABTreeCullClass(pscene)
- {
- }
- StaticAABTreeCullClass::~StaticAABTreeCullClass(void)
- {
- }
- void StaticAABTreeCullClass::Add_Object(PhysClass * obj, int cull_node_id /*= -1*/)
- {
- WWASSERT(Scene != NULL);
- WWASSERT(obj->As_StaticPhysClass() != NULL);
- PhysAABTreeCullClass::Add_Object(obj, cull_node_id);
- // (gth) not resetting vis when adding a static object
- // Scene->Reset_Vis();
- }
- void StaticAABTreeCullClass::Remove_Object(PhysClass * obj)
- {
- WWASSERT(Scene != NULL);
- WWASSERT(obj->As_StaticPhysClass() != NULL);
- PhysAABTreeCullClass::Remove_Object(obj);
- // (gth) not resetting vis when removing a static object
- // Scene->Reset_Vis();
- }
- void StaticAABTreeCullClass::Update_Culling(CullableClass * obj)
- {
- WWASSERT(Scene != NULL);
- PhysAABTreeCullClass::Update_Culling(obj);
- // (gth) not resetting vis when moving a static object
- // Scene->Reset_Vis();
- }
- void StaticAABTreeCullClass::Collect_Visible_Objects
- (
- const FrustumClass & frustum,
- VisTableClass * pvs,
- RefPhysListClass & visobjlist,
- RefPhysListClass & wsmeshlist
- )
- {
- WWASSERT(RootNode != NULL);
- if (pvs != NULL) {
-
- /*
- ** If we got a pvs then we call the custom hierarchical visible object
- ** collection function.
- */
-
- VisObjCollectContextClass context(frustum,*pvs,visobjlist,wsmeshlist);
- if (Scene->Is_Vis_Inverted() || !Is_Hierarchical_Vis_Culling_Enabled()) {
- Collect_Visible_Objects_No_HVis_Recursive(RootNode,context);
- } else {
- _HierarchicalCellsRejected = 0;
- Collect_Visible_Objects_Recursive(RootNode,context);
- #if LOG_HIERARCHICAL_CULLING
- if (_HierarchicalCellsRejected > 0) {
- WWDEBUG_SAY(("HCells Rejected: %d\n",_HierarchicalCellsRejected));
- }
- #endif
- }
- } else {
- /*
- ** Otherwise, just call the built-in frustum collection function and
- ** link the objects into the given lists
- */
- Reset_Collection();
- Collect_Objects(frustum);
- /*
- ** Loop over each object, adding it into the list
- */
- StaticPhysClass * obj;
- for ( obj = (StaticPhysClass *)Get_First_Collected_Object();
- obj != NULL;
- obj = (StaticPhysClass *)Get_Next_Collected_Object(obj))
- {
- if (obj->Is_World_Space_Mesh()) {
- wsmeshlist.Add(obj);
- } else {
- visobjlist.Add(obj);
- }
- }
- }
- }
- void StaticAABTreeCullClass::Collect_Visible_Objects_Recursive
- (
- AABTreeNodeClass * node,
- VisObjCollectContextClass & context
- )
- {
- /*
- ** If this node is not visible, stop.
- */
- if (context.PVS.Get_Bit(node->UserData) == 0) {
- #if LOG_HIERARCHICAL_CULLING
- _HierarchicalCellsRejected++;
- #endif
- NODE_REJECTED();
- return;
- }
- /*
- ** Cull the bounding volume of this node against the frustum.
- ** If it is culled, stop descending the tree.
- */
- CollisionMath::OverlapType overlap;
- overlap = CollisionMath::Overlap_Test(context.Frustum,node->Box,context.PlanesPassed);
- if (overlap == CollisionMath::OUTSIDE) {
- NODE_REJECTED();
- return;
- }
- NODE_ACCEPTED();
-
- /*
- ** Test any objects in this node
- */
- if (node->Object) {
- StaticPhysClass * obj = get_first_object(node);
- while (obj) {
- if ( (context.PVS.Get_Bit(obj->Get_Vis_Object_ID()) != 0) &&
- (CollisionMath::Overlap_Test(context.Frustum,obj->Get_Cull_Box(),context.PlanesPassed) != CollisionMath::OUTSIDE) )
- {
- if (obj->Is_World_Space_Mesh()) {
- context.WSMeshList.Add(obj);
- } else {
- context.VisObjList.Add(obj);
- }
- }
- obj = get_next_object(obj);
- }
- }
- /*
- ** Recurse into the children
- */
- if (node->Back) {
- Collect_Visible_Objects_Recursive(node->Back,context);
- }
- if (node->Front) {
- Collect_Visible_Objects_Recursive(node->Front,context);
- }
- }
- void StaticAABTreeCullClass::Collect_Visible_Objects_No_HVis_Recursive
- (
- AABTreeNodeClass * node,
- VisObjCollectContextClass & context
- )
- {
- /*
- ** Cull the bounding volume of this node against the frustum.
- ** If it is culled, stop descending the tree.
- */
- CollisionMath::OverlapType overlap;
- overlap = CollisionMath::Overlap_Test(context.Frustum,node->Box,context.PlanesPassed);
- if (overlap == CollisionMath::OUTSIDE) {
- NODE_REJECTED();
- return;
- }
- NODE_ACCEPTED();
-
- /*
- ** Test any objects in this node
- */
- if (node->Object) {
- StaticPhysClass * obj = get_first_object(node);
- while (obj) {
- if ( (context.PVS.Get_Bit(obj->Get_Vis_Object_ID()) != 0) &&
- (CollisionMath::Overlap_Test(context.Frustum,obj->Get_Cull_Box(),context.PlanesPassed) != CollisionMath::OUTSIDE) )
- {
- if (obj->Is_World_Space_Mesh()) {
- context.WSMeshList.Add(obj);
- } else {
- context.VisObjList.Add(obj);
- }
- }
- obj = get_next_object(obj);
- }
- }
- /*
- ** Recurse into the children
- */
- if (node->Back) {
- Collect_Visible_Objects_No_HVis_Recursive(node->Back,context);
- }
- if (node->Front) {
- Collect_Visible_Objects_No_HVis_Recursive(node->Front,context);
- }
- }
- void StaticAABTreeCullClass::Assign_Vis_IDs(void)
- {
- /*
- ** Allocate sector and object ID's for the objects in the leaf nodes.
- */
- int nodecount = Partition_Node_Count();
- for (int i=0; i<nodecount; i++) {
- AABTreeNodeClass * node = IndexedNodes[i];
- /*
- ** assign a vis-object-id to each node in the tree (for hierarchical visibility!)
- */
- node->UserData = Scene->Allocate_Vis_Object_ID();
- /*
- ** assign vis-object-id's to all objects in this node.
- ** assign vis-sector-id's to any object that contains vis meshes.
- */
- StaticPhysClass * obj = get_first_object(node);
- while(obj) {
- obj->Set_Vis_Object_ID(Scene->Allocate_Vis_Object_ID());
- if (obj->Is_Vis_Sector()) {
- obj->Set_Vis_Sector_ID(Scene->Allocate_Vis_Sector_ID());
- }
- obj = get_next_object(obj);
- }
- }
- }
- void StaticAABTreeCullClass::Evaluate_Occluder_Visibility
- (
- VisRenderContextClass & context,
- VisSampleClass & sample
- )
- {
- context.VisRasterizer->Set_Render_Mode(IDBufferClass::OCCLUDER_MODE);
- context.VisRasterizer->Clear();
- Render_Occluders(RootNode,context);
- context.Scan_Frame_Buffer(&sample);
- }
- void StaticAABTreeCullClass::Evaluate_Non_Occluder_Visibility
- (
- VisRenderContextClass & context,
- VisSampleClass & sample
- )
- {
- /*
- ** Tell the rasterizer to not write into its Z-buffer and to always exit early
- */
- context.VisRasterizer->Set_Render_Mode(IDBufferClass::NON_OCCLUDER_MODE);
- /*
- ** Collect the non-occluder render objects
- */
- RefPhysListClass non_occluders;
- Collect_Non_Occluders(RootNode,context,non_occluders);
- if (context.Is_Vis_Quick_And_Dirty()) {
-
- RefPhysListIterator it(&non_occluders);
- for (it.First(); !it.Is_Done(); it.Next()) {
- StaticPhysClass * obj = (StaticPhysClass *)it.Peek_Obj();
- WWASSERT(obj != NULL);
- context.VisTable.Set_Bit(obj->Get_Vis_Object_ID(),true);
- }
- } else {
- RefPhysListIterator it(&non_occluders);
- for (it.First(); !it.Is_Done(); it.Next()) {
- StaticPhysClass * obj = (StaticPhysClass *)it.Peek_Obj();
- WWASSERT(obj != NULL);
- /*
- ** If the camera is inside the bounding box of this non-occluder; mark it visible
- */
- if (obj->Get_Bounding_Box().Contains(context.Camera.Get_Position())) {
- context.VisTable.Set_Bit(obj->Get_Vis_Object_ID(),true);
- }
- /*
- ** Check this object if its bounding box is in view and we don't already
- ** think it can be seen.
- */
- if ( !context.Camera.Cull_Box(obj->Get_Bounding_Box()) &&
- (context.VisTable.Get_Bit(obj->Get_Vis_Object_ID()) == 0) )
- {
- context.VisRasterizer->Reset_Pixel_Counter();
- context.Set_Vis_ID(obj->Get_Vis_Object_ID()); // set up the vis id
- obj->Vis_Render(context); // render the model
- if (context.VisRasterizer->Get_Pixel_Counter() > 0) { // if any pixels passed, the obj is visible!
- context.VisTable.Set_Bit(obj->Get_Vis_Object_ID(),true);
- #if 0
- /*
- ** DEBUGGING!!! If _test_vis_id is visible, display the vis buffer!
- ** If you want to use this, disable the early exit above:
- ** (context.VisTable.Get_Bit(obj->Get_Vis_Object_ID() == 0)
- */
- static int _test_vis_id = -1;
- if ((_test_vis_id != -1) && (obj->Get_Vis_Object_ID() == _test_vis_id)) {
- context.Set_Vis_ID(0x00FFFFFF); // set up a highly visible vis id
- context.VisRasterizer->Set_Render_Mode(IDBufferClass::OCCLUDER_MODE);
- obj->Vis_Render(context);
- PhysicsSceneClass::Get_Instance()->On_Vis_Occluders_Rendered(context,sample);
- context.VisRasterizer->Set_Render_Mode(IDBufferClass::NON_OCCLUDER_MODE);
- }
- #endif
- }
- }
- }
- }
- }
- void StaticAABTreeCullClass::Render_Occluders(AABTreeNodeClass * node,VisRenderContextClass & context)
- {
- if (context.Camera.Cull_Box(node->Box)) {
- return;
- }
- if (node->Object) {
- StaticPhysClass * obj = get_first_object(node);
- while(obj) {
- if (obj->Is_Occluder()) {
- context.Set_Vis_ID(obj->Get_Vis_Object_ID());
- obj->Vis_Render(context);
- }
- obj = get_next_object(obj);
- }
- }
- if (node->Back) {
- Render_Occluders(node->Back,context);
- }
- if (node->Front) {
- Render_Occluders(node->Front,context);
- }
- }
- void StaticAABTreeCullClass::Collect_Non_Occluders
- (
- AABTreeNodeClass * node,
- VisRenderContextClass & context,
- RefPhysListClass & non_occluder_list
- )
- {
- if (context.Camera.Cull_Box(node->Box)) {
- return;
- }
- if (node->Object) {
- StaticPhysClass * obj = get_first_object(node);
- while(obj) {
- if (!obj->Is_Occluder()) {
- non_occluder_list.Add(obj);
- }
- obj = get_next_object(obj);
- }
- }
- if (node->Back) {
- Collect_Non_Occluders(node->Back,context,non_occluder_list);
- }
- if (node->Front) {
- Collect_Non_Occluders(node->Front,context,non_occluder_list);
- }
- }
- StaticPhysClass * StaticAABTreeCullClass::Find_Vis_Tile(const Vector3 & sample_point)
- {
- Vector3 p0 = sample_point;
- Vector3 p1 = p0;
- p1.Z -= VIS_SAMPLE_DISTANCE;
- //
- // Cast a fat box down
- //
- CastResultStruct box_result;
- AABoxClass box(p0,Vector3(0.05f,0.05f,0.0f));
- PhysAABoxCollisionTestClass boxtest(box,p1-p0,&box_result,0,COLLISION_TYPE_VIS);
- boxtest.CheckDynamicObjs = false;
- Cast_AABox(boxtest);
- //
- // Cast a ray down
- //
- CastResultStruct ray_result;
- LineSegClass ray(p0,p1);
- PhysRayCollisionTestClass raytest(ray,&ray_result,0,COLLISION_TYPE_VIS);
- raytest.CheckDynamicObjs = false;
- Cast_Ray(raytest);
- //
- // Use the ray result, unless the fat box result was a lot closer to
- // the camera point (this is the case where the ray went through a crack or something. (ug)
- //
- float box_dist = -(box_result.Fraction * (p1.Z - p0.Z));
- float ray_dist = -(ray_result.Fraction * (p1.Z - p0.Z));
- if ((ray_dist > 3.5f) && (box_dist < ray_dist - 1.0f) && (box_result.Fraction < 1.0f)) {
-
- // return pointer to the tile that the box hit
- WWASSERT(boxtest.CollidedPhysObj);
- WWASSERT(boxtest.CollidedPhysObj->As_StaticPhysClass() != NULL);
- return (StaticPhysClass *)boxtest.CollidedPhysObj;
-
- } else if (ray_result.Fraction < 1.0f) {
- // return pointer to the tile that the ray hit
- WWASSERT(raytest.CollidedPhysObj);
- WWASSERT(raytest.CollidedPhysObj->As_StaticPhysClass() != NULL);
- return (StaticPhysClass *)raytest.CollidedPhysObj;
- } else {
- return NULL;
- }
- }
- int StaticAABTreeCullClass::Get_Vis_Sector_ID(const Vector3 & sample_point)
- {
- StaticPhysClass * tile = Find_Vis_Tile(sample_point);
- if (tile == NULL) {
- return -1;
- }
- return tile->Get_Vis_Sector_ID();
- }
- void StaticAABTreeCullClass::Propogate_Hierarchical_Visibility(VisTableClass * pvs)
- {
- Propogate_Hierarchical_Visibility_Recursive(RootNode,pvs);
- }
- void StaticAABTreeCullClass::Propogate_Hierarchical_Visibility_Recursive
- (
- AABTreeNodeClass * node,
- VisTableClass * pvs
- )
- {
- /*
- ** Recurse to the bottom of the tree first
- */
- if (node->Front != NULL) {
- Propogate_Hierarchical_Visibility_Recursive(node->Front,pvs);
- }
- if (node->Back != NULL) {
- Propogate_Hierarchical_Visibility_Recursive(node->Back,pvs);
- }
- /*
- ** We can only turn on the visibility of this node if any of its children
- ** are visible. Turning off the visibility is not allowed because we may
- ** be sharing our vis-object-id with another node due to vis-compression.
- */
- bool child_visible = Is_Child_Visible(node,pvs);
- if (child_visible) {
- pvs->Set_Bit(node->UserData,true);
- }
- }
- bool StaticAABTreeCullClass::Is_Child_Visible
- (
- AABTreeNodeClass * node,
- VisTableClass * pvs
- )
- {
- /*
- ** If this is a leaf node, we check for visibility of any contained objects
- ** Otherwise we check if either of the child nodes are visible
- */
- if ((node->Front != NULL) && (pvs->Get_Bit(node->Front->UserData) != 0)) {
- return true;
- }
- if ((node->Back != NULL) && (pvs->Get_Bit(node->Back->UserData) != 0)) {
- return true;
- }
- StaticPhysClass * obj = get_first_object(node);
- while(obj) {
- if (pvs->Get_Bit(obj->Get_Vis_Object_ID()) != 0) {
- return true;
- }
- obj = get_next_object(obj);
- }
- return false;
- }
- void StaticAABTreeCullClass::Merge_Vis_Object_IDs(uint32 id0,uint32 id1)
- {
- /*
- ** Each node and each staticphys object has a vis object id.
- ** Whenever we encounter one of these with id1, set it to id0.
- ** Whenever we encounter one with id > id1, subtract one from it.
- */
- for (int i=0; i<NodeCount; i++) {
- AABTreeNodeClass * node = IndexedNodes[i];
- if (node->UserData == id1) {
- node->UserData = id0;
- } else if (node->UserData > id1) {
- node->UserData--;
- }
- StaticPhysClass * obj = get_first_object(node);
- while (obj) {
- uint32 obj_id = obj->Get_Vis_Object_ID();
- if (obj_id != 0xFFFFFFFF) {
- if (obj_id == id1) {
- obj_id = id0;
- } else if (obj_id > id1) {
- obj_id--;
- }
-
- obj->Set_Vis_Object_ID(obj_id);
- }
- obj = get_next_object(obj);
- }
- }
- }
- void StaticAABTreeCullClass::Merge_Vis_Sector_IDs(uint32 id0,uint32 id1)
- {
- /*
- ** Each staticphys object may have a vis sector id.
- ** Whenever we encounter one of these with id1, set it to id0.
- ** Whenever we encounter one with id > id1, subtract one from it.
- */
- for (int i=0; i<NodeCount; i++) {
- AABTreeNodeClass * node = IndexedNodes[i];
- StaticPhysClass * obj = get_first_object(node);
- while (obj) {
- uint32 sector_id = obj->Get_Vis_Sector_ID();
- if (sector_id != 0xFFFFFFFF) {
- if (sector_id == id1) {
- sector_id = id0;
- } else if (sector_id > id1) {
- sector_id--;
- }
-
- obj->Set_Vis_Sector_ID(sector_id);
- }
- obj = get_next_object(obj);
- }
- }
- }
- void StaticAABTreeCullClass::Load_Static_Data(ChunkLoadClass & cload)
- {
- WWMEMLOG(MEM_CULLINGDATA);
- while(cload.Open_Chunk())
- {
- switch(cload.Cur_Chunk_ID())
- {
-
- case STATICAABTREE_CHUNK_AABTREE_CLASS_DATA:
- {
- TypedAABTreeCullSystemClass<PhysClass>::Load(cload);
- }
- break;
- default:
- WWDEBUG_SAY(("Unhandled chunk type: %d in StaticAABTreeCullClass::Load\r\n",cload.Cur_Chunk_ID()));
- break;
- }
-
- cload.Close_Chunk();
- }
- }
- void StaticAABTreeCullClass::Save_Static_Data(ChunkSaveClass & csave)
- {
- csave.Begin_Chunk(STATICAABTREE_CHUNK_AABTREE_CLASS_DATA);
- TypedAABTreeCullSystemClass<PhysClass>::Save(csave);
- csave.End_Chunk();
- }
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