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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/visrendercontext.cpp $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 5/17/01 10:42a $*
- * *
- * $Revision:: 16 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * VisRenderContextClass::VisRenderContextClass -- Constructor *
- * VisRenderContextClass::Set_Vis_ID -- set the currently active Vis ID *
- * VisRenderContextClass::Set_Resolution -- set the vis rendering resolution *
- * VisRenderContextClass::Get_Resolution -- get the current vis rendering resolution *
- * VisRenderContextClass::Scan_Frame_Buffer -- scan the frame buffer for visible objects *
- * VisRenderContextClass::Compute_2D_Bounds -- compute the 2D bounds of a 3D box *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "visrendercontext.h"
- #include "simplevec.h"
- #include "win.h"
- #include "rawfile.h"
- #include "visrasterizer.h"
- const int CLEAR_VIS_COLOR = 0x00000000; // Vis id for background/clear pixels
- const float BACKFACE_OVERFLOW_FRACTION = 0.005f; // max percentage of backface before overflow (rejection)
- static VisRasterizerClass _VisRasterizer; // Instance of a vis rasterizer
- /***********************************************************************************************
- **
- ** VisRenderContextClass Implementation
- **
- ***********************************************************************************************/
- /***********************************************************************************************
- * VisRenderContextClass::VisRenderContextClass -- Constructor *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/18/2000 gth : Created. *
- *=============================================================================================*/
- VisRenderContextClass::VisRenderContextClass
- (
- CameraClass & cam,
- VisTableClass & vtab
- ) :
- SpecialRenderInfoClass(cam,RENDER_VIS),
- VisTable(vtab)
- {
- VisRasterizer = &_VisRasterizer;
- VisRasterizer->Set_Camera(&cam);
- }
- VisRenderContextClass::~VisRenderContextClass(void)
- {
- VisRasterizer->Set_Camera(NULL);
- }
- /***********************************************************************************************
- * VisRenderContextClass::Set_Vis_ID -- set the currently active Vis ID *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/18/2000 gth : Created. *
- *=============================================================================================*/
- void VisRenderContextClass::Set_Vis_ID(uint32 id)
- {
- WWASSERT(id < BACKFACE_VIS_ID);
- _VisRasterizer.Set_Frontface_ID(id);
- _VisRasterizer.Set_Backface_ID((uint32)BACKFACE_VIS_ID);
- }
- /***********************************************************************************************
- * VisRenderContextClass::Set_Resolution -- set the vis rendering resolution *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 3/29/2001 gth : Created. *
- *=============================================================================================*/
- void VisRenderContextClass::Set_Resolution(int resx,int resy)
- {
- _VisRasterizer.Set_Resolution(resx,resy);
- }
- /***********************************************************************************************
- * VisRenderContextClass::Get_Resolution -- get the current vis rendering resolution *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 3/29/2001 gth : Created. *
- *=============================================================================================*/
- void VisRenderContextClass::Get_Resolution(int * set_resx,int * set_resy)
- {
- _VisRasterizer.Get_Resolution(set_resx,set_resy);
- }
- /***********************************************************************************************
- * VisRenderContextClass::Scan_Frame_Buffer -- scan the frame buffer for visible objects *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/18/2000 gth : Created. *
- *=============================================================================================*/
- void VisRenderContextClass::Scan_Frame_Buffer
- (
- const AABoxClass & wrld_bbox,
- VisSampleClass * sample
- )
- {
- // transform wrld_bbox into view space and compute the 2d bounding rectangle
- Vector2 min_v,max_v;
- Compute_2D_Bounds(wrld_bbox,&min_v,&max_v);
- Scan_Frame_Buffer(min_v,max_v,sample);
- }
- /***********************************************************************************************
- * VisRenderContextClass::Scan_Frame_Buffer -- scan the frame buffer for visible objects *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/18/2000 gth : Created. *
- *=============================================================================================*/
- void VisRenderContextClass::Scan_Frame_Buffer(VisSampleClass * sample)
- {
- Scan_Frame_Buffer(Vector2(0,0),Vector2(1,1),sample);
- }
- /***********************************************************************************************
- * VisRenderContextClass::Scan_Frame_Buffer -- scan the frame buffer for visible objects *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/18/2000 gth : Created. *
- *=============================================================================================*/
- void VisRenderContextClass::Scan_Frame_Buffer
- (
- const Vector2 & min,
- const Vector2 & max,
- VisSampleClass * sample
- )
- {
- int width,height;
- VisRasterizer->Get_Resolution(&width,&height);
- int minx = MAX(min.X * width , 1); // ignore the far left column
- int miny = MAX(min.Y * height , 1); // ignore the top row
- int maxx = MIN(max.X * width , width-1);
- int maxy = MIN(max.Y * height , height-1);
- int backface_count = 0;
- const uint32 * pixel_row = NULL;
- /*
- ** Loop over the pixels, counting backfaces and enabling the visibility of
- ** each object encountered in the buffer
- */
- for (int y=miny; y<maxy; y++) {
- pixel_row = VisRasterizer->Get_Pixel_Row(y,minx,maxx);
- for (int x=0; x<maxx-minx; x++) {
- if (pixel_row[x] != 0) {
- int id = pixel_row[x];
- if (id == BACKFACE_VIS_ID) {
- backface_count++;
- } else {
- VisTable.Set_Bit(id,true);
- }
- }
- }
- }
- if (sample != NULL) {
- int total_pixels = (maxx-minx)*(maxy-miny);
- float backface_fraction = (float)backface_count / (float)total_pixels;
-
- if (backface_fraction > BACKFACE_OVERFLOW_FRACTION) {
- WWDEBUG_SAY(("%s Backface Overflow ",sample->Get_Cur_Direction_Name()));
- sample->Set_Results(VIS_STATUS_BACKFACE_OVERFLOW,backface_fraction);
-
- } else {
- if (backface_count > 0) {
- WWDEBUG_SAY(("%s Backface Leak ",sample->Get_Cur_Direction_Name()));
- sample->Set_Results(VIS_STATUS_BACKFACE_LEAK,backface_fraction);
- } else {
- WWDEBUG_SAY(("%s ",sample->Get_Cur_Direction_Name()));
- sample->Set_Results(VIS_STATUS_OK,0.0f);
- }
- }
- }
- }
- /***********************************************************************************************
- * VisRenderContextClass::Compute_2D_Bounds -- compute the 2D bounds of a 3D box *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/18/2000 gth : Created. *
- *=============================================================================================*/
- void VisRenderContextClass::Compute_2D_Bounds
- (
- const AABoxClass & wrld_bbox,
- Vector2 * min_v,
- Vector2 * max_v
- )
- {
- #define NUM_BOX_VERTS 8
- static float _boxverts[NUM_BOX_VERTS][3] =
- {
- { 1.0f, 1.0f, 1.0f }, // +z ring of 4 verts
- { -1.0f, 1.0f, 1.0f },
- { -1.0f,-1.0f, 1.0f },
- { 1.0f,-1.0f, 1.0f },
- { 1.0f, 1.0f,-1.0f }, // -z ring of 4 verts;
- { -1.0f, 1.0f,-1.0f },
- { -1.0f,-1.0f,-1.0f },
- { 1.0f,-1.0f,-1.0f },
- };
-
- // rotate and project the corners of the box
- Vector3 corner[8];
- for (int ivert=0; ivert<NUM_BOX_VERTS; ivert++) {
- corner[ivert].X = wrld_bbox.Center.X + _boxverts[ivert][0] * wrld_bbox.Extent.X;
- corner[ivert].Y = wrld_bbox.Center.Y + _boxverts[ivert][1] * wrld_bbox.Extent.Y;
- corner[ivert].Z = wrld_bbox.Center.Z + _boxverts[ivert][2] * wrld_bbox.Extent.Z;
-
- if (Camera.Project(corner[ivert],corner[ivert]) == CameraClass::OUTSIDE_NEAR_CLIP) {
- min_v->Set(0,0);
- max_v->Set(1,1);
- return;
- }
- }
-
- // scan for the min and max
- min_v->X = max_v->X = corner[0].X;
- min_v->Y = max_v->Y = corner[0].Y;
- for (ivert = 1; ivert<NUM_BOX_VERTS; ivert++) {
- if (min_v->X > corner[ivert].X) min_v->X = corner[ivert].X;
- if (min_v->Y > corner[ivert].Y) min_v->Y = corner[ivert].Y;
- if (max_v->X < corner[ivert].X) max_v->X = corner[ivert].X;
- if (max_v->Y < corner[ivert].Y) max_v->Y = corner[ivert].Y;
- }
- return;
- }
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