visrendercontext.h 4.1 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** 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 ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : WWPhys *
  23. * *
  24. * $Archive:: /Commando/Code/wwphys/visrendercontext.h $*
  25. * *
  26. * Author:: Greg Hjelstrom *
  27. * *
  28. * $Modtime:: 5/17/01 10:42a $*
  29. * *
  30. * $Revision:: 13 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #if defined(_MSC_VER)
  36. #pragma once
  37. #endif
  38. #ifndef VISRENDERCONTEXT_H
  39. #define VISRENDERCONTEXT_H
  40. #include "rinfo.h"
  41. #include "bittype.h"
  42. #include "camera.h"
  43. #include "vistable.h"
  44. #include "vissample.h"
  45. #include "vector.h"
  46. const int BACKFACE_VIS_ID = 0x00FFFBAC; // Vis id for backface pixels
  47. /*
  48. ** VisRenderContextClass
  49. ** This is a class derived from RenderInfoClass which is used by the visibility
  50. ** system. It adds features needed in building the pre-calculated visibility tables
  51. ** for a level. The way this is typically used is you set the vis id, then render
  52. ** an object (and flush it) and then call the scan function to update the visibility
  53. ** table.
  54. */
  55. class VisRenderContextClass : public SpecialRenderInfoClass
  56. {
  57. public:
  58. VisRenderContextClass(CameraClass & cam,VisTableClass & vtab);
  59. ~VisRenderContextClass(void);
  60. void Set_Vis_ID(uint32 id);
  61. void Set_Resolution(int resx,int resy);
  62. void Get_Resolution(int * set_resx,int * set_resy);
  63. bool Is_Vis_Quick_And_Dirty(void) { return VisIgnoreNonOccluders; }
  64. void Set_Vis_Quick_And_Dirty(bool onoff) { VisIgnoreNonOccluders = onoff; }
  65. void Scan_Frame_Buffer(VisSampleClass * sample);
  66. void Scan_Frame_Buffer(const AABoxClass & wrld_bbox,VisSampleClass * sample);
  67. void Clear_Color_Buffer(void);
  68. void Clear_Z_Buffer(void);
  69. VisTableClass & VisTable;
  70. protected:
  71. void Scan_Frame_Buffer(const Vector2 & min_v,const Vector2 & max_v,VisSampleClass * sample);
  72. void Compute_2D_Bounds(const AABoxClass & wrld_bbox,Vector2 * min_v,Vector2 * max_v);
  73. bool VisIgnoreNonOccluders;
  74. private:
  75. // Not implemented...
  76. VisRenderContextClass(const VisRenderContextClass &);
  77. VisRenderContextClass & operator = (const VisRenderContextClass &);
  78. };
  79. #endif // VISRENDERCONTEXT_H