//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "platform/platform.h" #include "interior/interior.h" #include "scene/sceneRenderState.h" #include "scene/sceneManager.h" #include "gfx/bitmap/gBitmap.h" #include "math/mMatrix.h" #include "math/mRect.h" #include "core/bitVector.h" #include "core/frameAllocator.h" #include "scene/sgUtil.h" #include "platform/profiler.h" #include "gfx/gfxDevice.h" #include "gfx/gfxTextureHandle.h" #include "materials/materialList.h" #include "materials/matInstance.h" #include "materials/materialManager.h" #include "renderInstance/renderPassManager.h" #include "materials/processedMaterial.h" #include "materials/materialFeatureTypes.h" U32 Interior::smRenderMode = 0; bool Interior::smFocusedDebug = false; bool Interior::smUseVertexLighting = false; bool Interior::smLightingCastRays = false; bool Interior::smLightingBuildPolyList = false; // These are setup by setupActivePolyList U16* sgActivePolyList = NULL; U32 sgActivePolyListSize = 0; U16* sgEnvironPolyList = NULL; U32 sgEnvironPolyListSize = 0; U16* sgFogPolyList = NULL; U32 sgFogPolyListSize = 0; bool sgFogActive = false; // Always the same size as the mPoints array Point2F* sgFogTexCoords = NULL; class PlaneRange { public: U32 start; U32 count; }; namespace { struct PortalRenderInfo { bool render; F64 frustum[4]; RectI viewport; }; //-------------------------------------- Rendering state variables. Point3F sgCamPoint; F64 sgStoredFrustum[6]; RectI sgStoredViewport; Vector sgZoneRenderInfo(__FILE__, __LINE__); // Takes OS coords to clip space... MatrixF sgWSToOSMatrix; MatrixF sgProjMatrix; PlaneF sgOSPlaneFar; PlaneF sgOSPlaneXMin; PlaneF sgOSPlaneXMax; PlaneF sgOSPlaneYMin; PlaneF sgOSPlaneYMax; struct ZoneRect { RectD rect; bool active; }; Vector sgZoneRects(__FILE__, __LINE__); //-------------------------------------- Little utility functions RectD outlineRects(const Vector& rects) { F64 minx = 1e10; F64 maxx = -1e10; F64 miny = 1e10; F64 maxy = -1e10; for (S32 i = 0; i < rects.size(); i++) { if (rects[i].point.x < minx) minx = rects[i].point.x; if (rects[i].point.y < miny) miny = rects[i].point.y; if (rects[i].point.x + rects[i].extent.x > maxx) maxx = rects[i].point.x + rects[i].extent.x; if (rects[i].point.y + rects[i].extent.y > maxy) maxy = rects[i].point.y + rects[i].extent.y; } return RectD(minx, miny, maxx - minx, maxy - miny); } void insertZoneRects(ZoneRect& rZoneRect, const RectD* rects, const U32 numRects) { F64 minx = 1e10; F64 maxx = -1e10; F64 miny = 1e10; F64 maxy = -1e10; for (U32 i = 0; i < numRects; i++) { if (rects[i].point.x < minx) minx = rects[i].point.x; if (rects[i].point.y < miny) miny = rects[i].point.y; if (rects[i].point.x + rects[i].extent.x > maxx) maxx = rects[i].point.x + rects[i].extent.x; if (rects[i].point.y + rects[i].extent.y > maxy) maxy = rects[i].point.y + rects[i].extent.y; } if (rZoneRect.active == false && numRects != 0) { rZoneRect.rect = RectD(minx, miny, maxx - minx, maxy - miny); rZoneRect.active = true; } else { if (rZoneRect.rect.point.x < minx) minx = rZoneRect.rect.point.x; if (rZoneRect.rect.point.y < miny) miny = rZoneRect.rect.point.y; if (rZoneRect.rect.point.x + rZoneRect.rect.extent.x > maxx) maxx = rZoneRect.rect.point.x + rZoneRect.rect.extent.x; if (rZoneRect.rect.point.y + rZoneRect.rect.extent.y > maxy) maxy = rZoneRect.rect.point.y + rZoneRect.rect.extent.y; rZoneRect.rect = RectD(minx, miny, maxx - minx, maxy - miny); } } void fixupViewport(PortalRenderInfo& rInfo) { F64 widthV = rInfo.frustum[1] - rInfo.frustum[0]; F64 heightV = rInfo.frustum[3] - rInfo.frustum[2]; F64 fx0 = (rInfo.frustum[0] - sgStoredFrustum[0]) / (sgStoredFrustum[1] - sgStoredFrustum[0]); F64 fx1 = (sgStoredFrustum[1] - rInfo.frustum[1]) / (sgStoredFrustum[1] - sgStoredFrustum[0]); F64 dV0 = F64(sgStoredViewport.point.x) + fx0 * F64(sgStoredViewport.extent.x); F64 dV1 = F64(sgStoredViewport.point.x + sgStoredViewport.extent.x) - fx1 * F64(sgStoredViewport.extent.x); F64 fdV0 = getMax(mFloorD(dV0), F64(sgStoredViewport.point.x)); F64 cdV1 = getMin(mCeilD(dV1), F64(sgStoredViewport.point.x + sgStoredViewport.extent.x)); // If the width is 1 pixel, we need to widen it up a bit... if ((cdV1 - fdV0) <= 1.0) cdV1 = fdV0 + 1; AssertFatal((fdV0 >= sgStoredViewport.point.x && cdV1 <= sgStoredViewport.point.x + sgStoredViewport.extent.x), "Out of bounds viewport bounds"); F64 new0 = rInfo.frustum[0] - ((dV0 - fdV0) * (widthV / F64(sgStoredViewport.extent.x))); F64 new1 = rInfo.frustum[1] + ((cdV1 - dV1) * (widthV / F64(sgStoredViewport.extent.x))); rInfo.frustum[0] = new0; rInfo.frustum[1] = new1; rInfo.viewport.point.x = S32(fdV0); rInfo.viewport.extent.x = S32(cdV1) - rInfo.viewport.point.x; F64 fy0 = (sgStoredFrustum[3] - rInfo.frustum[3]) / (sgStoredFrustum[3] - sgStoredFrustum[2]); F64 fy1 = (rInfo.frustum[2] - sgStoredFrustum[2]) / (sgStoredFrustum[3] - sgStoredFrustum[2]); dV0 = F64(sgStoredViewport.point.y) + fy0 * F64(sgStoredViewport.extent.y); dV1 = F64(sgStoredViewport.point.y + sgStoredViewport.extent.y) - fy1 * F64(sgStoredViewport.extent.y); fdV0 = getMax(mFloorD(dV0), F64(sgStoredViewport.point.y)); cdV1 = getMin(mCeilD(dV1), F64(sgStoredViewport.point.y + sgStoredViewport.extent.y)); // If the width is 1 pixel, we need to widen it up a bit... if ((cdV1 - fdV0) <= 1.0) cdV1 = fdV0 + 1; // GFX2_RENDER_MERGE // Need to fix this properly but for now *HACK* #ifndef TORQUE_OS_MAC AssertFatal((fdV0 >= sgStoredViewport.point.y && cdV1 <= sgStoredViewport.point.y + sgStoredViewport.extent.y), "Out of bounds viewport bounds"); #endif new0 = rInfo.frustum[2] - ((cdV1 - dV1) * (heightV / F64(sgStoredViewport.extent.y))); new1 = rInfo.frustum[3] + ((dV0 - fdV0) * (heightV / F64(sgStoredViewport.extent.y))); rInfo.frustum[2] = new0; rInfo.frustum[3] = new1; rInfo.viewport.point.y = S32(fdV0); rInfo.viewport.extent.y = S32(cdV1) - rInfo.viewport.point.y; } RectD convertToRectD(const F64 inResult[4]) { F64 minx = ((inResult[0] + 1.0f) / 2.0f) * (sgStoredFrustum[1] - sgStoredFrustum[0]) + sgStoredFrustum[0]; F64 maxx = ((inResult[2] + 1.0f) / 2.0f) * (sgStoredFrustum[1] - sgStoredFrustum[0]) + sgStoredFrustum[0]; F64 miny = ((inResult[1] + 1.0f) / 2.0f) * (sgStoredFrustum[3] - sgStoredFrustum[2]) + sgStoredFrustum[2]; F64 maxy = ((inResult[3] + 1.0f) / 2.0f) * (sgStoredFrustum[3] - sgStoredFrustum[2]) + sgStoredFrustum[2]; return RectD(minx, miny, (maxx - minx), (maxy - miny)); } void convertToFrustum(PortalRenderInfo& zrInfo, const RectD& finalRect) { zrInfo.frustum[0] = finalRect.point.x; // left zrInfo.frustum[1] = finalRect.point.x + finalRect.extent.x; // right zrInfo.frustum[2] = finalRect.point.y; // bottom zrInfo.frustum[3] = finalRect.point.y + finalRect.extent.y; // top fixupViewport(zrInfo); } } // namespace {} //------------------------------------------------------------------------------ //-------------------------------------- IMPLEMENTATION // Interior::Interior() { mMaterialList = NULL; mHasTranslucentMaterials = false; mLMHandle = LM_HANDLE(-1); // By default, no alarm state, no animated light states mHasAlarmState = false; mNumLightStateEntries = 0; mNumTriggerableLights = 0; mPreppedForRender = false;; mSearchTag = 0; mLightMapBorderSize = 0; #ifndef TORQUE_SHIPPING mDebugShader = NULL; mDebugShaderModelViewSC = NULL; mDebugShaderShadeColorSC = NULL; #endif // Bind our vectors VECTOR_SET_ASSOCIATION(mPlanes); VECTOR_SET_ASSOCIATION(mPoints); VECTOR_SET_ASSOCIATION(mBSPNodes); VECTOR_SET_ASSOCIATION(mBSPSolidLeaves); VECTOR_SET_ASSOCIATION(mWindings); VECTOR_SET_ASSOCIATION(mTexGenEQs); VECTOR_SET_ASSOCIATION(mLMTexGenEQs); VECTOR_SET_ASSOCIATION(mWindingIndices); VECTOR_SET_ASSOCIATION(mSurfaces); VECTOR_SET_ASSOCIATION(mNullSurfaces); VECTOR_SET_ASSOCIATION(mSolidLeafSurfaces); VECTOR_SET_ASSOCIATION(mZones); VECTOR_SET_ASSOCIATION(mZonePlanes); VECTOR_SET_ASSOCIATION(mZoneSurfaces); VECTOR_SET_ASSOCIATION(mZonePortalList); VECTOR_SET_ASSOCIATION(mPortals); //VECTOR_SET_ASSOCIATION(mSubObjects); VECTOR_SET_ASSOCIATION(mLightmaps); VECTOR_SET_ASSOCIATION(mLightmapKeep); VECTOR_SET_ASSOCIATION(mNormalLMapIndices); VECTOR_SET_ASSOCIATION(mAlarmLMapIndices); VECTOR_SET_ASSOCIATION(mAnimatedLights); VECTOR_SET_ASSOCIATION(mLightStates); VECTOR_SET_ASSOCIATION(mStateData); VECTOR_SET_ASSOCIATION(mStateDataBuffer); VECTOR_SET_ASSOCIATION(mNameBuffer); VECTOR_SET_ASSOCIATION(mConvexHulls); VECTOR_SET_ASSOCIATION(mConvexHullEmitStrings); VECTOR_SET_ASSOCIATION(mHullIndices); VECTOR_SET_ASSOCIATION(mHullEmitStringIndices); VECTOR_SET_ASSOCIATION(mHullSurfaceIndices); VECTOR_SET_ASSOCIATION(mHullPlaneIndices); VECTOR_SET_ASSOCIATION(mPolyListPlanes); VECTOR_SET_ASSOCIATION(mPolyListPoints); VECTOR_SET_ASSOCIATION(mPolyListStrings); VECTOR_SET_ASSOCIATION(mCoordBinIndices); VECTOR_SET_ASSOCIATION(mVehicleConvexHulls); VECTOR_SET_ASSOCIATION(mVehicleConvexHullEmitStrings); VECTOR_SET_ASSOCIATION(mVehicleHullIndices); VECTOR_SET_ASSOCIATION(mVehicleHullEmitStringIndices); VECTOR_SET_ASSOCIATION(mVehicleHullSurfaceIndices); VECTOR_SET_ASSOCIATION(mVehicleHullPlaneIndices); VECTOR_SET_ASSOCIATION(mVehiclePolyListPlanes); VECTOR_SET_ASSOCIATION(mVehiclePolyListPoints); VECTOR_SET_ASSOCIATION(mVehiclePolyListStrings); VECTOR_SET_ASSOCIATION(mVehiclePoints); VECTOR_SET_ASSOCIATION(mVehicleNullSurfaces); VECTOR_SET_ASSOCIATION(mVehiclePlanes); } Interior::~Interior() { U32 i; delete mMaterialList; mMaterialList = NULL; if(mLMHandle != LM_HANDLE(-1)) gInteriorLMManager.removeInterior(mLMHandle); for(i = 0; i < mLightmaps.size(); i++) { delete mLightmaps[i]; mLightmaps[i] = NULL; } for(i = 0; i < mMatInstCleanupList.size(); i++) { delete mMatInstCleanupList[i]; mMatInstCleanupList[i] = NULL; } for(S32 i=0; i &matNames = mMaterialList->getMaterialNameList(); Vector originalNames = matNames; for (U32 i = 0; i < matNames.size(); i++) { if (matNames[i].equal("NULL", String::NoCase) || matNames[i].equal("ORIGIN", String::NoCase) || matNames[i].equal("TRIGGER", String::NoCase) || matNames[i].equal("FORCEFIELD", String::NoCase) || matNames[i].equal("EMITTER", String::NoCase) ) { mMaterialList->setMaterialName(i, String()); } } String relPath = Platform::makeRelativePathName(path, Platform::getCurrentDirectory()); // Load the material list mMaterialList->setTextureLookupPath(relPath); mMaterialList->mapMaterials(); // Grab all the static meshes and load any textures that didn't originate // from inside the DIF. for(S32 i=0; imaterialList->setTextureLookupPath(relPath); // Now restore the material names since someone later may // count on the special texture names being present. for (U32 i = 0; i < originalNames.size(); i++) mMaterialList->setMaterialName(i, originalNames[i]); fillSurfaceTexMats(); createZoneVBs(); cloneMatInstances(); createReflectPlanes(); initMatInstances(); // lightmap manager steals the lightmaps here... gInteriorLMManager.addInterior(mLMHandle, mLightmaps.size(), this); AssertFatal(!mLightmaps.size(), "Failed to process lightmaps"); for(U32 i=0; iprepForRendering(relPath); GFXStateBlockDesc sh; #ifndef TORQUE_SHIPPING // First create a default state block with // texturing turned off mInteriorDebugNoneSB = GFX->createStateBlock(sh); // Create a state block for portal rendering that // doesn't have backface culling enabled sh.cullDefined = true; sh.cullMode = GFXCullNone; mInteriorDebugPortalSB = GFX->createStateBlock(sh); // Reset our cull mode to the default sh.cullMode = GFXCullCCW; #endif // Next turn on the first texture channel sh.samplersDefined = true; sh.samplers[0].textureColorOp = GFXTOPModulate; #ifndef TORQUE_SHIPPING mInteriorDebugTextureSB = GFX->createStateBlock(sh); sh.samplers[1].textureColorOp = GFXTOPModulate; mInteriorDebugTwoTextureSB = GFX->createStateBlock(sh); #endif // Lastly create a standard rendering state block sh.samplers[2].textureColorOp = GFXTOPModulate; sh.samplers[0].magFilter = GFXTextureFilterLinear; sh.samplers[0].minFilter = GFXTextureFilterLinear; mInteriorSB = GFX->createStateBlock(sh); mPreppedForRender = true; return true; } void Interior::setupAveTexGenLength() { /* F32 len = 0; for (U32 i = 0; i < mSurfaces.size(); i++) { // We're going to assume that most textures don't have separate scales for // x and y... F32 lenx = mTexGenEQs[mSurfaces[i].texGenIndex].planeX.len(); len += F32((*mMaterialList)[mSurfaces[i].textureIndex].getWidth()) * lenx; } len /= F32(mSurfaces.size()); mAveTexGenLength = len; */ } //-------------------------------------------------------------------------- bool Interior::traverseZones(SceneCullingState* state, const Frustum& frustum, S32 containingZone, S32 baseZone, U32 zoneOffset, const MatrixF& OSToWS, const Point3F& objScale, const bool dontRestrictOutside, const bool flipClipPlanes, Frustum& outFrustum) { // Store off the viewport and frustum sgStoredViewport = state->getCameraState().getViewport(); if( dontRestrictOutside ) { sgStoredFrustum[0] = state->getFrustum().getNearLeft(); sgStoredFrustum[1] = state->getFrustum().getNearRight(); sgStoredFrustum[2] = state->getFrustum().getNearBottom(); sgStoredFrustum[3] = state->getFrustum().getNearTop(); sgStoredFrustum[4] = state->getFrustum().getNearDist(); sgStoredFrustum[5] = state->getFrustum().getFarDist(); } else { sgStoredFrustum[0] = frustum.getNearLeft(); sgStoredFrustum[1] = frustum.getNearRight(); sgStoredFrustum[2] = frustum.getNearBottom(); sgStoredFrustum[3] = frustum.getNearTop(); sgStoredFrustum[4] = frustum.getNearDist(); sgStoredFrustum[5] = frustum.getFarDist(); } sgProjMatrix = state->getCameraState().getProjectionMatrix(); MatrixF finalModelView = state->getCameraState().getWorldViewMatrix(); finalModelView.mul(OSToWS); finalModelView.scale(Point3F(objScale.x, objScale.y, objScale.z)); sgProjMatrix.mul(finalModelView); finalModelView.inverse(); finalModelView.mulP(Point3F(0, 0, 0), &sgCamPoint); sgWSToOSMatrix = finalModelView; // do the zone traversal sgZoneRenderInfo.setSize(mZones.size()); zoneTraversal(baseZone, flipClipPlanes); // Copy out the information for all zones but the outside zone. for(U32 i = 1; i < mZones.size(); i++) { AssertFatal(zoneOffset != 0xFFFFFFFF, "Error, this should never happen!"); U32 globalIndex = i + zoneOffset - 1; if( sgZoneRenderInfo[ i ].render ) { state->addCullingVolumeToZone( globalIndex, SceneCullingVolume::Includer, Frustum( frustum.isOrtho(), sgZoneRenderInfo[ i ].frustum[ 0 ], sgZoneRenderInfo[ i ].frustum[ 1 ], sgZoneRenderInfo[ i ].frustum[ 3 ], sgZoneRenderInfo[ i ].frustum[ 2 ], frustum.getNearDist(), frustum.getFarDist(), frustum.getTransform() ) ); } } destroyZoneRectVectors(); // If zone 0 is rendered, then we return true... bool continueOut = sgZoneRenderInfo[ 0 ].render; if( continueOut ) outFrustum = Frustum( frustum.isOrtho(), sgZoneRenderInfo[ 0 ].frustum[ 0 ], sgZoneRenderInfo[ 0 ].frustum[ 1 ], sgZoneRenderInfo[ 0 ].frustum[ 3 ], sgZoneRenderInfo[ 0 ].frustum[ 2 ], frustum.getNearDist(), frustum.getFarDist(), frustum.getTransform() ); return sgZoneRenderInfo[0].render; } //------------------------------------------------------------------------------ S32 Interior::getZoneForPoint(const Point3F& rPoint) const { const IBSPNode* pNode = &mBSPNodes[0]; while (true) { F32 dist = getPlane(pNode->planeIndex).distToPlane(rPoint); if (planeIsFlipped(pNode->planeIndex)) dist = -dist; U32 traverseIndex; if (dist >= 0) traverseIndex = pNode->frontIndex; else traverseIndex = pNode->backIndex; if (isBSPLeafIndex(traverseIndex)) { if (isBSPSolidLeaf(traverseIndex)) { return -1; } else { U16 zone = getBSPEmptyLeafZone(traverseIndex); if (zone == 0x0FFF) return -1; else return zone; } } pNode = &mBSPNodes[traverseIndex]; } } //-------------------------------------------------------------------------- static void itrClipToPlane(Point3F* points, U32& rNumPoints, const PlaneF& rPlane) { S32 start = -1; for(U32 i = 0; i < rNumPoints; i++) { if(rPlane.whichSide(points[i]) == PlaneF::Front) { start = i; break; } } // Nothing was in front of the plane... if(start == -1) { rNumPoints = 0; return; } static Point3F finalPoints[128]; U32 numFinalPoints = 0; U32 baseStart = start; U32 end = (start + 1) % rNumPoints; while(end != baseStart) { const Point3F& rStartPoint = points[start]; const Point3F& rEndPoint = points[end]; PlaneF::Side fSide = rPlane.whichSide(rStartPoint); PlaneF::Side eSide = rPlane.whichSide(rEndPoint); S32 code = fSide * 3 + eSide; switch(code) { case 4: // f f case 3: // f o case 1: // o f case 0: // o o // No Clipping required finalPoints[numFinalPoints++] = points[start]; start = end; end = (end + 1) % rNumPoints; break; case 2: // f b { // In this case, we emit the front point, Insert the intersection, // and advancing to point to first point that is in front or on... // finalPoints[numFinalPoints++] = points[start]; Point3F vector = rEndPoint - rStartPoint; F32 t = -(rPlane.distToPlane(rStartPoint) / mDot(rPlane, vector)); Point3F intersection = rStartPoint + (vector * t); finalPoints[numFinalPoints++] = intersection; U32 endSeek = (end + 1) % rNumPoints; while(rPlane.whichSide(points[endSeek]) == PlaneF::Back) endSeek = (endSeek + 1) % rNumPoints; end = endSeek; start = (end + (rNumPoints - 1)) % rNumPoints; const Point3F& rNewStartPoint = points[start]; const Point3F& rNewEndPoint = points[end]; vector = rNewEndPoint - rNewStartPoint; t = -(rPlane.distToPlane(rNewStartPoint) / mDot(rPlane, vector)); intersection = rNewStartPoint + (vector * t); points[start] = intersection; } break; case -1: // o b { // In this case, we emit the front point, and advance to point to first // point that is in front or on... // finalPoints[numFinalPoints++] = points[start]; U32 endSeek = (end + 1) % rNumPoints; while(rPlane.whichSide(points[endSeek]) == PlaneF::Back) endSeek = (endSeek + 1) % rNumPoints; end = endSeek; start = (end + (rNumPoints - 1)) % rNumPoints; const Point3F& rNewStartPoint = points[start]; const Point3F& rNewEndPoint = points[end]; Point3F vector = rNewEndPoint - rNewStartPoint; F32 t = -(rPlane.distToPlane(rNewStartPoint) / mDot(rPlane, vector)); Point3F intersection = rNewStartPoint + (vector * t); points[start] = intersection; } break; case -2: // b f case -3: // b o case -4: // b b // In the algorithm used here, this should never happen... AssertISV(false, "CSGPlane::clipWindingToPlaneFront: error in polygon clipper"); break; default: AssertFatal(false, "CSGPlane::clipWindingToPlaneFront: bad outcode"); break; } } // Emit the last point. finalPoints[numFinalPoints++] = points[start]; AssertFatal(numFinalPoints >= 3, avar("Error, this shouldn't happen! Invalid winding in itrClipToPlane: %d", numFinalPoints)); // Copy the new rWinding, and we're set! // dMemcpy(points, finalPoints, numFinalPoints * sizeof(Point3F)); rNumPoints = numFinalPoints; AssertISV(rNumPoints <= 128, "Increase maxWindingPoints. Talk to DMoore"); } bool Interior::projectClipAndBoundFan(U32 fanIndex, F64* pResult) { const TriFan& rFan = mWindingIndices[fanIndex]; static Point3F windingPoints[128]; U32 numPoints = rFan.windingCount; U32 i; for(i = 0; i < numPoints; i++) windingPoints[i] = mPoints[mWindings[rFan.windingStart + i]].point; itrClipToPlane(windingPoints, numPoints, sgOSPlaneFar); if(numPoints != 0) itrClipToPlane(windingPoints, numPoints, sgOSPlaneXMin); if(numPoints != 0) itrClipToPlane(windingPoints, numPoints, sgOSPlaneXMax); if(numPoints != 0) itrClipToPlane(windingPoints, numPoints, sgOSPlaneYMin); if(numPoints != 0) itrClipToPlane(windingPoints, numPoints, sgOSPlaneYMax); if(numPoints == 0) { pResult[0] = pResult[1] = pResult[2] = pResult[3] = 0.0f; return false; } F32 minX = 1e10; F32 maxX = -1e10; F32 minY = 1e10; F32 maxY = -1e10; static Point4F projPoints[128]; for(i = 0; i < numPoints; i++) { projPoints[i].set(windingPoints[i].x, windingPoints[i].y, windingPoints[i].z, 1.0); sgProjMatrix.mul(projPoints[i]); AssertFatal(projPoints[i].w != 0.0, "Error, that's bad!"); projPoints[i].x /= projPoints[i].w; projPoints[i].y /= projPoints[i].w; if(projPoints[i].x < minX) minX = projPoints[i].x; if(projPoints[i].x > maxX) maxX = projPoints[i].x; if(projPoints[i].y < minY) minY = projPoints[i].y; if(projPoints[i].y > maxY) maxY = projPoints[i].y; } if(minX < -1.0f) minX = -1.0f; if(minY < -1.0f) minY = -1.0f; if(maxX > 1.0f) maxX = 1.0f; if(maxY > 1.0f) maxY = 1.0f; pResult[0] = minX; pResult[1] = minY; pResult[2] = maxX; pResult[3] = maxY; return true; } void Interior::createZoneRectVectors() { sgZoneRects.setSize(mZones.size()); for(U32 i = 0; i < mZones.size(); i++) sgZoneRects[i].active = false; } void Interior::destroyZoneRectVectors() { } void Interior::traverseZone(const RectD* inputRects, const U32 numInputRects, U32 currZone, Vector& zoneStack) { PROFILE_START(InteriorTraverseZone); // First, we push onto our rect list all the inputRects... insertZoneRects(sgZoneRects[currZone], inputRects, numInputRects); // A portal is a valid traversal if the camera point is on the // same side of it's plane as the zone. It must then pass the // clip/project test. U32 i; const Zone& rZone = mZones[currZone]; for(i = rZone.portalStart; i < U32(rZone.portalStart + rZone.portalCount); i++) { const Portal& rPortal = mPortals[mZonePortalList[i]]; AssertFatal(U32(rPortal.zoneFront) == currZone || U32(rPortal.zoneBack) == currZone, "Portal doesn't reference this zone?"); S32 camSide = getPlane(rPortal.planeIndex).whichSide(sgCamPoint); if(planeIsFlipped(rPortal.planeIndex)) camSide = -camSide; S32 zoneSide = (U32(rPortal.zoneFront) == currZone) ? 1 : -1; U16 otherZone = (U32(rPortal.zoneFront) == currZone) ? rPortal.zoneBack : rPortal.zoneFront; // Make sure this isn't a free floating portal... if(otherZone == currZone) continue; // Make sure we haven't encountered this zone already in this traversal bool onStack = false; for(U32 i = 0; i < zoneStack.size(); i++) { if(otherZone == zoneStack[i]) { onStack = true; break; } } if(onStack == true) continue; if(camSide == zoneSide) { // Can traverse. Note: special case PlaneF::On // here to prevent possible w == 0 problems and infinite recursion // Vector newRects; // VECTOR_SET_ASSOCIATION(newRects); // We're abusing the heck out of the allocator here. U32 waterMark = FrameAllocator::getWaterMark(); RectD* newRects = (RectD*)FrameAllocator::alloc(1); U32 numNewRects = 0; for(S32 j = 0; j < rPortal.triFanCount; j++) { F64 result[4]; if(projectClipAndBoundFan(rPortal.triFanStart + j, result)) { // Have a good rect from this. RectD possible = convertToRectD(result); for(U32 k = 0; k < numInputRects; k++) { RectD copy = possible; if(copy.intersect(inputRects[k])) newRects[numNewRects++] = copy; } } } if(numNewRects != 0) { FrameAllocator::alloc((sizeof(RectD) * numNewRects) - 1); U32 prevStackSize = zoneStack.size(); zoneStack.push_back(currZone); traverseZone(newRects, numNewRects, otherZone, zoneStack); zoneStack.pop_back(); AssertFatal(zoneStack.size() == prevStackSize, "Error, stack size changed!"); } FrameAllocator::setWaterMark(waterMark); } else if(camSide == PlaneF::On) { U32 waterMark = FrameAllocator::getWaterMark(); RectD* newRects = (RectD*)FrameAllocator::alloc(numInputRects * sizeof(RectD)); dMemcpy(newRects, inputRects, sizeof(RectD) * numInputRects); U32 prevStackSize = zoneStack.size(); zoneStack.push_back(currZone); traverseZone(newRects, numInputRects, otherZone, zoneStack); zoneStack.pop_back(); AssertFatal(zoneStack.size() == prevStackSize, "Error, stack size changed!"); FrameAllocator::setWaterMark(waterMark); } } PROFILE_END(); } void Interior::zoneTraversal(S32 baseZone, const bool flipClip) { PROFILE_START(InteriorZoneTraversal); // If we're in solid, render everything... if(baseZone == -1) { for(U32 i = 0; i < mZones.size(); i++) { sgZoneRenderInfo[i].render = true; sgZoneRenderInfo[i].frustum[0] = sgStoredFrustum[0]; sgZoneRenderInfo[i].frustum[1] = sgStoredFrustum[1]; sgZoneRenderInfo[i].frustum[2] = sgStoredFrustum[2]; sgZoneRenderInfo[i].frustum[3] = sgStoredFrustum[3]; sgZoneRenderInfo[i].viewport = sgStoredViewport; } PROFILE_END(); return; } // Otherwise, we're going to have to do some work... createZoneRectVectors(); U32 i; for(i = 0; i < mZones.size(); i++) sgZoneRenderInfo[i].render = false; // Create the object space clipping planes... sgComputeOSFrustumPlanes(sgStoredFrustum, sgWSToOSMatrix, sgCamPoint, sgOSPlaneFar, sgOSPlaneXMin, sgOSPlaneXMax, sgOSPlaneYMin, sgOSPlaneYMax); if(flipClip == true) { sgOSPlaneXMin.neg(); sgOSPlaneXMax.neg(); sgOSPlaneYMin.neg(); sgOSPlaneYMax.neg(); } // First, the current zone gets the full clipRect, and marked as rendering... static const F64 fullResult[4] = { -1, -1, 1, 1}; static Vector zoneStack; zoneStack.clear(); VECTOR_SET_ASSOCIATION(zoneStack); RectD baseRect = convertToRectD(fullResult); traverseZone(&baseRect, 1, baseZone, zoneStack); for(i = 0; i < mZones.size(); i++) { if(sgZoneRects[i].active == true) { sgZoneRenderInfo[i].render = true; convertToFrustum(sgZoneRenderInfo[i], sgZoneRects[i].rect); } } PROFILE_END(); } void mergeSurfaceVectors(const U16* from0, const U32 size0, const U16* from1, const U32 size1, U16* output, U32* outputSize) { U32 pos0 = 0; U32 pos1 = 0; U32 outputCount = 0; while(pos0 < size0 && pos1 < size1) { if(from0[pos0] < from1[pos1]) { output[outputCount++] = from0[pos0++]; } else if(from0[pos0] == from1[pos1]) { // Equal, output one, and inc both counts output[outputCount++] = from0[pos0++]; pos1++; } else { output[outputCount++] = from1[pos1++]; } } AssertFatal(pos0 == size0 || pos1 == size1, "Error, one of these must have reached the end!"); // Copy the dregs... if(pos0 != size0) { dMemcpy(&output[outputCount], &from0[pos0], sizeof(U16) * (size0 - pos0)); outputCount += size0 - pos0; } else if(pos1 != size1) { dMemcpy(&output[outputCount], &from1[pos1], sizeof(U16) * (size1 - pos1)); outputCount += size1 - pos1; } *outputSize = outputCount; } // Remove any collision hulls, interval trees, etc... // void Interior::purgeLODData() { mConvexHulls.clear(); mHullIndices.clear(); mHullEmitStringIndices.clear(); mHullSurfaceIndices.clear(); mCoordBinIndices.clear(); mConvexHullEmitStrings.clear(); for(U32 i = 0; i < NumCoordBins * NumCoordBins; i++) { mCoordBins[i].binStart = 0; mCoordBins[i].binCount = 0; } } // Build an OptimizedPolyList that represents this Interior's mesh void Interior::buildExportPolyList(OptimizedPolyList& polys, MatrixF* mat, Point3F* scale) { MatrixF saveMat; Point3F saveScale; polys.getTransform(&saveMat, &saveScale); if (mat) { if (scale) polys.setTransform(mat, *scale); else polys.setTransform(mat, Point3F(1.0f, 1.0f, 1.0f)); } // Create one TSMesh per zone for (U32 i = 0; i < mZones.size(); i++) { const Interior::Zone& zone = mZones[i]; // Gather some data for (U32 j = 0; j < zone.surfaceCount; j++) { U32 sdx = mZoneSurfaces[zone.surfaceStart + j]; const Interior::Surface& surface = mSurfaces[sdx]; // Snag the MaterialInstance BaseMatInstance *matInst = mMaterialList->getMaterialInst( surface.textureIndex ); // Start a poly polys.begin(matInst, j, OptimizedPolyList::TriangleStrip); // Set its plane PlaneF plane = getFlippedPlane(surface.planeIndex); polys.plane(plane); // Get its texGen so that we can calculate uvs Interior::TexGenPlanes texGens = mTexGenEQs[surface.texGenIndex]; texGens.planeY.invert(); // Loop through and add the verts and uvs for (U32 k = 0; k < surface.windingCount; k++) { // Get our point U32 vdx = mWindings[surface.windingStart + k]; const Point3F& pt = mPoints[vdx].point; // Get our uv Point2F uv; uv.x = texGens.planeX.distToPlane(pt); uv.y = texGens.planeY.distToPlane(pt); Point3F normal = getPointNormal(sdx, k); polys.vertex(pt, normal, uv); } polys.end(); } } polys.setTransform(&saveMat, saveScale); } struct TempProcSurface { U32 numPoints; U32 pointIndices[32]; U16 planeIndex; U8 mask; }; struct PlaneGrouping { U32 numPlanes; U16 planeIndices[32]; U8 mask; }; //-------------------------------------------------------------------------- void Interior::processHullPolyLists() { Vector planeIndices(256, __FILE__, __LINE__); Vector pointIndices(256, __FILE__, __LINE__); Vector pointMasks(256, __FILE__, __LINE__); Vector planeMasks(256, __FILE__, __LINE__); Vector tempSurfaces(128, __FILE__, __LINE__); Vector planeGroups(32, __FILE__, __LINE__); // Reserve space in the vectors { mPolyListStrings.setSize(0); mPolyListStrings.reserve(128 << 10); mPolyListPoints.setSize(0); mPolyListPoints.reserve(32 << 10); mPolyListPlanes.setSize(0); mPolyListPlanes.reserve(16 << 10); } for(U32 i = 0; i < mConvexHulls.size(); i++) { U32 j, k, l, m; ConvexHull& rHull = mConvexHulls[i]; planeIndices.setSize(0); pointIndices.setSize(0); tempSurfaces.setSize(0); // Extract all the surfaces from this hull into our temporary processing format { for(j = 0; j < rHull.surfaceCount; j++) { tempSurfaces.increment(); TempProcSurface& temp = tempSurfaces.last(); U32 surfaceIndex = mHullSurfaceIndices[j + rHull.surfaceStart]; if(isNullSurfaceIndex(surfaceIndex)) { const NullSurface& rSurface = mNullSurfaces[getNullSurfaceIndex(surfaceIndex)]; temp.planeIndex = rSurface.planeIndex; temp.numPoints = rSurface.windingCount; for(k = 0; k < rSurface.windingCount; k++) temp.pointIndices[k] = mWindings[rSurface.windingStart + k]; } else { const Surface& rSurface = mSurfaces[surfaceIndex]; temp.planeIndex = rSurface.planeIndex; collisionFanFromSurface(rSurface, temp.pointIndices, &temp.numPoints); } } } // First order of business: extract all unique planes and points from // the list of surfaces... { for(j = 0; j < tempSurfaces.size(); j++) { const TempProcSurface& rSurface = tempSurfaces[j]; bool found = false; for(k = 0; k < planeIndices.size() && !found; k++) { if(rSurface.planeIndex == planeIndices[k]) found = true; } if(!found) planeIndices.push_back(rSurface.planeIndex); for(k = 0; k < rSurface.numPoints; k++) { found = false; for(l = 0; l < pointIndices.size(); l++) { if(pointIndices[l] == rSurface.pointIndices[k]) found = true; } if(!found) pointIndices.push_back(rSurface.pointIndices[k]); } } } // Now that we have all the unique points and planes, remap the surfaces in // terms of the offsets into the unique point list... { for(j = 0; j < tempSurfaces.size(); j++) { TempProcSurface& rSurface = tempSurfaces[j]; // Points for(k = 0; k < rSurface.numPoints; k++) { bool found = false; for(l = 0; l < pointIndices.size(); l++) { if(pointIndices[l] == rSurface.pointIndices[k]) { rSurface.pointIndices[k] = l; found = true; break; } } AssertISV(found, "Error remapping point indices in interior collision processing"); } } } // Ok, at this point, we have a list of unique points, unique planes, and the // surfaces all remapped in those terms. We need to check our error conditions // that will make sure that we can properly encode this hull: { AssertISV(planeIndices.size() < 256, "Error, > 256 planes on an interior hull"); AssertISV(pointIndices.size() < 63356, "Error, > 65536 points on an interior hull"); AssertISV(tempSurfaces.size() < 256, "Error, > 256 surfaces on an interior hull"); } // Now we group the planes together, and merge the closest groups until we're left // with <= 8 groups { planeGroups.setSize(planeIndices.size()); for(j = 0; j < planeIndices.size(); j++) { planeGroups[j].numPlanes = 1; planeGroups[j].planeIndices[0] = planeIndices[j]; } while(planeGroups.size() > 8) { // Find the two closest groups. If mdp(i, j) is the value of the // largest pairwise dot product that can be computed from the vectors // of group i, and group j, then the closest group pair is the one // with the smallest value of mdp. F32 currmin = 2; S32 firstGroup = -1; S32 secondGroup = -1; for(j = 0; j < planeGroups.size(); j++) { PlaneGrouping& first = planeGroups[j]; for(k = j + 1; k < planeGroups.size(); k++) { PlaneGrouping& second = planeGroups[k]; F32 max = -2; for(l = 0; l < first.numPlanes; l++) { for(m = 0; m < second.numPlanes; m++) { Point3F firstNormal = getPlane(first.planeIndices[l]); if(planeIsFlipped(first.planeIndices[l])) firstNormal.neg(); Point3F secondNormal = getPlane(second.planeIndices[m]); if(planeIsFlipped(second.planeIndices[m])) secondNormal.neg(); F32 dot = mDot(firstNormal, secondNormal); if(dot > max) max = dot; } } if(max < currmin) { currmin = max; firstGroup = j; secondGroup = k; } } } AssertFatal(firstGroup != -1 && secondGroup != -1, "Error, unable to find a suitable pairing?"); // Merge first and second PlaneGrouping& to = planeGroups[firstGroup]; PlaneGrouping& from = planeGroups[secondGroup]; while(from.numPlanes != 0) { to.planeIndices[to.numPlanes++] = from.planeIndices[from.numPlanes - 1]; from.numPlanes--; } // And remove the merged group planeGroups.erase(secondGroup); } AssertFatal(planeGroups.size() <= 8, "Error, too many plane groupings!"); // Assign a mask to each of the plane groupings for(j = 0; j < planeGroups.size(); j++) planeGroups[j].mask = (1 << j); } // Now, assign the mask to each of the temp polys { for(j = 0; j < tempSurfaces.size(); j++) { bool assigned = false; for(k = 0; k < planeGroups.size() && !assigned; k++) { for(l = 0; l < planeGroups[k].numPlanes; l++) { if(planeGroups[k].planeIndices[l] == tempSurfaces[j].planeIndex) { tempSurfaces[j].mask = planeGroups[k].mask; assigned = true; break; } } } AssertFatal(assigned, "Error, missed a plane somewhere in the hull poly list!"); } } // Copy the appropriate group mask to the plane masks { planeMasks.setSize(planeIndices.size()); dMemset(planeMasks.address(), 0, planeMasks.size() * sizeof(U8)); for(j = 0; j < planeIndices.size(); j++) { bool found = false; for(k = 0; k < planeGroups.size() && !found; k++) { for(l = 0; l < planeGroups[k].numPlanes; l++) { if(planeGroups[k].planeIndices[l] == planeIndices[j]) { planeMasks[j] = planeGroups[k].mask; found = true; break; } } } AssertFatal(planeMasks[j] != 0, "Error, missing mask for plane!"); } } // And whip through the points, constructing the total mask for that point { pointMasks.setSize(pointIndices.size()); dMemset(pointMasks.address(), 0, pointMasks.size() * sizeof(U8)); for(j = 0; j < pointIndices.size(); j++) { for(k = 0; k < tempSurfaces.size(); k++) { for(l = 0; l < tempSurfaces[k].numPoints; l++) { if(tempSurfaces[k].pointIndices[l] == j) { pointMasks[j] |= tempSurfaces[k].mask; break; } } } AssertFatal(pointMasks[j] != 0, "Error, point must exist in at least one surface!"); } } // Create the emit strings, and we're done! { // Set the range of planes rHull.polyListPlaneStart = mPolyListPlanes.size(); mPolyListPlanes.setSize(rHull.polyListPlaneStart + planeIndices.size()); for(j = 0; j < planeIndices.size(); j++) mPolyListPlanes[j + rHull.polyListPlaneStart] = planeIndices[j]; // Set the range of points rHull.polyListPointStart = mPolyListPoints.size(); mPolyListPoints.setSize(rHull.polyListPointStart + pointIndices.size()); for(j = 0; j < pointIndices.size(); j++) mPolyListPoints[j + rHull.polyListPointStart] = pointIndices[j]; // Now the emit string. The emit string goes like: (all fields are bytes) // NumPlanes (PLMask) * NumPlanes // NumPointsHi NumPointsLo (PtMask) * NumPoints // NumSurfaces // (NumPoints SurfaceMask PlOffset (PtOffsetHi PtOffsetLo) * NumPoints) * NumSurfaces // U32 stringLen = 1 + planeIndices.size(); stringLen += 2 + pointIndices.size(); stringLen += 1; for(j = 0; j < tempSurfaces.size(); j++) stringLen += 1 + 1 + 1 + (tempSurfaces[j].numPoints * 2); rHull.polyListStringStart = mPolyListStrings.size(); mPolyListStrings.setSize(rHull.polyListStringStart + stringLen); U8* pString = &mPolyListStrings[rHull.polyListStringStart]; U32 currPos = 0; // Planes pString[currPos++] = planeIndices.size(); for(j = 0; j < planeIndices.size(); j++) pString[currPos++] = planeMasks[j]; // Points pString[currPos++] = (pointIndices.size() >> 8) & 0xFF; pString[currPos++] = (pointIndices.size() >> 0) & 0xFF; for(j = 0; j < pointIndices.size(); j++) pString[currPos++] = pointMasks[j]; // Surfaces pString[currPos++] = tempSurfaces.size(); for(j = 0; j < tempSurfaces.size(); j++) { pString[currPos++] = tempSurfaces[j].numPoints; pString[currPos++] = tempSurfaces[j].mask; bool found = false; for(k = 0; k < planeIndices.size(); k++) { if(planeIndices[k] == tempSurfaces[j].planeIndex) { pString[currPos++] = k; found = true; break; } } AssertFatal(found, "Error, missing planeindex!"); for(k = 0; k < tempSurfaces[j].numPoints; k++) { pString[currPos++] = (tempSurfaces[j].pointIndices[k] >> 8) & 0xFF; pString[currPos++] = (tempSurfaces[j].pointIndices[k] >> 0) & 0xFF; } } AssertFatal(currPos == stringLen, "Error, mismatched string length!"); } } // for (i = 0; i < mConvexHulls.size(); i++) // Compact the used vectors { mPolyListStrings.compact(); mPolyListPoints.compact(); mPolyListPlanes.compact(); } } //-------------------------------------------------------------------------- void Interior::processVehicleHullPolyLists() { Vector planeIndices(256, __FILE__, __LINE__); Vector pointIndices(256, __FILE__, __LINE__); Vector pointMasks(256, __FILE__, __LINE__); Vector planeMasks(256, __FILE__, __LINE__); Vector tempSurfaces(128, __FILE__, __LINE__); Vector planeGroups(32, __FILE__, __LINE__); // Reserve space in the vectors { mVehiclePolyListStrings.setSize(0); mVehiclePolyListStrings.reserve(128 << 10); mVehiclePolyListPoints.setSize(0); mVehiclePolyListPoints.reserve(32 << 10); mVehiclePolyListPlanes.setSize(0); mVehiclePolyListPlanes.reserve(16 << 10); } for(U32 i = 0; i < mVehicleConvexHulls.size(); i++) { U32 j, k, l, m; ConvexHull& rHull = mVehicleConvexHulls[i]; planeIndices.setSize(0); pointIndices.setSize(0); tempSurfaces.setSize(0); // Extract all the surfaces from this hull into our temporary processing format { for(j = 0; j < rHull.surfaceCount; j++) { tempSurfaces.increment(); TempProcSurface& temp = tempSurfaces.last(); U32 surfaceIndex = mVehicleHullSurfaceIndices[j + rHull.surfaceStart]; const NullSurface& rSurface = mVehicleNullSurfaces[getVehicleNullSurfaceIndex(surfaceIndex)]; temp.planeIndex = rSurface.planeIndex; temp.numPoints = rSurface.windingCount; for(k = 0; k < rSurface.windingCount; k++) temp.pointIndices[k] = mVehicleWindings[rSurface.windingStart + k]; } } // First order of business: extract all unique planes and points from // the list of surfaces... { for(j = 0; j < tempSurfaces.size(); j++) { const TempProcSurface& rSurface = tempSurfaces[j]; bool found = false; for(k = 0; k < planeIndices.size() && !found; k++) { if(rSurface.planeIndex == planeIndices[k]) found = true; } if(!found) planeIndices.push_back(rSurface.planeIndex); for(k = 0; k < rSurface.numPoints; k++) { found = false; for(l = 0; l < pointIndices.size(); l++) { if(pointIndices[l] == rSurface.pointIndices[k]) found = true; } if(!found) pointIndices.push_back(rSurface.pointIndices[k]); } } } // Now that we have all the unique points and planes, remap the surfaces in // terms of the offsets into the unique point list... { for(j = 0; j < tempSurfaces.size(); j++) { TempProcSurface& rSurface = tempSurfaces[j]; // Points for(k = 0; k < rSurface.numPoints; k++) { bool found = false; for(l = 0; l < pointIndices.size(); l++) { if(pointIndices[l] == rSurface.pointIndices[k]) { rSurface.pointIndices[k] = l; found = true; break; } } AssertISV(found, "Error remapping point indices in interior collision processing"); } } } // Ok, at this point, we have a list of unique points, unique planes, and the // surfaces all remapped in those terms. We need to check our error conditions // that will make sure that we can properly encode this hull: { AssertISV(planeIndices.size() < 256, "Error, > 256 planes on an interior hull"); AssertISV(pointIndices.size() < 63356, "Error, > 65536 points on an interior hull"); AssertISV(tempSurfaces.size() < 256, "Error, > 256 surfaces on an interior hull"); } // Now we group the planes together, and merge the closest groups until we're left // with <= 8 groups { planeGroups.setSize(planeIndices.size()); for(j = 0; j < planeIndices.size(); j++) { planeGroups[j].numPlanes = 1; planeGroups[j].planeIndices[0] = planeIndices[j]; } while(planeGroups.size() > 8) { // Find the two closest groups. If mdp(i, j) is the value of the // largest pairwise dot product that can be computed from the vectors // of group i, and group j, then the closest group pair is the one // with the smallest value of mdp. F32 currmin = 2; S32 firstGroup = -1; S32 secondGroup = -1; for(j = 0; j < planeGroups.size(); j++) { PlaneGrouping& first = planeGroups[j]; for(k = j + 1; k < planeGroups.size(); k++) { PlaneGrouping& second = planeGroups[k]; F32 max = -2; for(l = 0; l < first.numPlanes; l++) { for(m = 0; m < second.numPlanes; m++) { Point3F firstNormal = mVehiclePlanes[first.planeIndices[l]]; Point3F secondNormal = mVehiclePlanes[second.planeIndices[m]]; F32 dot = mDot(firstNormal, secondNormal); if(dot > max) max = dot; } } if(max < currmin) { currmin = max; firstGroup = j; secondGroup = k; } } } AssertFatal(firstGroup != -1 && secondGroup != -1, "Error, unable to find a suitable pairing?"); // Merge first and second PlaneGrouping& to = planeGroups[firstGroup]; PlaneGrouping& from = planeGroups[secondGroup]; while(from.numPlanes != 0) { to.planeIndices[to.numPlanes++] = from.planeIndices[from.numPlanes - 1]; from.numPlanes--; } // And remove the merged group planeGroups.erase(secondGroup); } AssertFatal(planeGroups.size() <= 8, "Error, too many plane groupings!"); // Assign a mask to each of the plane groupings for(j = 0; j < planeGroups.size(); j++) planeGroups[j].mask = (1 << j); } // Now, assign the mask to each of the temp polys { for(j = 0; j < tempSurfaces.size(); j++) { bool assigned = false; for(k = 0; k < planeGroups.size() && !assigned; k++) { for(l = 0; l < planeGroups[k].numPlanes; l++) { if(planeGroups[k].planeIndices[l] == tempSurfaces[j].planeIndex) { tempSurfaces[j].mask = planeGroups[k].mask; assigned = true; break; } } } AssertFatal(assigned, "Error, missed a plane somewhere in the hull poly list!"); } } // Copy the appropriate group mask to the plane masks { planeMasks.setSize(planeIndices.size()); dMemset(planeMasks.address(), 0, planeMasks.size() * sizeof(U8)); for(j = 0; j < planeIndices.size(); j++) { bool found = false; for(k = 0; k < planeGroups.size() && !found; k++) { for(l = 0; l < planeGroups[k].numPlanes; l++) { if(planeGroups[k].planeIndices[l] == planeIndices[j]) { planeMasks[j] = planeGroups[k].mask; found = true; break; } } } AssertFatal(planeMasks[j] != 0, "Error, missing mask for plane!"); } } // And whip through the points, constructing the total mask for that point { pointMasks.setSize(pointIndices.size()); dMemset(pointMasks.address(), 0, pointMasks.size() * sizeof(U8)); for(j = 0; j < pointIndices.size(); j++) { for(k = 0; k < tempSurfaces.size(); k++) { for(l = 0; l < tempSurfaces[k].numPoints; l++) { if(tempSurfaces[k].pointIndices[l] == j) { pointMasks[j] |= tempSurfaces[k].mask; break; } } } AssertFatal(pointMasks[j] != 0, "Error, point must exist in at least one surface!"); } } // Create the emit strings, and we're done! { // Set the range of planes rHull.polyListPlaneStart = mVehiclePolyListPlanes.size(); mVehiclePolyListPlanes.setSize(rHull.polyListPlaneStart + planeIndices.size()); for(j = 0; j < planeIndices.size(); j++) mVehiclePolyListPlanes[j + rHull.polyListPlaneStart] = planeIndices[j]; // Set the range of points rHull.polyListPointStart = mVehiclePolyListPoints.size(); mVehiclePolyListPoints.setSize(rHull.polyListPointStart + pointIndices.size()); for(j = 0; j < pointIndices.size(); j++) mVehiclePolyListPoints[j + rHull.polyListPointStart] = pointIndices[j]; // Now the emit string. The emit string goes like: (all fields are bytes) // NumPlanes (PLMask) * NumPlanes // NumPointsHi NumPointsLo (PtMask) * NumPoints // NumSurfaces // (NumPoints SurfaceMask PlOffset (PtOffsetHi PtOffsetLo) * NumPoints) * NumSurfaces // U32 stringLen = 1 + planeIndices.size(); stringLen += 2 + pointIndices.size(); stringLen += 1; for(j = 0; j < tempSurfaces.size(); j++) stringLen += 1 + 1 + 1 + (tempSurfaces[j].numPoints * 2); rHull.polyListStringStart = mVehiclePolyListStrings.size(); mVehiclePolyListStrings.setSize(rHull.polyListStringStart + stringLen); U8* pString = &mVehiclePolyListStrings[rHull.polyListStringStart]; U32 currPos = 0; // Planes pString[currPos++] = planeIndices.size(); for(j = 0; j < planeIndices.size(); j++) pString[currPos++] = planeMasks[j]; // Points pString[currPos++] = (pointIndices.size() >> 8) & 0xFF; pString[currPos++] = (pointIndices.size() >> 0) & 0xFF; for(j = 0; j < pointIndices.size(); j++) pString[currPos++] = pointMasks[j]; // Surfaces pString[currPos++] = tempSurfaces.size(); for(j = 0; j < tempSurfaces.size(); j++) { pString[currPos++] = tempSurfaces[j].numPoints; pString[currPos++] = tempSurfaces[j].mask; bool found = false; for(k = 0; k < planeIndices.size(); k++) { if(planeIndices[k] == tempSurfaces[j].planeIndex) { pString[currPos++] = k; found = true; break; } } AssertFatal(found, "Error, missing planeindex!"); for(k = 0; k < tempSurfaces[j].numPoints; k++) { pString[currPos++] = (tempSurfaces[j].pointIndices[k] >> 8) & 0xFF; pString[currPos++] = (tempSurfaces[j].pointIndices[k] >> 0) & 0xFF; } } AssertFatal(currPos == stringLen, "Error, mismatched string length!"); } } // for (i = 0; i < mConvexHulls.size(); i++) // Compact the used vectors { mVehiclePolyListStrings.compact(); mVehiclePolyListPoints.compact(); mVehiclePolyListPlanes.compact(); } } //-------------------------------------------------------------------------- void ZoneVisDeterminer::runFromState(SceneRenderState* state, U32 offset, U32 parentZone) { mMode = FromState; mState = state; mZoneRangeOffset = offset; mParentZone = parentZone; } void ZoneVisDeterminer::runFromRects(SceneRenderState* state, U32 offset, U32 parentZone) { mMode = FromRects; mState = state; mZoneRangeOffset = offset; mParentZone = parentZone; } bool ZoneVisDeterminer::isZoneVisible(const U32 zone) const { if(zone == 0) return mState->getCullingState().getZoneState(mParentZone).isZoneVisible(); if(mMode == FromState) { return mState->getCullingState().getZoneState(zone + mZoneRangeOffset - 1).isZoneVisible(); } else { return sgZoneRenderInfo[zone].render; } } //-------------------------------------------------------------------------- // storeSurfaceVerts - // Need to store the verts for every surface because the uv mapping changes // per vertex per surface. //-------------------------------------------------------------------------- void Interior::storeSurfVerts( Vector &masterIndexList, Vector &tempIndexList, Vector &verts, U32 numIndices, Surface &surface, U32 surfaceIndex ) { U32 startIndex = tempIndexList.size() - numIndices; U32 startVert = verts.size(); Vector vertMap; for( U32 i=0; i &primInfoList, Vector &indexList, Vector &verts, U32 &startIndex, U32 &startVert ) { GFXPrimitive pnfo; if( !node.matInst ) { String name = mMaterialList->getMaterialName( node.baseTexIndex ); if (!name.equal("NULL", String::NoCase) && !name.equal("ORIGIN", String::NoCase) && !name.equal("TRIGGER", String::NoCase) && !name.equal("FORCEFIELD", String::NoCase) && !name.equal("EMITTER", String::NoCase) ) { Con::errorf( "material unmapped: %s", name.c_str() ); } node.matInst = MATMGR->getWarningMatInstance(); } // find min index pnfo.minIndex = U32(-1); for( U32 i=startIndex; i 0 ) { primInfoList.push_back( pnfo ); node.primInfoIndex = primInfoList.size() - 1; RNList.renderNodeList.push_back( node ); } } //-------------------------------------------------------------------------- // fill vertex //-------------------------------------------------------------------------- void Interior::fillVertex( GFXVertexPNTTB &vert, Surface &surface, U32 surfaceIndex ) { TexGenPlanes texPlanes = mTexGenEQs[surface.texGenIndex]; vert.texCoord.x = texPlanes.planeX.x * vert.point.x + texPlanes.planeX.y * vert.point.y + texPlanes.planeX.z * vert.point.z + texPlanes.planeX.d; vert.texCoord.y = texPlanes.planeY.x * vert.point.x + texPlanes.planeY.y * vert.point.y + texPlanes.planeY.z * vert.point.z + texPlanes.planeY.d; texPlanes = mLMTexGenEQs[surfaceIndex]; vert.texCoord2.x = texPlanes.planeX.x * vert.point.x + texPlanes.planeX.y * vert.point.y + texPlanes.planeX.z * vert.point.z + texPlanes.planeX.d; vert.texCoord2.y = texPlanes.planeY.x * vert.point.x + texPlanes.planeY.y * vert.point.y + texPlanes.planeY.z * vert.point.z + texPlanes.planeY.d; // vert normal and N already set vert.T = surface.T - vert.normal * mDot(vert.normal, surface.T); vert.T.normalize(); mCross(vert.normal, vert.T, &vert.B); vert.B *= (mDot(vert.B, surface.B) < 0.0F) ? -1.0F : 1.0F; } //-------------------------------------------------------------------------- // Create vertex (and index) buffers for each zone //-------------------------------------------------------------------------- void Interior::createZoneVBs() { if( mVertBuff ) { return; } // create one big-ass vertex buffer to contain all verts // drawIndexedPrimitive() calls can render subsets of the big-ass buffer Vector verts; Vector indices; U32 startIndex = 0; U32 startVert = 0; Vector primInfoList; // fill index list first, then fill verts for( U32 i=0; i tempIndices; tempIndices.setSize(0); for( U32 j=0; jgetMaterialInst( surface.textureIndex ); Material* pMat = dynamic_cast(matInst->getMaterial()); if( pMat && pMat->mPlanarReflection ) continue; node.exterior = surface.surfaceFlags & SurfaceOutsideVisible; // fill in node info on first time through if( j==0 ) { node.baseTexIndex = surface.textureIndex; node.matInst = matInst; curTexIndex = node.baseTexIndex; node.lightMapIndex = mNormalLMapIndices[surfaceIndex]; curLightMapIndex = node.lightMapIndex; } // check for material change if( surface.textureIndex != curTexIndex || mNormalLMapIndices[surfaceIndex] != curLightMapIndex ) { storeRenderNode( node, RNList, primInfoList, indices, verts, startIndex, startVert ); tempIndices.setSize( 0 ); // set new material info U16 baseTex = surface.textureIndex; U8 lmIndex = mNormalLMapIndices[surfaceIndex]; if( baseTex != curTexIndex ) { node.baseTexIndex = baseTex; node.matInst = mMaterialList->getMaterialInst( baseTex ); } else { node.baseTexIndex = NULL; } node.lightMapIndex = lmIndex; curTexIndex = baseTex; curLightMapIndex = lmIndex; } // NOTE, can put this in storeSurfVerts() U32 tempStartIndex = tempIndices.size(); U32 nPrim = 0; U32 last = 2; while(last < surface.windingCount) { // First tempIndices.push_back( VertexBufferTempIndex(surfIndices[last-2], getPointNormal(surfaceIndex, last-2)) ); tempIndices.push_back( VertexBufferTempIndex(surfIndices[last-1], getPointNormal(surfaceIndex, last-1)) ); tempIndices.push_back( VertexBufferTempIndex(surfIndices[last-0], getPointNormal(surfaceIndex, last)) ); last++; nPrim++; if(last == surface.windingCount) break; // Second tempIndices.push_back( VertexBufferTempIndex(surfIndices[last-1], getPointNormal(surfaceIndex, last-1)) ); tempIndices.push_back( VertexBufferTempIndex(surfIndices[last-2], getPointNormal(surfaceIndex, last-2)) ); tempIndices.push_back( VertexBufferTempIndex(surfIndices[last-0], getPointNormal(surfaceIndex, last)) ); last++; nPrim++; } U32 dStartVert = verts.size(); GFXPrimitive* p = &surface.surfaceInfo; p->startIndex = indices.size(); //tempStartIndex; // Normal render info storeSurfVerts( indices, tempIndices, verts, tempIndices.size() - tempStartIndex, surface, surfaceIndex ); // Debug render info p->type = GFXTriangleList; p->numVertices = verts.size() - dStartVert; p->numPrimitives = nPrim; p->minIndex = indices[p->startIndex]; for (U32 i = p->startIndex; i < p->startIndex + nPrim * 3; i++) { if (indices[i] < p->minIndex) { p->minIndex = indices[i]; } } } // store remaining index list storeRenderNode( node, RNList, primInfoList, indices, verts, startIndex, startVert ); mZoneRNList.push_back( RNList ); } // It is possible that we have no zones or have no surfaces in our zones (static meshes only) if (verts.size() == 0) return; // create vertex buffer mVertBuff.set(GFX, verts.size(), GFXBufferTypeStatic); GFXVertexPNTTB *vbVerts = mVertBuff.lock(); dMemcpy( vbVerts, verts.address(), verts.size() * sizeof( GFXVertexPNTTB ) ); mVertBuff.unlock(); // create primitive buffer U16 *ibIndices; GFXPrimitive *piInput; mPrimBuff.set(GFX, indices.size(), primInfoList.size(), GFXBufferTypeStatic); mPrimBuff.lock(&ibIndices, &piInput); dMemcpy( ibIndices, indices.address(), indices.size() * sizeof(U16) ); dMemcpy( piInput, primInfoList.address(), primInfoList.size() * sizeof(GFXPrimitive) ); mPrimBuff.unlock(); } #define SMALL_FLOAT (1e-12) //-------------------------------------------------------------------------- // Get the texture space matrice for a point on a surface //-------------------------------------------------------------------------- void Interior::getTexMat(U32 surfaceIndex, U32 pointOffset, Point3F& T, Point3F& N, Point3F& B) { Surface& surface = mSurfaces[surfaceIndex]; if (mFileVersion >= 11) { // There is a one-to-one mapping of mWindings and mTexMatIndices U32 texMatIndex = mTexMatIndices[surface.windingStart + pointOffset]; TexMatrix& texMat = mTexMatrices[texMatIndex]; T = mNormals[texMat.T]; N = mNormals[texMat.N]; B = mNormals[texMat.B]; } else { T = surface.T - surface.N * mDot(surface.N, surface.T); N = surface.N; mCross(surface.N, T, &B); B *= (mDot(B, surface.B) < 0.0F) ? -1.0f : 1.0f; } return; } //-------------------------------------------------------------------------- // Fill in texture space matrices for each surface //-------------------------------------------------------------------------- void Interior::fillSurfaceTexMats() { for( U32 i=0; i SMALL_FLOAT ) { S.x = -cp.y / cp.x; T.x = -cp.z / cp.x; } edge1.set( pts[1].point.y - pts[0].point.y, pts[1].texCoord.x - pts[0].texCoord.x, pts[1].texCoord.y - pts[0].texCoord.y ); edge2.set( pts[2].point.y - pts[0].point.y, pts[2].texCoord.x - pts[0].texCoord.x, pts[2].texCoord.y - pts[0].texCoord.y ); mCross( edge1, edge2, &cp ); if( fabs(cp.x) > SMALL_FLOAT ) { S.y = -cp.y / cp.x; T.y = -cp.z / cp.x; } edge1.set( pts[1].point.z - pts[0].point.z, pts[1].texCoord.x - pts[0].texCoord.x, pts[1].texCoord.y - pts[0].texCoord.y ); edge2.set( pts[2].point.z - pts[0].point.z, pts[2].texCoord.x - pts[0].texCoord.x, pts[2].texCoord.y - pts[0].texCoord.y ); mCross( edge1, edge2, &cp ); if( fabs(cp.x) > SMALL_FLOAT ) { S.z = -cp.y / cp.x; T.z = -cp.z / cp.x; } S.normalizeSafe(); T.normalizeSafe(); mCross( S, T, &SxT ); if( mDot( SxT, planeNorm ) < 0.0 ) { SxT = -SxT; } surface.T = S; surface.B = T; surface.N = SxT; surface.normal = planeNorm; } } //-------------------------------------------------------------------------- // Clone material instances - if a texture (material) exists on both the // inside and outside of an interior, it needs to create two material // instances - one for the inside, and one for the outside. The reason is // that the light direction maps only exist on the inside of the interior. //-------------------------------------------------------------------------- void Interior::cloneMatInstances() { Vector< BaseMatInstance *> outsideMats; Vector< BaseMatInstance *> insideMats; // store pointers to mat lists for( U32 i=0; i(outsideMats[i]->getMaterial()); if (mat) { BaseMatInstance *newMat = mat->createMatInstance(); mMatInstCleanupList.push_back( newMat ); // go through and find the inside version and replace it // with the new one. for( U32 k=0; kgetFeaturesDelegate().bind( &Interior::_enableLightMapFeature ); mat->init( MATMGR->getDefaultFeatures(), getGFXVertexFormat()); // We need to know if we have non-zwrite translucent materials // so that we can make the extra renderimage pass for them. Material* pMat = dynamic_cast(mat->getMaterial()); if ( pMat ) mHasTranslucentMaterials |= pMat->mTranslucent && !pMat->mTranslucentZWrite; } } for( U32 j=0; jinit( MATMGR->getDefaultFeatures(), getGFXVertexFormat()); // We need to know if we have non-zwrite translucent materials // so that we can make the extra renderimage pass for them. Material* pMat = dynamic_cast(mat->getMaterial()); if ( pMat ) mHasTranslucentMaterials |= pMat->mTranslucent && !pMat->mTranslucentZWrite; } } } } void Interior::_enableLightMapFeature( ProcessedMaterial *mat, U32 stageNum, MaterialFeatureData &fd, const FeatureSet &features ) { if ( mat->getMaterial() ) { fd.features.addFeature( MFT_LightMap ); fd.features.removeFeature( MFT_ToneMap ); } } //-------------------------------------------------------------------------- // Create the reflect plane list and the nodes of geometry necessary to // render the reflective surfaces. //-------------------------------------------------------------------------- void Interior::createReflectPlanes() { Vector verts; Vector primInfoList; Vector indices; U32 startIndex = 0; U32 startVert = 0; for( U32 i=0; igetMaterialInst( surface.textureIndex ); Material* pMat = dynamic_cast(matInst->getMaterial()); if( !pMat || !pMat->mPlanarReflection ) continue; U32 *surfIndices = &mWindings[surface.windingStart]; // create / fill in GFXPrimitve, verts, indices // going to need a new render node ReflectRenderNode node; node.exterior = surface.surfaceFlags & SurfaceOutsideVisible; node.matInst = mMaterialList->getMaterialInst( surface.textureIndex ); node.lightMapIndex = mNormalLMapIndices[surfaceIndex]; PlaneF plane; plane = getPlane( surface.planeIndex ); if( planeIsFlipped( surface.planeIndex ) ) { plane.x = -plane.x; plane.y = -plane.y; plane.z = -plane.z; plane.d = -plane.d; } // check if coplanar with existing reflect plane //-------------------------------------------------- S32 rPlaneIdx = -1; for( U32 a=0; a 0.999 ) { if( fabs( plane.d - mReflectPlanes[a].d ) < 0.001 ) { rPlaneIdx = a; break; } } } PlaneF refPlane; refPlane = plane; if( rPlaneIdx < 0 ) { mReflectPlanes.push_back( refPlane ); node.reflectPlaneIndex = mReflectPlanes.size() - 1; } else { node.reflectPlaneIndex = rPlaneIdx; } // store the indices for the surface //-------------------------------------------------- Vector tempIndices; tempIndices.setSize( 0 ); U32 tempStartIndex = tempIndices.size(); U32 last = 2; while(last < surface.windingCount) { // First tempIndices.push_back( VertexBufferTempIndex(surfIndices[last-2], getPointNormal(surfaceIndex, last-2)) ); tempIndices.push_back( VertexBufferTempIndex(surfIndices[last-1], getPointNormal(surfaceIndex, last-1)) ); tempIndices.push_back( VertexBufferTempIndex(surfIndices[last-0], getPointNormal(surfaceIndex, last)) ); last++; if(last == surface.windingCount) break; // Second tempIndices.push_back( VertexBufferTempIndex(surfIndices[last-1], getPointNormal(surfaceIndex, last-1)) ); tempIndices.push_back( VertexBufferTempIndex(surfIndices[last-2], getPointNormal(surfaceIndex, last-2)) ); tempIndices.push_back( VertexBufferTempIndex(surfIndices[last-0], getPointNormal(surfaceIndex, last)) ); last++; } storeSurfVerts( indices, tempIndices, verts, tempIndices.size() - tempStartIndex, surface, surfaceIndex ); // store render node and GFXPrimitive // each node is a different reflective surface // --------------------------------------------------- // find min index GFXPrimitive pnfo; pnfo.minIndex = U32(-1); for( U32 k=startIndex; kgetMaterialNameList().size(); if(mapToNameIndex < 0 || mapToNameIndex >= targetCount) return String::EmptyString; return mMaterialList->getMaterialNameList()[mapToNameIndex]; } S32 Interior::getTargetCount() const { if(!this) return -1; return mMaterialList->getMaterialNameList().size(); }