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firestorm/Gameleap/code/mw4/Libraries/elementrenderer/ShapeElement.cpp
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C++

#include "ElementRendererHeaders.hpp"
#include <MLR\MLRInfiniteLightWithFalloff.hpp>
//#define HUNT_FOR_THE_MISSING_SHADOW "micgaert"
#if defined (LAB_ONLY) && defined (HUNT_FOR_THE_MISSING_SHADOW)
#include <MLR\MLRTexturePool.hpp>
#endif
int ElementRenderer::ShapeElement::s_MaxLightsPerShape=MidLevelRenderer::Limits::Max_Number_Of_Lights_Per_Primitive;
static bool __stdcall Check2() {return ElementRenderer::ShapeElement::s_MaxLightsPerShape == 2;}
static bool __stdcall Check4() {return ElementRenderer::ShapeElement::s_MaxLightsPerShape == 4;}
static void __stdcall Enable2()
{
ElementRenderer::ShapeElement::s_MaxLightsPerShape = (ElementRenderer::ShapeElement::s_MaxLightsPerShape == 2) ? MidLevelRenderer::Limits::Max_Number_Of_Lights_Per_Primitive : 2;
}
static void __stdcall Enable4()
{
ElementRenderer::ShapeElement::s_MaxLightsPerShape = (ElementRenderer::ShapeElement::s_MaxLightsPerShape == 4) ? MidLevelRenderer::Limits::Max_Number_Of_Lights_Per_Primitive : 4;
}
bool ElementRenderer::ShapeElement::s_ShowClippedBounds = false;
static bool __stdcall Greyed() {return ElementRenderer::Element::GetCallbackSet() != NULL;}
static bool __stdcall Check_ShowShapeBounds() {return ElementRenderer::ShapeElement::s_ShowClippedBounds;}
static void __stdcall Activate_ShowShapeBounds() {ElementRenderer::ShapeElement::s_ShowClippedBounds = !ElementRenderer::ShapeElement::s_ShowClippedBounds;}
bool ElementRenderer::ShapeElement::s_CheckBounds = false;
bool ElementRenderer::ShapeElement::s_BoundsWereBad = false;
static bool __stdcall Check_CheckBounds() {return ElementRenderer::ShapeElement::s_CheckBounds;}
static void __stdcall Activate_CheckBounds() {ElementRenderer::ShapeElement::s_CheckBounds = !ElementRenderer::ShapeElement::s_CheckBounds;}
//############################################################################
//############################ ShapeElement ################################
//############################################################################
HGOSHEAP ElementRenderer::ShapeElement::s_Heap = NULL;
ElementRenderer::ShapeElement::ClassData* ElementRenderer::ShapeElement::DefaultData = NULL;
ElementRenderer::Element::SyncMethod ElementRenderer::ShapeElement::SyncMethods[SyncStateCount]=
{
//
// Root mode
//
SYNC_METHOD(ShapeElement, Clean),
SYNC_METHOD(ShapeElement, DirtyRoot),
SYNC_METHOD(ShapeElement, Clean),
SYNC_METHOD(ShapeElement, DirtyRoot),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, Defer),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, Defer),
SYNC_METHOD(ShapeElement, Clean),
SYNC_METHOD(ShapeElement, DirtyRoot),
SYNC_METHOD(ShapeElement, Clean),
SYNC_METHOD(ShapeElement, DirtyRoot),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, Defer),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, Defer),
//
// Sphere Cull
//
SYNC_METHOD(ShapeElement, CleanSphere),
SYNC_METHOD(ShapeElement, DirtySphere),
SYNC_METHOD(ShapeElement, CleanSphere),
SYNC_METHOD(ShapeElement, DirtySphere),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, Defer),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, Defer),
//
// OBB Cull
//
SYNC_METHOD(ShapeElement, CleanOBB),
SYNC_METHOD(ShapeElement, DirtyOBB),
SYNC_METHOD(ShapeElement, CleanOBB),
SYNC_METHOD(ShapeElement, DirtyOBB),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, Defer),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, Defer),
//
// Never Cull
//
SYNC_METHOD(ShapeElement, Clean),
SYNC_METHOD(ShapeElement, Dirty),
SYNC_METHOD(ShapeElement, Clean),
SYNC_METHOD(ShapeElement, Dirty),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, Defer),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, Defer),
SYNC_METHOD(ShapeElement, Clean),
SYNC_METHOD(ShapeElement, Dirty),
SYNC_METHOD(ShapeElement, Clean),
SYNC_METHOD(ShapeElement, Dirty),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, Defer),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, Defer),
//
// Always Cull
//
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, None),
SYNC_METHOD(Element, None)
};
ElementRenderer::Element::DrawMethod ElementRenderer::ShapeElement::DrawMethods[DrawStateCount]=
{
//
// No billboarding
//
DRAW_METHOD(ShapeElement, Inherit),
DRAW_METHOD(ShapeElement, Override)
};
DECLARE_TIMER(static, Light_Culling_Time);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::InitializeClass(Stuff::NotationFile *startup_ini)
{
Verify(!s_Heap);
s_Heap = gos_CreateMemoryHeap("Shape", 0, g_LibraryHeap);
Check_Pointer(s_Heap);
Verify(!DefaultData);
DefaultData =
new ClassData(
ShapeElementClassID,
"ElementRenderer::ShapeElement",
BaseClass::DefaultData,
reinterpret_cast<Factory>(&Make)
);
Check_Object(DefaultData);
s_MaxLightsPerShape = MidLevelRenderer::Limits::Max_Number_Of_Lights_Per_Primitive;
s_ShowClippedBounds = false;
s_CheckBounds = false;
s_BoundsWereBad = false;
Initialize_Timer(Light_Culling_Time, "Light Culling");
AddDebuggerMenuItem("Libraries\\Graphics Options\\2 Lights/Shape", Check2, Enable2, 0 );
AddDebuggerMenuItem("Libraries\\Graphics Options\\4 Lights/Shape", Check4, Enable4, 0 );
AddDebuggerMenuItem("Libraries\\ElementRenderer\\Show Clipped Shape Bounds", Check_ShowShapeBounds, Activate_ShowShapeBounds, Greyed );
AddDebuggerMenuItem("Libraries\\ElementRenderer\\Check Bounds", Check_CheckBounds, Activate_CheckBounds, NULL );
if (startup_ini)
{
Check_Object(startup_ini);
Stuff::Page *page = startup_ini->FindPage("Graphics Options");
if (page)
{
Check_Object(page);
page->GetEntry("MaxLights", &s_MaxLightsPerShape);
Min_Clamp(s_MaxLightsPerShape, 2);
}
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::TerminateClass(Stuff::NotationFile *startup_ini)
{
if (startup_ini)
{
Check_Object(startup_ini);
Stuff::Page *page = startup_ini->SetPage("Graphics Options");
Check_Object(page);
page->SetEntry("MaxLights", s_MaxLightsPerShape);
}
Check_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
Check_Pointer(s_Heap);
gos_DestroyMemoryHeap(s_Heap);
s_Heap = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ElementRenderer::ShapeElement::ShapeElement(
ClassData *class_data,
Stuff::MemoryStream *stream,
int version,
ShapeHolder shapes
):
Element(class_data, stream, version)
{
Check_Pointer(this);
Check_Object(stream);
unsigned index = (m_state>>SyncStateBit) & SyncStateMask;
Verify(index < SyncStateCount);
m_sync = SyncMethods[index];
index = (m_state>>CullStateBit) & CullStateMask;
Verify(index < CullStateCount);
m_cameraCull = CullMethods[index].m_cameraCull;
m_rayCull = CullMethods[index].m_rayCull;
m_sphereTest = CullMethods[index].m_sphereTest;
index = (m_state>>DrawStateBit) & DrawStateMask;
Verify(index < DrawStateCount);
m_draw = DrawMethods[index];
//
//---------------------------------
// Create the shape from the stream
//---------------------------------
//
m_worldToLocal = Stuff::LinearMatrix4D::Identity;
int mlr_version = MidLevelRenderer::ReadMLRVersion(stream);
if (mlr_version == -1)
mlr_version = version;
if (version<13)
{
if(mlr_version<14)
m_MLRShape = MidLevelRenderer::MLRShape::Make(stream, mlr_version);
else
{
RegisteredClass::ClassID class_id;
*stream >> class_id;
switch(class_id)
{
case MidLevelRenderer::MLRShapeClassID:
m_MLRShape = MidLevelRenderer::MLRShape::Make(stream, mlr_version);
break;
case MidLevelRenderer::MLRCulturShapeClassID:
m_MLRShape = MidLevelRenderer::MLRCulturShape::Make(stream, mlr_version);
break;
default:
STOP(("Don't know what this is"));
}
}
}
else
{
int length;
*stream >> length;
if (shapes)
m_MLRShape = (*shapes)(stream, mlr_version, length);
else
{
RegisteredClass::ClassID class_id;
*stream >> class_id;
switch(class_id)
{
case MidLevelRenderer::MLRShapeClassID:
m_MLRShape = MidLevelRenderer::MLRShape::Make(stream, mlr_version);
break;
case MidLevelRenderer::MLRCulturShapeClassID:
m_MLRShape = MidLevelRenderer::MLRCulturShape::Make(stream, mlr_version);
break;
default:
STOP(("Don't know what this is"));
}
}
}
//
//------------------------------------------------
// Bump the OBB a tad to help with clipping errors
//------------------------------------------------
//
if (IsBoundedBySphere())
m_localOBB.sphereRadius *= 1.01f;
else
{
m_localOBB.axisExtents *= 1.01f;
m_localOBB.sphereRadius = m_localOBB.axisExtents.GetLength();
}
if (s_CheckBounds && !CheckBounds())
s_BoundsWereBad = true;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ElementRenderer::ShapeElement::ShapeElement(
ShapeElement *shape,
ClassData *class_data
):
Element(class_data, shape)
{
Check_Pointer(this);
unsigned index = (m_state>>SyncStateBit) & SyncStateMask;
Verify(index < SyncStateCount);
m_sync = SyncMethods[index];
index = (m_state>>CullStateBit) & CullStateMask;
Verify(index < CullStateCount);
m_cameraCull = CullMethods[index].m_cameraCull;
m_rayCull = CullMethods[index].m_rayCull;
m_sphereTest = CullMethods[index].m_sphereTest;
index = (m_state>>DrawStateBit) & DrawStateMask;
Verify(index < DrawStateCount);
m_draw = DrawMethods[index];
m_worldToLocal = Stuff::LinearMatrix4D::Identity;
Check_Object(shape->m_MLRShape);
m_MLRShape = shape->m_MLRShape;
m_MLRShape->AttachReference();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ElementRenderer::ShapeElement::ShapeElement(ClassData *class_data):
Element(class_data)
{
Check_Pointer(this);
unsigned index = (m_state>>SyncStateBit) & SyncStateMask;
Verify(index < SyncStateCount);
m_sync = SyncMethods[index];
index = (m_state>>CullStateBit) & CullStateMask;
Verify(index < CullStateCount);
m_cameraCull = CullMethods[index].m_cameraCull;
m_rayCull = CullMethods[index].m_rayCull;
m_sphereTest = CullMethods[index].m_sphereTest;
index = (m_state>>DrawStateBit) & DrawStateMask;
Verify(index < DrawStateCount);
m_draw = DrawMethods[index];
m_worldToLocal = Stuff::LinearMatrix4D::Identity;
gos_PushCurrentHeap(MidLevelRenderer::ShapeHeap);
m_MLRShape = new MidLevelRenderer::MLRShape(0);
Check_Object(m_MLRShape);
gos_PopCurrentHeap();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ElementRenderer::ShapeElement::~ShapeElement()
{
Check_Object(this);
m_MLRShape->DetachReference();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ElementRenderer::ShapeElement* ElementRenderer::ShapeElement::Make(
Stuff::MemoryStream *stream,
int version,
ShapeHolder shapes
)
{
Check_Object(stream);
gos_PushCurrentHeap(s_Heap);
ShapeElement *element = new ShapeElement(DefaultData, stream, version, shapes);
gos_PopCurrentHeap();
return element;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::Save(Stuff::MemoryStream *stream)
{
Check_Object(this);
Check_Object(stream);
BaseClass::Save(stream);
//
//-----------------------------
// Save the shape to the stream
//-----------------------------
//
Check_Object(m_MLRShape);
MidLevelRenderer::WriteMLRVersion(stream);
*stream << (int)0;
unsigned index = stream->GetIndex();
m_MLRShape->Save(stream);
unsigned length = stream->GetIndex() - index;
stream->RewindPointer(length + sizeof(int));
*stream << length;
stream->AdvancePointer(length);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::TestInstance()
{
Verify(IsDerivedFrom(DefaultData));
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
bool ElementRenderer::ShapeElement::CheckBounds()
{
Check_Object(this);
return (IsBoundedBySphere()) ? CheckSphereBounds(m_MLRShape, m_localOBB) : CheckOBBBounds(m_MLRShape, m_localOBB);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
bool ElementRenderer::ShapeElement::CheckSphereBounds(
MidLevelRenderer::MLRShape *shape,
const Stuff::OBB &sphere
)
{
Stuff::Point3D center(sphere.localToParent);
Stuff::Scalar radius_squared = sphere.sphereRadius*sphere.sphereRadius;
int meshes = shape->GetNum();
for (int m=0; m<meshes; m++)
{
MidLevelRenderer::MLRPrimitiveBase *mesh = shape->Find(m);
Check_Object(mesh);
const Stuff::Point3D *verts;
int count;
mesh->GetCoordData(&verts, &count);
for (int v=0; v<count; ++v)
{
Stuff::Vector3D diff;
diff.Subtract(verts[v], center);
if (diff.GetLengthSquared() > radius_squared)
return false;
}
}
return true;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
bool ElementRenderer::ShapeElement::CheckOBBBounds(
MidLevelRenderer::MLRShape *shape,
const Stuff::OBB &obb
)
{
int meshes = shape->GetNum();
for (int m=0; m<meshes; m++)
{
MidLevelRenderer::MLRPrimitiveBase *mesh = shape->Find(m);
Check_Object(mesh);
const Stuff::Point3D *verts;
int count;
mesh->GetCoordData(&verts, &count);
for (int v=0; v<count; ++v)
{
if (!obb.Contains(verts[v]))
return false;
}
}
return true;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::AttachChild(Element *child)
{
Check_Object(this);
Check_Object(child);
STOP(("Shape elements can't have children!"));
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::DetachChild(Element *child)
{
Check_Object(this);
Check_Object(child);
STOP(("Shape elements can't have children!"));
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::SetSyncState()
{
Check_Object(this);
Verify(
GetCullMode() != VolumeCullMode
|| AreBoundsWrong()
|| IsSyncDeferred()
|| (
m_localOBB.sphereRadius>0.0f
&& (IsMatrixDirty() || m_worldOBB.sphereRadius>0.0f
)
)
);
Verify(
GetCullMode() == RootMode || m_parent != NULL || AreBoundsWrong()
);
unsigned index = (m_state>>SyncStateBit) & SyncStateMask;
Verify(index < SyncStateCount);
m_sync = SyncMethods[index];
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::SetDrawState()
{
Check_Object(this);
unsigned index = (m_state>>DrawStateBit) & DrawStateMask;
Verify(index < DrawStateCount);
m_draw = DrawMethods[index];
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::DirtyRootSyncMethod()
{
Check_Object(this);
Verify(IsMatrixDirty() && GetCullMode()==RootMode);
SYNC_LOGIC("Root::Dirty::Shape");
//
//--------------------
// Update our matrices
//--------------------
//
m_localToParent = m_localToWorld = m_newLocalToParent;
m_worldToLocal.Invert(m_localToWorld);
MatrixIsClean();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::DirtySyncMethod()
{
Check_Object(this);
Verify(IsMatrixDirty() && GetCullMode()==NeverCullMode);
SYNC_LOGIC("Dirty::Shape");
//
//--------------------
// Update our matrices
//--------------------
//
m_localToParent = m_newLocalToParent;
Check_Object(m_parent);
if (!IsLocalToParentIdentity())
m_localToWorld.Multiply(m_localToParent, m_parent->GetLocalToWorld());
else
m_localToWorld = m_parent->GetLocalToWorld();
m_worldToLocal.Invert(m_localToWorld);
MatrixIsClean();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::CleanSphereSyncMethod()
{
Check_Object(this);
Verify(m_localOBB.sphereRadius > 0.0f);
Verify(
!IsMatrixDirty() && GetCullMode()==VolumeCullMode && IsBoundedBySphere()
);
SYNC_LOGIC("Sphere::Clean::Shape");
//
//-------------------------------
// Update our m_localToWorld matrix
//-------------------------------
//
Check_Object(m_parent);
if (!IsLocalToParentIdentity())
m_localToWorld.Multiply(m_localToParent, m_parent->GetLocalToWorld());
else
m_localToWorld = m_parent->GetLocalToWorld();
m_worldToLocal.Invert(m_localToWorld);
//
//------------------------------
// Transform the bounding sphere
//------------------------------
//
m_worldOBB.MultiplySphereOnly(m_localOBB, m_localToWorld);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::DirtySphereSyncMethod()
{
Check_Object(this);
Verify(m_localOBB.sphereRadius > 0.0f);
Verify(
IsMatrixDirty() && GetCullMode()==VolumeCullMode && IsBoundedBySphere()
);
SYNC_LOGIC("Sphere::Dirty::Shape");
//
//--------------------
// Update our matrices
//--------------------
//
m_localToParent = m_newLocalToParent;
Check_Object(m_parent);
if (!IsLocalToParentIdentity())
m_localToWorld.Multiply(m_localToParent, m_parent->GetLocalToWorld());
else
m_localToWorld = m_parent->GetLocalToWorld();
m_worldToLocal.Invert(m_localToWorld);
//
//------------------------------
// Transform the bounding sphere
//------------------------------
//
m_worldOBB.MultiplySphereOnly(m_localOBB, m_localToWorld);
MatrixIsClean();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::CleanOBBSyncMethod()
{
Check_Object(this);
Verify(
!IsMatrixDirty() && GetCullMode()==VolumeCullMode && IsBoundedByOBB()
);
Verify(Stuff::Close_Enough(m_localOBB.sphereRadius, m_localOBB.axisExtents.GetLength(), m_localOBB.sphereRadius*0.02f));
SYNC_LOGIC("OBB::Clean::Shape");
//
//-------------------------------
// Update our m_localToWorld matrix
//-------------------------------
//
Check_Object(m_parent);
if (!IsLocalToParentIdentity())
m_localToWorld.Multiply(m_localToParent, m_parent->GetLocalToWorld());
else
m_localToWorld = m_parent->GetLocalToWorld();
m_worldToLocal.Invert(m_localToWorld);
//
//------------------------------
// Transform the bounding sphere
//------------------------------
//
m_worldOBB.Multiply(m_localOBB, m_localToWorld);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::DirtyOBBSyncMethod()
{
Check_Object(this);
Verify(
IsMatrixDirty() && GetCullMode()==VolumeCullMode && IsBoundedByOBB()
);
Verify(Stuff::Close_Enough(m_localOBB.sphereRadius, m_localOBB.axisExtents.GetLength(), m_localOBB.sphereRadius*0.02f));
SYNC_LOGIC("OBB::Dirty::Shape");
//
//--------------------
// Update our matrices
//--------------------
//
m_localToParent = m_newLocalToParent;
Check_Object(m_parent);
if (!IsLocalToParentIdentity())
m_localToWorld.Multiply(m_localToParent, m_parent->GetLocalToWorld());
else
m_localToWorld = m_parent->GetLocalToWorld();
m_worldToLocal.Invert(m_localToWorld);
//
//------------------------------
// Transform the bounding sphere
//------------------------------
//
m_worldOBB.Multiply(m_localOBB, m_localToWorld);
MatrixIsClean();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
bool ElementRenderer::ShapeElement::CastCulledRay(CollisionQuery *query)
{
Check_Object(this);
Check_Object(query);
Verify(!query->m_data);
//
//-----------------------------------
// Figure out the local m_line equation
//-----------------------------------
//
const Stuff::LinearMatrix4D &world_to_local = GetWorldToLocal();
Check_Object(&world_to_local);
Stuff::Line3D local_line;
Check_Object(query->m_line);
local_line.m_origin.Multiply(query->m_line->m_origin, world_to_local);
local_line.m_direction.Multiply(query->m_line->m_direction, world_to_local);
local_line.m_length = query->m_line->m_length;
//
//-----------------------------
// Test it against the MidLevelRenderer::MLRShape
//-----------------------------
//
Stuff::Normal3D local_normal;
if (m_MLRShape)
{
Check_Object(m_MLRShape);
if (m_MLRShape->CastRay(&local_line, &local_normal))
{
query->m_line->m_length = local_line.m_length;
const Stuff::LinearMatrix4D &local_to_world = GetLocalToWorld();
Check_Object(&local_to_world);
Check_Pointer(query->m_normal);
query->m_normal->Multiply(local_normal, local_to_world);
Verify(*query->m_normal * query->m_line->m_direction <= -Stuff::SMALL);
query->m_data = m_data;
return true;
}
}
return false;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ElementRenderer::Element* ElementRenderer::ShapeElement::FindSmallestElementContainingCulled(SphereTest *test)
{
Check_Object(this);
Check_Object(test);
return this;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::InheritDrawMethod(
CameraElement *camera,
const StateChange *inherited_state,
int culling_state
)
{
Check_Object(this);
Check_Object(inherited_state);
Check_Object(camera);
Verify(culling_state != -1);
#if defined(_ARMOR)
if (!culling_state)
Verify(!Cull(camera));
#endif
//
//--------------------------------------
// Draw our bounds if we are supposed to
//--------------------------------------
//
#if defined(LAB_ONLY)
Callback *callback = GetCallbackSet();
unsigned index = GetCallbackIndex();
if (callback && callback[index])
{
Check_Pointer(callback[index]);
(*callback[index])(camera, inherited_state, culling_state, this);
}
else if (s_ShowClippedBounds && GetCullMode() == VolumeCullMode && culling_state)
{
Stuff::RGBAColor color(1.0f, 0.5f, 0.5f, 0.3f);
if (IsBoundedBySphere())
DrawSphere(m_worldOBB, color, camera, inherited_state, culling_state);
else
DrawOBB(m_worldOBB, color, camera, inherited_state, culling_state);
}
#endif
//
//----------------------------
// Set up the draw information
//----------------------------
//
MidLevelRenderer::DrawShapeInformation info;
Check_Object(m_MLRShape);
info.shape = m_MLRShape;
info.clippingFlags.SetClippingState(culling_state);
Check_Object(&m_localToWorld);
info.shapeToWorld = &m_localToWorld;
Check_Object(&m_worldToLocal);
info.worldToShape = &m_worldToLocal;
info.state = inherited_state->GetMLRState();
info.paintMeColor = &FadeColor;
#if defined (LAB_ONLY) && defined (HUNT_FOR_THE_MISSING_SHADOW)
if(m_MLRShape->GetNum()>0)
{
MidLevelRenderer::MLRTexture *tex = (*MidLevelRenderer::MLRTexturePool::Instance)[&m_MLRShape->Find(0)->GetReferenceState()];
MidLevelRenderer::GOSImage *image = tex->GetImage();
const char *tex_name = gos_GetTextureName(image->GetHandle());
SPEW((HUNT_FOR_THE_MISSING_SHADOW, "D: %s", tex_name));
}
#endif
LightList culled_lights;
info.nrOfActiveLights = CullLights(culled_lights, inherited_state->m_lights);
info.activeLights = (info.nrOfActiveLights>0) ? &culled_lights[0] : NULL;
//
//---------------
// Draw the shape
//---------------
//
MidLevelRenderer::MLRClipper *clipper = camera->GetClipper();
Check_Object(clipper);
Stop_Timer(Graph_Traversal);
ELEMENT_RENDER("Culling::Shape::Inherited");
Start_Timer(Draw_Shapes);
clipper->DrawShape(&info);
Stop_Timer(Draw_Shapes);
Start_Timer(Graph_Traversal);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::OverrideDrawMethod(
CameraElement *camera,
const StateChange *inherited_state,
int culling_state
)
{
Check_Object(this);
Check_Object(inherited_state);
Check_Object(camera);
Verify(culling_state != -1);
#if defined(_ARMOR)
if (!culling_state)
Verify(!Cull(camera));
#endif
//
//-------------------
// Mix the properties
//-------------------
//
Check_Object(m_stateChange);
StateChange mixed;
mixed.Mix(*inherited_state, *m_stateChange);
MixLights(
mixed.m_lights,
inherited_state->m_lights,
m_stateChange->m_lights
);
//
//--------------------------------------
// Draw our bounds if we are supposed to
//--------------------------------------
//
#if defined(LAB_ONLY)
Callback *callback = GetCallbackSet();
unsigned index = GetCallbackIndex();
if (callback && callback[index])
{
Check_Pointer(callback[index]);
(*callback[index])(camera, &mixed, culling_state, this);
}
else if (s_ShowClippedBounds && GetCullMode() == VolumeCullMode && culling_state)
{
Stuff::RGBAColor color(1.0f, 0.5f, 0.5f, 0.3f);
if (IsBoundedBySphere())
DrawSphere(m_worldOBB, color, camera, &mixed, culling_state);
else
DrawOBB(m_worldOBB, color, camera, &mixed, culling_state);
}
#endif
//
//----------------------------
// Set up the draw information
//----------------------------
//
MidLevelRenderer::DrawShapeInformation info;
Check_Object(m_MLRShape);
info.shape = m_MLRShape;
info.clippingFlags.SetClippingState(culling_state);
Check_Object(&m_localToWorld);
info.shapeToWorld = &m_localToWorld;
Check_Object(&m_worldToLocal);
info.worldToShape = &m_worldToLocal;
info.state = mixed.GetMLRState();
info.paintMeColor = &FadeColor;
LightList culled_lights;
#if defined (LAB_ONLY) && defined (HUNT_FOR_THE_MISSING_SHADOW)
MidLevelRenderer::MLRTexture *tex = (*MidLevelRenderer::MLRTexturePool::Instance)[&m_MLRShape->Find(0)->GetReferenceState()];
MidLevelRenderer::GOSImage *image = tex->GetImage();
const char *tex_name = gos_GetTextureName(image->GetHandle());
SPEW((HUNT_FOR_THE_MISSING_SHADOW, "D: %s", tex_name));
#endif
info.nrOfActiveLights = CullLights(culled_lights, mixed.m_lights);
info.activeLights = (info.nrOfActiveLights>0) ? &culled_lights[0] : NULL;
//
//---------------
// Draw the shape
//---------------
//
MidLevelRenderer::MLRClipper *clipper = camera->GetClipper();
Check_Object(clipper);
Stop_Timer(Graph_Traversal);
ELEMENT_RENDER("Culling::Shape::Overridden");
Start_Timer(Draw_Shapes);
clipper->DrawShape(&info);
Stop_Timer(Draw_Shapes);
Start_Timer(Graph_Traversal);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::SetMLRShape(MidLevelRenderer::MLRShape *shape)
{
Check_Object(this);
Check_Object(shape);
if (m_MLRShape)
{
Check_Object(m_MLRShape);
m_MLRShape->DetachReference();
}
m_MLRShape = shape;
m_MLRShape->AttachReference();
}
extern DWORD Disable_Lights;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
int ElementRenderer::ShapeElement::CullLights(
LightList culled_lights,
const LightList lights
)
{
Check_Object(this);
//
//----------------------------------------------------------------
// Set up the destination light array and start copying the lights
//----------------------------------------------------------------
//
if (Disable_Lights)
return 0;
ELEMENT_RENDER("Culling::ShapeLOD::Lights");
Start_Timer(Light_Culling_Time);
int new_count = 0;
Stuff::Point3D center(m_worldOBB.localToParent);
for (int i=0; i<MidLevelRenderer::Limits::Max_Number_Of_Lights_Per_Primitive && lights[i]; ++i)
{
MidLevelRenderer::MLRLight *light = lights[i];
Check_Object(light);
Verify(new_count < MidLevelRenderer::Limits::Max_Number_Of_Lights_Per_Primitive);
if (light->GetIntensity() < Stuff::SMALL)
continue;
//
//--------------------------------------------------------------------
// If we are copying a light with a range, check it against the bounds
// of this node and only copy if it would hit the bounds
//--------------------------------------------------------------------
//
if (light->IsDerivedFrom(MidLevelRenderer::MLRInfiniteLightWithFalloff::DefaultData))
{
MidLevelRenderer::MLRInfiniteLightWithFalloff *bounded_light =
Cast_Object(MidLevelRenderer::MLRInfiniteLightWithFalloff*, light);
Stuff::Point3D lc(bounded_light->GetLightToWorldMatrix());
Stuff::Vector3D diff;
diff.Subtract(center, lc);
Stuff::Scalar range =
m_worldOBB.sphereRadius + bounded_light->GetFalloffFar();
if (diff.GetLengthSquared() < range*range)
culled_lights[new_count++] = light;
}
//
//---------------------------------
// Otherwise it is automatically in
//---------------------------------
//
else
culled_lights[new_count++] = light;
if (new_count >= s_MaxLightsPerShape)
{
#if defined (LAB_ONLY) && defined (HUNT_FOR_THE_MISSING_SHADOW)
SPEW((HUNT_FOR_THE_MISSING_SHADOW, "L: %d+", new_count));
#endif
break;
}
}
#if defined (LAB_ONLY) && defined (HUNT_FOR_THE_MISSING_SHADOW)
SPEW((HUNT_FOR_THE_MISSING_SHADOW, "L: %d", new_count));
#endif
Verify(new_count <= MidLevelRenderer::Limits::Max_Number_Of_Lights_Per_Primitive);
Stop_Timer(Light_Culling_Time);
return new_count;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
int ElementRenderer::ShapeElement::CountTriangles()
{
Check_Object(this);
if (m_MLRShape)
{
Check_Object(m_MLRShape);
return m_MLRShape->GetNumPrimitives();
}
return 0;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::CleanDamage()
{
Check_Object(this);
Check_Object(m_MLRShape);
Verify(m_MLRShape->GetReferenceCount() == 1);
m_MLRShape->CleanMe();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::ApplyDamage(
const Stuff::LinearMatrix4D &damage_spot,
Stuff::Scalar radius
)
{
Check_Object(this);
Check_Object(&damage_spot);
Check_Object(m_MLRShape);
Verify(m_MLRShape->GetReferenceCount() == 1);
m_MLRShape->HurtMe(damage_spot, radius);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::ApplyDamageDecal(
const Stuff::LinearMatrix4D &damage_spot,
Stuff::Scalar radius,
MidLevelRenderer::MLRTexture *texture
)
{
Check_Object(this);
Check_Object(&damage_spot);
Check_Object(m_MLRShape);
Verify(m_MLRShape->GetReferenceCount() == 1);
m_MLRShape->HurtMe(damage_spot, radius, texture);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::CastShadow(
const Stuff::LinearMatrix4D &shadow_to_world,
const Stuff::UnitVector3D &sun_in_world,
Stuff::Scalar radius
)
{
if (!IsShadowed())
return;
MidLevelRenderer::MLRShape *mlr_shape = GetMLRShape();
Stuff::LinearMatrix4D world_to_object;
world_to_object.Invert(GetLocalToWorld());
Stuff::UnitVector3D sun_in_object;
sun_in_object.Multiply(sun_in_world, world_to_object);
Stuff::LinearMatrix4D shadow_to_object;
shadow_to_object.Multiply(shadow_to_world, world_to_object);
mlr_shape->DrawMyShadow(shadow_to_object, sun_in_object, radius);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void ElementRenderer::ShapeElement::MakeFootStep(
MidLevelRenderer::MLRShape *shape,
const Stuff::LinearMatrix4D &foot,
Stuff::Scalar radius,
MidLevelRenderer::MLRTexture *tex
)
{
MidLevelRenderer::MLRShape *mlr_shape = GetMLRShape();
Stuff::LinearMatrix4D world_to_object;
world_to_object.Invert(GetLocalToWorld());
Stuff::LinearMatrix4D foot_to_object;
foot_to_object.Multiply(foot, world_to_object);
mlr_shape->StepOnMe(shape, foot_to_object, radius, tex);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Returns array of vertex coordinates and number of vertices
void ElementRenderer::ShapeElement::GetCoordData(Stuff::DynamicArrayOf<Stuff::Point3D> *array)
{
Check_Object(this);
array->SetLength(0);
int meshes = m_MLRShape->GetNum();
for(int m=0; m<meshes; m++)
{
MidLevelRenderer::MLRPrimitiveBase *mesh = m_MLRShape->Find(m);
Check_Object(mesh);
const Stuff::Point3D *verts;
int count;
mesh->GetCoordData(&verts, &count);
int point_count = array->GetLength();
array->SetLength(point_count+count);
for (int v=0; v<count; ++v)
{
(*array)[point_count+v]=verts[v];
}
}
}