Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
1278 lines
36 KiB
C++
1278 lines
36 KiB
C++
#include "ElementRendererHeaders.hpp"
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#include <MLR\MLRInfiniteLightWithFalloff.hpp>
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//#define BOUNDS_BUG
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//############################################################################
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//############################ ShapeLODElement ################################
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//############################################################################
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HGOSHEAP ElementRenderer::ShapeLODElement::s_Heap = NULL;
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ElementRenderer::ShapeLODElement::ClassData* ElementRenderer::ShapeLODElement::DefaultData = NULL;
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ElementRenderer::Element::SyncMethod ElementRenderer::ShapeLODElement::SyncMethods[SyncStateCount]=
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{
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//
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// Root mode
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//
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SYNC_METHOD(ShapeLODElement, Clean),
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SYNC_METHOD(ShapeLODElement, Dirty),
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SYNC_METHOD(ShapeLODElement, Clean),
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SYNC_METHOD(ShapeLODElement, Dirty),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, Defer),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, Defer),
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SYNC_METHOD(ShapeLODElement, Clean),
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SYNC_METHOD(ShapeLODElement, Dirty),
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SYNC_METHOD(ShapeLODElement, Clean),
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SYNC_METHOD(ShapeLODElement, Dirty),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, Defer),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, Defer),
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//
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// Sphere Cull
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//
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SYNC_METHOD(ShapeLODElement, CleanSphere),
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SYNC_METHOD(ShapeLODElement, DirtySphere),
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SYNC_METHOD(ShapeLODElement, CleanSphere),
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SYNC_METHOD(ShapeLODElement, DirtySphere),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, Defer),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, Defer),
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//
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// OBB Cull
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//
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SYNC_METHOD(ShapeLODElement, CleanOBB),
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SYNC_METHOD(ShapeLODElement, DirtyOBB),
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SYNC_METHOD(ShapeLODElement, CleanOBB),
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SYNC_METHOD(ShapeLODElement, DirtyOBB),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, Defer),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, Defer),
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//
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// Never Cull
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//
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SYNC_METHOD(ShapeLODElement, Clean),
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SYNC_METHOD(ShapeLODElement, Dirty),
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SYNC_METHOD(ShapeLODElement, Clean),
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SYNC_METHOD(ShapeLODElement, Dirty),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, Defer),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, Defer),
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SYNC_METHOD(ShapeLODElement, Clean),
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SYNC_METHOD(ShapeLODElement, Dirty),
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SYNC_METHOD(ShapeLODElement, Clean),
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SYNC_METHOD(ShapeLODElement, Dirty),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, Defer),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, Defer),
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//
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// Always Cull
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//
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, None),
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SYNC_METHOD(Element, None)
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};
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ElementRenderer::Element::DrawMethod ElementRenderer::ShapeLODElement::DrawMethods[DrawStateCount]=
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{
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//
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// No billboarding
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//
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DRAW_METHOD(ShapeLODElement, Inherit),
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DRAW_METHOD(ShapeLODElement, Override)
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void ElementRenderer::ShapeLODElement::InitializeClass()
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{
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Verify(!s_Heap);
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s_Heap = gos_CreateMemoryHeap("ShapeLOD", 0, g_LibraryHeap);
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Check_Pointer(s_Heap);
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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ShapeLODElementClassID,
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"ElementRenderer::ShapeLODElement",
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BaseClass::DefaultData,
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reinterpret_cast<Factory>(&Make)
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);
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Check_Object(DefaultData);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void ElementRenderer::ShapeLODElement::TerminateClass()
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{
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Check_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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Check_Pointer(s_Heap);
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gos_DestroyMemoryHeap(s_Heap);
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s_Heap = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ElementRenderer::ShapeLODElement::ShapeLODElement(
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ClassData *class_data,
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Stuff::MemoryStream *stream,
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int version,
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ShapeHolder shapes
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):
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Element(class_data, stream, version)
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{
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Check_Pointer(this);
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Check_Object(stream);
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if (version<10)
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STOP(("Application must be recompiled to use this data!"));
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unsigned index = (m_state>>SyncStateBit) & SyncStateMask;
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Verify(index < SyncStateCount);
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m_sync = SyncMethods[index];
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index = (m_state>>CullStateBit) & CullStateMask;
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Verify(index < CullStateCount);
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m_cameraCull = CullMethods[index].m_cameraCull;
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m_rayCull = CullMethods[index].m_rayCull;
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m_sphereTest = CullMethods[index].m_sphereTest;
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index = (m_state>>DrawStateBit) & DrawStateMask;
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Verify(index < DrawStateCount);
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m_draw = DrawMethods[index];
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//
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//----------------------
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// Read in the LOD count
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//----------------------
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//
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m_worldToLocal = Stuff::LinearMatrix4D::Identity;
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WORD count;
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*stream >> count;
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m_ranges.SetLength(count);
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m_MLRShapes.SetLength(count);
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int mlr_version = MidLevelRenderer::ReadMLRVersion(stream);
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//
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//-----------------------------------------------
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// For older versions, we create all the LOD info
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//-----------------------------------------------
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//
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if (version < 13)
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{
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for (WORD i=0; i<count; ++i)
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{
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RegisteredClass::ClassID class_id;
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*stream >> class_id;
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switch(class_id)
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{
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case MidLevelRenderer::MLRShapeClassID:
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m_MLRShapes[i] = MidLevelRenderer::MLRShape::Make(stream, mlr_version);
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break;
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case MidLevelRenderer::MLRCulturShapeClassID:
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m_MLRShapes[i] = MidLevelRenderer::MLRCulturShape::Make(stream, mlr_version);
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break;
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}
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Check_Object(m_MLRShapes[i]);
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*stream >> m_ranges[i].m_nearSquared >> m_ranges[i].m_farSquared;
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}
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}
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//
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//------------------------------------------------------------------------------------
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// Newer versions of the data will allow us to skip reading LODs that won't be visible
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//------------------------------------------------------------------------------------
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//
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else
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{
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WORD used=0;
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for (WORD i=0; i<count; ++i)
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{
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*stream >> m_ranges[used].m_nearSquared >> m_ranges[used].m_farSquared;
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//
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//-----------------------------------------------------
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// If this can't be seen because of the offset, dump it
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//-----------------------------------------------------
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//
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int length;
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*stream >> length;
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if (i<count-1 && LODElement::s_Offset > m_ranges[used].m_farSquared)
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{
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stream->AdvancePointer(length);
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continue;
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}
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//
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//------------------------------------------------------------------------------------
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// If this is the first visible LOD after we have dropped one, reset the near clipping
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// plane to zero
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//------------------------------------------------------------------------------------
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//
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else if (!used && i>0)
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m_ranges[used].m_nearSquared = 0.0f;
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//
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//-------------------------------------------------------------------
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// If we were given a shape holder, have it make the MLR shape for us
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//-------------------------------------------------------------------
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//
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if (shapes)
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m_MLRShapes[used] = (*shapes)(stream, mlr_version, length);
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//
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//---------------------------------------------------------------
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// Otherwise, read in the class ID and call the right constructor
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//---------------------------------------------------------------
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//
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else
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{
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RegisteredClass::ClassID class_id;
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*stream >> class_id;
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switch(class_id)
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{
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case MidLevelRenderer::MLRShapeClassID:
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m_MLRShapes[used] = MidLevelRenderer::MLRShape::Make(stream, mlr_version);
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break;
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case MidLevelRenderer::MLRCulturShapeClassID:
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m_MLRShapes[used] = MidLevelRenderer::MLRCulturShape::Make(stream, mlr_version);
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break;
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}
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}
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Check_Object(m_MLRShapes[used]);
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++used;
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}
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Verify(used>0);
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if (used < count)
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{
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m_ranges.SetLength(used);
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m_MLRShapes.SetLength(used);
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}
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}
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//
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//------------------------------------------------
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// Bump the OBB a tad to help with clipping errors
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//------------------------------------------------
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//
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if (IsBoundedBySphere())
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m_localOBB.sphereRadius *= 1.01f;
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else
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{
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m_localOBB.axisExtents *= 1.01f;
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m_localOBB.sphereRadius = m_localOBB.axisExtents.GetLength();
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}
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if (ShapeElement::s_CheckBounds && !CheckBounds())
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ShapeElement::s_BoundsWereBad = true;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ElementRenderer::ShapeLODElement::ShapeLODElement(ClassData *class_data):
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Element(class_data)
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{
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Check_Pointer(this);
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unsigned index = (m_state>>SyncStateBit) & SyncStateMask;
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Verify(index < SyncStateCount);
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m_sync = SyncMethods[index];
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index = (m_state>>CullStateBit) & CullStateMask;
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Verify(index < CullStateCount);
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m_cameraCull = CullMethods[index].m_cameraCull;
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m_rayCull = CullMethods[index].m_rayCull;
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m_sphereTest = CullMethods[index].m_sphereTest;
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index = (m_state>>DrawStateBit) & DrawStateMask;
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Verify(index < DrawStateCount);
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m_draw = DrawMethods[index];
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m_worldToLocal = Stuff::LinearMatrix4D::Identity;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ElementRenderer::ShapeLODElement::~ShapeLODElement()
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{
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Check_Object(this);
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for (WORD i=0; i<m_MLRShapes.GetLength(); ++i)
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{
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Check_Object(m_MLRShapes[i]);
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m_MLRShapes[i]->DetachReference();
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ElementRenderer::ShapeLODElement* ElementRenderer::ShapeLODElement::Make(
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Stuff::MemoryStream *stream,
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int version,
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ShapeHolder shapes
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)
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{
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Check_Object(stream);
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gos_PushCurrentHeap(s_Heap);
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ShapeLODElement *element = new ShapeLODElement(DefaultData, stream, version, shapes);
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gos_PopCurrentHeap();
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return element;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void ElementRenderer::ShapeLODElement::Save(Stuff::MemoryStream *stream)
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{
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Check_Object(this);
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Check_Object(stream);
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BaseClass::Save(stream);
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//
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//-----------------------------
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// Save the shape to the stream
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//-----------------------------
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//
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Verify(m_ranges.GetLength() < 65536);
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*stream << static_cast<WORD>(m_ranges.GetLength());
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MidLevelRenderer::WriteMLRVersion(stream);
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for (WORD i=0; i<m_MLRShapes.GetLength(); ++i)
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{
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Check_Object(m_MLRShapes[i]);
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//
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//------------------------
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// Save out the LOD ranges
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//------------------------
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//
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*stream << m_ranges[i].m_nearSquared << m_ranges[i].m_farSquared;
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//
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//-------------------------------------------------------------------------------
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// Figure out how much space this particular MLRShape uses, and put that into the
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// length pointer
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//-------------------------------------------------------------------------------
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//
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*stream << (int)0;
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unsigned index = stream->GetIndex();
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m_MLRShapes[i]->Save(stream);
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unsigned length = stream->GetIndex() - index;
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stream->RewindPointer(length + sizeof(int));
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*stream << length;
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stream->AdvancePointer(length);
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void ElementRenderer::ShapeLODElement::TestInstance()
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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bool ElementRenderer::ShapeLODElement::CheckBounds()
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{
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Check_Object(this);
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int meshes = m_MLRShapes.GetLength();
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for(int m=0; m<meshes; m++)
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{
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bool check;
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if (IsBoundedBySphere())
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check = ShapeElement::CheckSphereBounds(m_MLRShapes[m], m_localOBB);
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else
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check = ShapeElement::CheckOBBBounds(m_MLRShapes[m], m_localOBB);
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if (!check)
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return false;
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}
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return true;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void ElementRenderer::ShapeLODElement::AttachChild(Element *child)
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{
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Check_Object(this);
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Check_Object(child);
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STOP(("Shape elements can't have children!"));
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void ElementRenderer::ShapeLODElement::DetachChild(Element *child)
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{
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Check_Object(this);
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Check_Object(child);
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STOP(("Shape elements can't have children!"));
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void ElementRenderer::ShapeLODElement::AttachLOD(
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WORD index,
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MidLevelRenderer::MLRShape *shape,
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const LODElement::Entry &ranges
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)
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{
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Check_Object(this);
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Check_Object(shape);
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if (m_MLRShapes[index])
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{
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Check_Object(m_MLRShapes[index]);
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m_MLRShapes[index]->DetachReference();
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}
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m_MLRShapes[index] = shape;
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m_MLRShapes[index]->AttachReference();
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m_ranges[index] = ranges;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// This is necessary for attaching LOD's into the list that might miss certain
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// meshes in the middle ie.. 4/5 of the LOD's have a toe, but lod 2 doesn't
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// Needed for the exporter. The grouping there doesn't allow counters.
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int ElementRenderer::ShapeLODElement::AttachLODFirstAvailableSlot(
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MidLevelRenderer::MLRShape *shape,
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const LODElement::Entry &ranges
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)
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{
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Check_Object(this);
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Check_Object(shape);
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for (unsigned short index = 0; index < m_MLRShapes.GetLength(); index ++)
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{
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if (m_MLRShapes[index] == NULL)
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{
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m_MLRShapes[index] = shape;
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m_MLRShapes[index]->AttachReference();
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m_ranges[index] = ranges;
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return index;
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}
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}
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STOP(("ShapeLODElement: Can't attach another LOD, already full!"));
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return -1;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void ElementRenderer::ShapeLODElement::GetLOD(
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WORD index,
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MidLevelRenderer::MLRShape **shape,
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const LODElement::Entry **ranges
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)
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{
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Check_Object(this);
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Check_Object(m_MLRShapes[index]);
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*shape = m_MLRShapes[index];
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(*shape)->AttachReference();
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*ranges = &m_ranges[index];
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}
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|
|
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void ElementRenderer::ShapeLODElement::SetLOD(
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WORD index,
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const LODElement::Entry &ranges
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)
|
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{
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Check_Object(this);
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m_ranges[index]=ranges;
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}
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|
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void ElementRenderer::ShapeLODElement::SetSize(WORD max_size)
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{
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Check_Object(this);
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DWORD i = m_MLRShapes.GetLength();
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m_MLRShapes.SetLength(max_size);
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m_ranges.SetLength(max_size);
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for (;i<max_size; ++i)
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{
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m_MLRShapes[i] = NULL;
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m_ranges[i].m_nearSquared = 0.0f;
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m_ranges[i].m_farSquared = 0.0f;
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}
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}
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|
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
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//
|
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WORD ElementRenderer::ShapeLODElement::GetSize()
|
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{
|
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Check_Object(this);
|
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Verify(m_MLRShapes.GetLength() < 65536);
|
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return static_cast<WORD>(m_MLRShapes.GetLength());
|
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}
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|
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
|
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void ElementRenderer::ShapeLODElement::SetSyncState()
|
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{
|
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Check_Object(this);
|
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|
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Verify(
|
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GetCullMode() != VolumeCullMode
|
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|| AreBoundsWrong()
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|| IsSyncDeferred()
|
|
|| (
|
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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::ShapeLODElement::SetDrawState()
|
|
{
|
|
Check_Object(this);
|
|
unsigned index = (m_state>>DrawStateBit) & DrawStateMask;
|
|
Verify(index < DrawStateCount);
|
|
m_draw = DrawMethods[index];
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
void ElementRenderer::ShapeLODElement::DirtySyncMethod()
|
|
{
|
|
Check_Object(this);
|
|
Verify(IsMatrixDirty() && GetCullMode()==NeverCullMode);
|
|
SYNC_LOGIC("Dirty::ShapeLOD");
|
|
|
|
//
|
|
//--------------------
|
|
// 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::ShapeLODElement::CleanSphereSyncMethod()
|
|
{
|
|
Check_Object(this);
|
|
Verify(m_localOBB.sphereRadius > 0.0f);
|
|
Verify(
|
|
!IsMatrixDirty() && GetCullMode()==VolumeCullMode && IsBoundedBySphere()
|
|
);
|
|
SYNC_LOGIC("Sphere::Clean::ShapeLOD");
|
|
|
|
//
|
|
//-------------------------------
|
|
// 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::ShapeLODElement::DirtySphereSyncMethod()
|
|
{
|
|
Check_Object(this);
|
|
Verify(m_localOBB.sphereRadius > 0.0f);
|
|
Verify(
|
|
IsMatrixDirty() && GetCullMode()==VolumeCullMode && IsBoundedBySphere()
|
|
);
|
|
SYNC_LOGIC("Sphere::Dirty::ShapeLOD");
|
|
|
|
//
|
|
//--------------------
|
|
// 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::ShapeLODElement::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::ShapeLOD");
|
|
|
|
//
|
|
//-------------------------------
|
|
// 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::ShapeLODElement::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::ShapeLOD");
|
|
|
|
//
|
|
//--------------------
|
|
// 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::ShapeLODElement::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_MLRShapes.GetLength()>0)
|
|
{
|
|
Check_Object(m_MLRShapes[0]);
|
|
if (m_MLRShapes[0]->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::ShapeLODElement::FindSmallestElementContainingCulled(SphereTest *test)
|
|
{
|
|
Check_Object(this);
|
|
Check_Object(test);
|
|
return this;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
void ElementRenderer::ShapeLODElement::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 (ShapeElement::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
|
|
|
|
//
|
|
//----------------------------------------------------------------------
|
|
// We need to find out which lod the camera should traverse into, so
|
|
// transform the camera into LOD space and get the distance from the LOD
|
|
//----------------------------------------------------------------------
|
|
//
|
|
Stuff::Point3D camera_origin(camera->GetLocalToWorld());
|
|
Stuff::Point3D lod_origin(GetLocalToWorld());
|
|
camera_origin -= lod_origin;
|
|
Stuff::Scalar distance = camera_origin.GetLengthSquared() + LODElement::s_Offset;
|
|
Min_Clamp(distance, 0.0f);
|
|
|
|
//
|
|
//---------------------------------------------------
|
|
// Search the lod entries looking for the first match
|
|
//---------------------------------------------------
|
|
//
|
|
for (WORD i=0; i<m_MLRShapes.GetLength(); ++i)
|
|
{
|
|
LODElement::Entry *entry = &m_ranges[i];
|
|
if (entry->m_nearSquared <= distance && entry->m_farSquared >= distance)
|
|
{
|
|
|
|
//
|
|
//----------------------------
|
|
// Set up the draw information
|
|
//----------------------------
|
|
//
|
|
MidLevelRenderer::DrawShapeInformation info;
|
|
Check_Object(m_MLRShapes[i]);
|
|
info.shape = m_MLRShapes[i];
|
|
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();
|
|
#if defined(LAB_ONLY)
|
|
if (LODElement::s_ShadeLODs && i<ELEMENTS(LODElement::s_Shades))
|
|
info.paintMeColor = &LODElement::s_Shades[i];
|
|
else
|
|
#endif
|
|
info.paintMeColor = &FadeColor;
|
|
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::ShapeLOD::Inherited");
|
|
Start_Timer(Draw_Shapes);
|
|
clipper->DrawShape(&info);
|
|
Stop_Timer(Draw_Shapes);
|
|
Start_Timer(Graph_Traversal);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
void ElementRenderer::ShapeLODElement::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 (ShapeElement::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
|
|
|
|
//
|
|
//----------------------------------------------------------------------
|
|
// We need to find out which lod the camera should traverse into, so
|
|
// transform the camera into LOD space and get the distance from the LOD
|
|
//----------------------------------------------------------------------
|
|
//
|
|
Stuff::Point3D camera_origin(camera->GetLocalToWorld());
|
|
Stuff::Point3D lod_origin(GetLocalToWorld());
|
|
camera_origin -= lod_origin;
|
|
Stuff::Scalar distance = camera_origin.GetLengthSquared() + LODElement::s_Offset;
|
|
Min_Clamp(distance, 0.0f);
|
|
|
|
//
|
|
//---------------------------------------------------
|
|
// Search the lod entries looking for the first match
|
|
//---------------------------------------------------
|
|
//
|
|
for (WORD i=0; i<m_MLRShapes.GetLength(); ++i)
|
|
{
|
|
LODElement::Entry *entry = &m_ranges[i];
|
|
if (entry->m_nearSquared <= distance && entry->m_farSquared >= distance)
|
|
{
|
|
|
|
//
|
|
//----------------------------
|
|
// Set up the draw information
|
|
//----------------------------
|
|
//
|
|
MidLevelRenderer::DrawShapeInformation info;
|
|
Check_Object(m_MLRShapes[i]);
|
|
info.shape = m_MLRShapes[i];
|
|
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();
|
|
#if defined(LAB_ONLY)
|
|
if (LODElement::s_ShadeLODs && i<ELEMENTS(LODElement::s_Shades))
|
|
info.paintMeColor = &LODElement::s_Shades[i];
|
|
else
|
|
#endif
|
|
info.paintMeColor = &FadeColor;
|
|
LightList culled_lights;
|
|
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::ShapeLOD::Overridden");
|
|
Start_Timer(Draw_Shapes);
|
|
clipper->DrawShape(&info);
|
|
Stop_Timer(Draw_Shapes);
|
|
Start_Timer(Graph_Traversal);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
extern DWORD Disable_Lights;
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
int ElementRenderer::ShapeLODElement::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");
|
|
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 >= ShapeElement::s_MaxLightsPerShape)
|
|
break;
|
|
}
|
|
Verify(new_count <= MidLevelRenderer::Limits::Max_Number_Of_Lights_Per_Primitive);
|
|
return new_count;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
int ElementRenderer::ShapeLODElement::CountTriangles()
|
|
{
|
|
Check_Object(this);
|
|
|
|
if (m_MLRShapes.GetLength() > 0)
|
|
{
|
|
Check_Object(m_MLRShapes[0]);
|
|
return m_MLRShapes[0]->GetNumPrimitives();
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
void ElementRenderer::ShapeLODElement::CleanDamage()
|
|
{
|
|
Check_Object(this);
|
|
|
|
for (WORD i=0; i<m_MLRShapes.GetLength(); ++i)
|
|
{
|
|
Check_Object(m_MLRShapes[i]);
|
|
Verify(m_MLRShapes[i]->GetReferenceCount() == 1);
|
|
m_MLRShapes[i]->CleanMe();
|
|
}
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
void ElementRenderer::ShapeLODElement::ApplyDamage(
|
|
const Stuff::LinearMatrix4D &damage_spot,
|
|
Stuff::Scalar radius
|
|
)
|
|
{
|
|
Check_Object(this);
|
|
Check_Object(&damage_spot);
|
|
|
|
for (WORD i=0; i<m_MLRShapes.GetLength(); ++i)
|
|
{
|
|
Check_Object(m_MLRShapes[i]);
|
|
Verify(m_MLRShapes[i]->GetReferenceCount() == 1);
|
|
m_MLRShapes[i]->HurtMe(damage_spot, radius);
|
|
}
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
void ElementRenderer::ShapeLODElement::ApplyDamageDecal(
|
|
const Stuff::LinearMatrix4D &damage_spot,
|
|
Stuff::Scalar radius,
|
|
MidLevelRenderer::MLRTexture *texture
|
|
)
|
|
{
|
|
Check_Object(this);
|
|
Check_Object(&damage_spot);
|
|
|
|
for (WORD i=0; i<m_MLRShapes.GetLength(); ++i)
|
|
{
|
|
Check_Object(m_MLRShapes[i]);
|
|
Verify(m_MLRShapes[i]->GetReferenceCount() == 1);
|
|
m_MLRShapes[i]->HurtMe(damage_spot, radius, texture);
|
|
}
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
void ElementRenderer::ShapeLODElement::CastShadow(
|
|
const Stuff::LinearMatrix4D &shadow_to_world,
|
|
const Stuff::UnitVector3D &sun_in_world,
|
|
Stuff::Scalar radius
|
|
)
|
|
{
|
|
Check_Object(this);
|
|
|
|
if (!IsShadowed())
|
|
return;
|
|
MidLevelRenderer::MLRShape *mlr_shape;
|
|
const ElementRenderer::LODElement::Entry *entry;
|
|
Verify(GetSize()>0);
|
|
GetLOD(static_cast<WORD>(GetSize()-1), &mlr_shape, &entry);
|
|
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);
|
|
mlr_shape->DetachReference();
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
void ElementRenderer::ShapeLODElement::MakeFootStep(
|
|
MidLevelRenderer::MLRShape *shape,
|
|
const Stuff::LinearMatrix4D &foot,
|
|
Stuff::Scalar radius,
|
|
MidLevelRenderer::MLRTexture *tex
|
|
)
|
|
{
|
|
Check_Object(this);
|
|
|
|
MidLevelRenderer::MLRShape *mlr_shape;
|
|
const ElementRenderer::LODElement::Entry *entry;
|
|
|
|
Verify(GetSize()>0);
|
|
GetLOD(static_cast<WORD>(GetSize()-1), &mlr_shape, &entry);
|
|
|
|
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);
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
//
|
|
MidLevelRenderer::MLRShape* ElementRenderer::ShapeLODElement::GetMLRShape(
|
|
ElementRenderer::CameraElement* cameraElement
|
|
)
|
|
{
|
|
Check_Object(this);
|
|
|
|
unsigned short lod = 0;
|
|
if (cameraElement)
|
|
{
|
|
Stuff::Point3D camera_origin(cameraElement->GetLocalToWorld());
|
|
Stuff::Point3D lod_origin(GetLocalToWorld());
|
|
camera_origin -= lod_origin;
|
|
Stuff::Scalar distance = camera_origin.GetLengthSquared() + LODElement::s_Offset;
|
|
Min_Clamp(distance, 0.0f);
|
|
|
|
//
|
|
//---------------------------------------------------
|
|
// Search the lod entries looking for the first match
|
|
//---------------------------------------------------
|
|
//
|
|
for (WORD i=0; i<m_MLRShapes.GetLength(); ++i)
|
|
{
|
|
LODElement::Entry *entry = &m_ranges[i];
|
|
if (entry->m_nearSquared <= distance && entry->m_farSquared >= distance)
|
|
{
|
|
lod = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
MidLevelRenderer::MLRShape *mlr_shape;
|
|
const ElementRenderer::LODElement::Entry* ranges;
|
|
|
|
Verify(lod < GetSize());
|
|
GetLOD(lod, &mlr_shape, &ranges);
|
|
mlr_shape->DetachReference();
|
|
|
|
return mlr_shape;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
// Returns array of vertex coordinates and number of vertices
|
|
void ElementRenderer::ShapeLODElement::GetCoordData(Stuff::DynamicArrayOf<Stuff::Point3D> *array)
|
|
{
|
|
Check_Object(this);
|
|
|
|
//
|
|
//-----------------------------------
|
|
// First count the number of vertices
|
|
//-----------------------------------
|
|
//
|
|
int total=0;
|
|
int meshes = m_MLRShapes.GetLength();
|
|
int m;
|
|
for(m=0; m<meshes; m++)
|
|
{
|
|
int ns = m_MLRShapes[m]->GetNum();
|
|
for (int n =0;n<ns;n++)
|
|
{
|
|
MidLevelRenderer::MLRPrimitiveBase *mesh = m_MLRShapes[m]->Find(n);
|
|
Check_Object(mesh);
|
|
const Stuff::Point3D *verts;
|
|
int count;
|
|
mesh->GetCoordData(&verts, &count);
|
|
total += count;
|
|
}
|
|
}
|
|
|
|
//
|
|
//------------------------
|
|
// Now allocate the memory
|
|
//------------------------
|
|
//
|
|
array->SetLength(total);
|
|
total = 0;
|
|
for(m=0; m<meshes; m++)
|
|
{
|
|
int ns = m_MLRShapes[m]->GetNum();
|
|
for (int n =0;n<ns;n++)
|
|
{
|
|
MidLevelRenderer::MLRPrimitiveBase *mesh = m_MLRShapes[m]->Find(n);
|
|
Check_Object(mesh);
|
|
const Stuff::Point3D *verts;
|
|
int count;
|
|
mesh->GetCoordData(&verts, &count);
|
|
|
|
for (int v=0; v<count; ++v)
|
|
{
|
|
(*array)[total+v]=verts[v];
|
|
}
|
|
total += count;
|
|
}
|
|
}
|
|
}
|
|
|