Serious-Engine/Sources/Engine/Rendering/RenderAdding.cpp
2019-03-31 20:56:37 +02:00

925 lines
32 KiB
C++
Executable File

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
// for generating unique IDs for lens flares
// (32 bit should be enough for generating 1 lens flare per second during approx. 136 years)
static INDEX _iNextLensFlareID = 1; // 0 is reserved for no-id
extern void SelectEntityOnRender( CProjection3D &prProjection, CEntity &en);
// creates oriented bounding box for a model
inline void CreateModelOBBox( CEntity *penModel, FLOAT3D &vHandle, FLOATmatrix3D &mAbsToView, FLOATobbox3D &obbox)
{
FLOAT3D vAntiStretch = penModel->GetClassificationBoxStretch();
vAntiStretch(1) = 1.0f/vAntiStretch(1);
vAntiStretch(2) = 1.0f/vAntiStretch(2);
vAntiStretch(3) = 1.0f/vAntiStretch(3);
FLOATaabbox3D boxModel = penModel->en_boxSpatialClassification;
boxModel.StretchByVector( vAntiStretch);
obbox = FLOATobbox3D( boxModel, vHandle, mAbsToView*penModel->en_mRotation);
}
/*
* Add a model entity to rendering.
*/
void CRenderer::AddModelEntity(CEntity *penModel)
{
// if the entity is currently active or hidden, don't add it again
if( penModel->en_ulFlags&(ENF_INRENDERING|ENF_HIDDEN)) return;
// skip the entity if predicted, and predicted entities should not be rendered
if( penModel->IsPredicted() && !gfx_bRenderPredicted) return;
_pfRenderProfile.StartTimer(CRenderProfile::PTI_ADDMODELENTITY);
// get its model object
CModelObject *pmoModelObject;
if( penModel->en_RenderType!=CEntity::RT_BRUSH &&
penModel->en_RenderType != CEntity::RT_FIELDBRUSH) {
pmoModelObject = penModel->GetModelForRendering();
} else {
// empty brushes are also rendered as models
pmoModelObject = _wrpWorldRenderPrefs.wrp_pmoEmptyBrush;
}
// mark the entity as active in rendering
penModel->en_ulFlags |= ENF_INRENDERING;
// add it to container of all drawn entities
re_cenDrawn.Add(penModel);
// add it to a container for delayed rendering
CDelayedModel &dm = re_admDelayedModels.Push();
dm.dm_penModel = penModel;
dm.dm_pmoModel = pmoModelObject;
dm.dm_ulFlags = NONE; // invisible until proved otherwise
// get proper projection for the entity
CProjection3D *pprProjection;
if (re_bBackgroundEnabled && (penModel->en_ulFlags & ENF_BACKGROUND)) {
pprProjection = re_prBackgroundProjection;
} else {
pprProjection = re_prProjection;
}
// transform its handle to view space
FLOAT3D vHandle;
pprProjection->PreClip(penModel->en_plPlacement.pl_PositionVector, vHandle);
// setup mip factor
FLOAT fDistance = vHandle(3)+penModel->GetDepthSortOffset();
FLOAT fMipFactor = pprProjection->MipFactor(fDistance);
penModel->AdjustMipFactor(fMipFactor);
dm.dm_fDistance = fDistance;
dm.dm_fMipFactor = fMipFactor;
FLOAT fR = penModel->en_fSpatialClassificationRadius;
if( penModel->en_RenderType==CEntity::RT_BRUSH
|| penModel->en_RenderType==CEntity::RT_FIELDBRUSH) {
fR = 1.0f;
}
ASSERT(fR>0.0f);
// test object sphere to frustum
FLOATobbox3D boxEntity;
BOOL bModelHasBox = FALSE;
INDEX iFrustumTest = pprProjection->TestSphereToFrustum( vHandle, fR);
// if test is indeterminate
if( iFrustumTest==0) {
// create oriented box and test it to frustum
CreateModelOBBox( penModel, vHandle, pprProjection->pr_ViewerRotationMatrix, boxEntity);
bModelHasBox = TRUE; // mark that box has been created
iFrustumTest = pprProjection->TestBoxToFrustum(boxEntity);
}
// if not inside
if( iFrustumTest<0) {
// don't add it
_pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDMODELENTITY);
return;
}
// do additional check for eventual mirror plane (if allowed)
INDEX iMirrorPlaneTest = -1;
extern INDEX gap_iOptimizeClipping;
if( gap_iOptimizeClipping>0 && (pprProjection->pr_bMirror || pprProjection->pr_bWarp)) {
// test sphere against plane
const FLOAT fPlaneDistance = pprProjection->pr_plMirrorView.PointDistance(vHandle);
if( fPlaneDistance < -fR) iMirrorPlaneTest = -1;
else if( fPlaneDistance > +fR) iMirrorPlaneTest = +1;
else { // if test is indeterminate
// create box entity if needed
if( !bModelHasBox) {
CreateModelOBBox( penModel, vHandle, pprProjection->pr_ViewerRotationMatrix, boxEntity);
bModelHasBox = TRUE;
} // test it to mirror/warp plane
iMirrorPlaneTest = (INDEX) (boxEntity.TestAgainstPlane(pprProjection->pr_plMirrorView));
}
// if not in mirror
if( iMirrorPlaneTest<0) {
// don't add it
_pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDMODELENTITY);
return;
}
}
// if it has a light source with a lens flare and we're not rendering shadows
CLightSource *pls = penModel->GetLightSource();
if( !re_bRenderingShadows && pls!=NULL && pls->ls_plftLensFlare!=NULL) {
// add the lens flare to rendering
AddLensFlare( penModel, pls, pprProjection, re_iIndex);
}
// adjust model flags
if( pmoModelObject->HasAlpha()) dm.dm_ulFlags |= DMF_HASALPHA;
if( re_bCurrentSectorHasFog) dm.dm_ulFlags |= DMF_FOG;
if( re_bCurrentSectorHasHaze) dm.dm_ulFlags |= DMF_HAZE;
if( iFrustumTest>0) dm.dm_ulFlags |= DMF_INSIDE; // mark the need for clipping
if( iMirrorPlaneTest>0) dm.dm_ulFlags |= DMF_INMIRROR; // mark the need for clipping to mirror/warp plane
// if this is an editor model and editor models are disabled
if( penModel->en_RenderType==CEntity::RT_EDITORMODEL
&& !_wrpWorldRenderPrefs.IsEditorModelsOn()) {
// don't render it
_pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDMODELENTITY);
return;
}
// safety check
if( pmoModelObject==NULL) {
_pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDMODELENTITY);
return;
}
// if the object is not visible at its distance
if( (!re_bRenderingShadows && !pmoModelObject->IsModelVisible(fMipFactor))) {
// don't add it
_pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDMODELENTITY);
return;
}
// if entity selecting by laso requested, test for selecting
if( _pselenSelectOnRender != NULL) SelectEntityOnRender( *pprProjection, *penModel);
// allow its rendering
dm.dm_ulFlags |= DMF_VISIBLE;
ASSERT(pmoModelObject!=NULL);
// if rendering shadows use only first mip level
if( re_bRenderingShadows) dm.dm_fMipFactor = 0;
_pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDMODELENTITY);
}
/*
* Add a ska model entity to rendering.
*/
void CRenderer::AddSkaModelEntity(CEntity *penModel)
{
// if the entity is currently active or hidden, don't add it again
if( penModel->en_ulFlags&(ENF_INRENDERING|ENF_HIDDEN)) return;
// skip the entity if predicted, and predicted entities should not be rendered
if( penModel->IsPredicted() && !gfx_bRenderPredicted) return;
_pfRenderProfile.StartTimer(CRenderProfile::PTI_ADDMODELENTITY);
// get its model object
CModelInstance *pmiModelInstance = penModel->GetModelInstance();
// mark the entity as active in rendering
penModel->en_ulFlags |= ENF_INRENDERING;
// add it to container of all drawn entities
re_cenDrawn.Add(penModel);
// add it to a container for delayed rendering
CDelayedModel &dm = re_admDelayedModels.Push();
dm.dm_penModel = penModel;
dm.dm_ulFlags = NONE; // invisible until proved otherwise
// dm.dm_pmoModel = pmoModelObject;
// get proper projection for the entity
CProjection3D *pprProjection;
if (re_bBackgroundEnabled && (penModel->en_ulFlags & ENF_BACKGROUND)) {
pprProjection = re_prBackgroundProjection;
} else {
pprProjection = re_prProjection;
}
// transform its handle to view space
FLOAT3D vHandle;
pprProjection->PreClip(penModel->en_plPlacement.pl_PositionVector, vHandle);
// setup mip factor
FLOAT fDistance = vHandle(3)+penModel->GetDepthSortOffset();
FLOAT fMipFactor = pprProjection->MipFactor(fDistance);
fMipFactor = -fDistance;
penModel->AdjustMipFactor(fMipFactor);
dm.dm_fDistance = fDistance;
dm.dm_fMipFactor = fMipFactor;
FLOAT fR = penModel->en_fSpatialClassificationRadius;
ASSERT(fR>0.0f);
// test object sphere to frustum
FLOATobbox3D boxEntity;
BOOL bModelHasBox = FALSE;
INDEX iFrustumTest = pprProjection->TestSphereToFrustum( vHandle, fR);
// if test is indeterminate
if( iFrustumTest==0) {
// create oriented box and test it to frustum
CreateModelOBBox( penModel, vHandle, pprProjection->pr_ViewerRotationMatrix, boxEntity);
bModelHasBox = TRUE; // mark that box has been created
iFrustumTest = pprProjection->TestBoxToFrustum(boxEntity);
}
// if not inside
if( iFrustumTest<0) {
// don't add it
// _pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDMODELENTITY);
return;
}
// do additional check for eventual mirror plane (if allowed)
INDEX iMirrorPlaneTest = -1;
extern INDEX gap_iOptimizeClipping;
if( gap_iOptimizeClipping>0 && (pprProjection->pr_bMirror || pprProjection->pr_bWarp)) {
// test sphere against plane
const FLOAT fPlaneDistance = pprProjection->pr_plMirrorView.PointDistance(vHandle);
if( fPlaneDistance < -fR) iMirrorPlaneTest = -1;
else if( fPlaneDistance > +fR) iMirrorPlaneTest = +1;
else { // if test is indeterminate
// create box entity if needed
if( !bModelHasBox) {
CreateModelOBBox( penModel, vHandle, pprProjection->pr_ViewerRotationMatrix, boxEntity);
bModelHasBox = TRUE;
} // test it to mirror/warp plane
iMirrorPlaneTest = (INDEX) boxEntity.TestAgainstPlane(pprProjection->pr_plMirrorView);
}
// if not in mirror
if( iMirrorPlaneTest<0) {
// don't add it
// _pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDMODELENTITY);
return;
}
}
// if it has a light source with a lens flare and we're not rendering shadows
CLightSource *pls = penModel->GetLightSource();
if( !re_bRenderingShadows && pls!=NULL && pls->ls_plftLensFlare!=NULL) {
// add the lens flare to rendering
AddLensFlare( penModel, pls, pprProjection, re_iIndex);
}
// adjust model flags
if( pmiModelInstance->HasAlpha()) dm.dm_ulFlags |= DMF_HASALPHA;
if( re_bCurrentSectorHasFog) dm.dm_ulFlags |= DMF_FOG;
if( re_bCurrentSectorHasHaze) dm.dm_ulFlags |= DMF_HAZE;
if( iFrustumTest>0) dm.dm_ulFlags |= DMF_INSIDE; // mark the need for clipping
if( iMirrorPlaneTest>0) dm.dm_ulFlags |= DMF_INMIRROR; // mark the need for clipping to mirror/warp plane
// if this is an editor model and editor models are disabled
if( penModel->en_RenderType==CEntity::RT_SKAEDITORMODEL
&& !_wrpWorldRenderPrefs.IsEditorModelsOn()) {
// don't render it
// _pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDMODELENTITY);
return;
}
// safety check
if( pmiModelInstance==NULL) {
// _pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDMODELENTITY);
return;
}
// if the object is not visible at its distance
if( (!re_bRenderingShadows && !pmiModelInstance->IsModelVisible(fMipFactor))) {
// don't add it
// _pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDMODELENTITY);
return;
}
// if entity selecting by laso requested, test for selecting
if( _pselenSelectOnRender != NULL) SelectEntityOnRender( *pprProjection, *penModel);
// allow its rendering
dm.dm_ulFlags |= DMF_VISIBLE;
// if rendering shadows use only first mip level
if( re_bRenderingShadows) dm.dm_fMipFactor = 0;
// _pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDMODELENTITY);
}
/* Add a lens flare to rendering. */
void CRenderer::AddLensFlare( CEntity *penLight, CLightSource *pls, CProjection3D *pprProjection, INDEX iMirrorLevel/*=0*/)
{
// if flares are off
if (_wrpWorldRenderPrefs.wrp_lftLensFlares == CWorldRenderPrefs::LFT_NONE) {
// don't add any new flares
return;
}
// project the light source position to view space
FLOAT3D vRotated;
pprProjection->PreClip(penLight->GetLerpedPlacement().pl_PositionVector, vRotated);
// if it is behind near clip plane
if (-vRotated(3)<pprProjection->NearClipDistanceR()) {
// skip it
return;
}
// project it to screen
FLOAT3D vScreen;
pprProjection->PostClip(vRotated, vScreen);
ASSERT( re_pdpDrawPort!=NULL);
const ULONG ulDrawPortID = re_pdpDrawPort->GetID();
// for each existing lens flare
CLensFlareInfo *plfi = NULL;
const INDEX ctFlares = re_alfiLensFlares.Count();
{for(INDEX iFlare=0; iFlare<ctFlares; iFlare++) {
CLensFlareInfo &lfiOld = re_alfiLensFlares[iFlare];
// if it is this one
if( lfiOld.lfi_plsLightSource==pls
&& (lfiOld.lfi_ulDrawPortID==ulDrawPortID || lfiOld.lfi_iMirrorLevel>0)) {
// use it
plfi = &lfiOld;
break;
}
}}
// if it is not found
if (plfi==NULL) {
// create a new one
plfi = &re_alfiLensFlares.Push();
plfi->lfi_iID = _iNextLensFlareID++;
plfi->lfi_tmLastFrame = _pTimer->GetRealTimeTick()-0.05f;
plfi->lfi_iMirrorLevel = iMirrorLevel;
plfi->lfi_fFadeFactor = 0.0f;
plfi->lfi_ulFlags = NONE;
}
CLensFlareInfo &lfi = *plfi;
lfi.lfi_ulDrawPortID = ulDrawPortID;
lfi.lfi_plsLightSource = pls;
lfi.lfi_fI = vScreen(1);
lfi.lfi_fJ = vScreen(2);
lfi.lfi_fDistance = -vRotated(3);
lfi.lfi_fOoK = (1-pprProjection->pr_fDepthBufferFactor/vRotated(3))
* pprProjection->pr_fDepthBufferMul+pprProjection->pr_fDepthBufferAdd;
lfi.lfi_vProjected = vRotated;
lfi.lfi_ulFlags |= LFF_ACTIVE;
lfi.lfi_ulFlags &= ~LFF_FOG;
lfi.lfi_ulFlags &= ~LFF_HAZE;
if( re_bCurrentSectorHasFog) lfi.lfi_ulFlags |= LFF_FOG;
if( re_bCurrentSectorHasHaze) lfi.lfi_ulFlags |= LFF_HAZE;
}
/* Add a moving brush entity to rendering list (add all sectors immediately). */
void CRenderer::AddNonZoningBrush( CEntity *penBrush, CBrushSector *pbscThatAdds)
{
_pfRenderProfile.StartTimer(CRenderProfile::PTI_ADDNONZONINGBRUSH);
ASSERT( penBrush!=NULL);
// get its brush
CBrush3D &brBrush = *penBrush->en_pbrBrush;
// if hidden
if( penBrush->en_ulFlags&ENF_HIDDEN) {
// skip it
_pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDNONZONINGBRUSH);
return;
}
// if the brush is already added
if( brBrush.br_lnInActiveBrushes.IsLinked()) {
// skip it
_pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDNONZONINGBRUSH);
return;
}
const BOOL bDisableVisTweaks = _wrpWorldRenderPrefs.wrp_bDisableVisTweaks;
// if visibility tweaking is enabled
if( !bDisableVisTweaks)
{
// if vistweaks exclude this brush from rendering in this position
ULONG ulVisTweaks = penBrush->GetVisTweaks();
if ((pbscThatAdds!=NULL && (VISM_DONTCLASSIFY&pbscThatAdds->bsc_ulVisFlags&ulVisTweaks))
||(ulVisTweaks&re_ulVisExclude&VISM_INCLUDEEXCLUDE)
||(re_ulVisInclude!=0 && !(ulVisTweaks&re_ulVisInclude&VISM_INCLUDEEXCLUDE) ) ) {
// skip it
_pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDNONZONINGBRUSH);
return;
}
}
// skip whole non-zoning brush if invisible for rendering and not in wireframe mode
const BOOL bWireFrame = _wrpWorldRenderPrefs.wrp_ftEdges != CWorldRenderPrefs::FT_NONE
|| _wrpWorldRenderPrefs.wrp_ftVertices != CWorldRenderPrefs::FT_NONE;
if( !(penBrush->en_ulFlags&ENF_ZONING) && !bWireFrame)
{ // test every brush polygon for it's visibility flag
// for every sector in brush
FOREACHINDYNAMICARRAY( brBrush.GetFirstMip()->bm_abscSectors, CBrushSector, itbsc) {
// for all polygons in sector
FOREACHINSTATICARRAY( itbsc->bsc_abpoPolygons, CBrushPolygon, itpo) {
// advance to next polygon if invisible
CBrushPolygon &bpo = *itpo;
if( !(bpo.bpo_ulFlags&BPOF_INVISIBLE)) goto addBrush;
}
}
// skip this brush
_pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDNONZONINGBRUSH);
return;
}
addBrush:
// prepare the brush entity for rendering if not yet prepared
PrepareBrush(brBrush.br_penEntity);
// get relevant mip factor for that brush and current rendering prefs
CBrushMip *pbm = brBrush.GetBrushMipByDistance(
_wrpWorldRenderPrefs.GetCurrentMipBrushingFactor(brBrush.br_prProjection->MipFactor()));
// if brush mip exists for that mip factor
if (pbm!=NULL) {
// if entity selecting by laso requested
if( _pselenSelectOnRender != NULL)
{
// test for selecting
SelectEntityOnRender( *re_prProjection, *penBrush);
}
// for each sector
FOREACHINDYNAMICARRAY(pbm->bm_abscSectors, CBrushSector, itbsc) {
// if the sector is not hidden
if(!((itbsc->bsc_ulFlags&BSCF_HIDDEN) && !re_bRenderingShadows)) {
// add that sector to active sectors
AddActiveSector(itbsc.Current());
}
}
}
_pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDNONZONINGBRUSH);
}
/* Add a terrain entity to rendering list. */
void CRenderer::AddTerrainEntity(CEntity *penTerrain)
{
// _pfRenderProfile.StartTimer(CRenderProfile::PTI_ADDNONZONINGBRUSH);
ASSERT( penTerrain!=NULL);
// get its terrain
CTerrain &trTerrain = *penTerrain->GetTerrain();
// if hidden
if(penTerrain->en_ulFlags&ENF_HIDDEN) {
// skip it
// _pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDNONZONINGBRUSH);
return;
}
if(re_bCurrentSectorHasFog) {
trTerrain.AddFlag(TR_HAS_FOG);
}
if(re_bCurrentSectorHasHaze) {
trTerrain.AddFlag(TR_HAS_HAZE);
}
// if the brush is already added
if( trTerrain.tr_lnInActiveTerrains.IsLinked()) {
// skip it
// _pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDNONZONINGBRUSH);
return;
}
// add it to list of active terrains
re_lhActiveTerrains.AddTail(trTerrain.tr_lnInActiveTerrains);
// add it to container of all drawn entities
re_cenDrawn.Add(penTerrain);
}
/* Add to rendering all entities in the world (used in special cases in world editor). */
void CRenderer::AddAllEntities(void)
{
// for all entities in world
FOREACHINDYNAMICCONTAINER(re_pwoWorld->wo_cenEntities, CEntity, iten) {
// if it is brush
if (iten->en_RenderType==CEntity::RT_BRUSH
||(iten->en_RenderType==CEntity::RT_FIELDBRUSH
&& _wrpWorldRenderPrefs.IsFieldBrushesOn())) {
// add all of its sectors
AddNonZoningBrush(&iten.Current(), NULL);
// if it is model, or editor model that should be drawn
} else if (iten->en_RenderType==CEntity::RT_MODEL
||(iten->en_RenderType==CEntity::RT_EDITORMODEL
&& _wrpWorldRenderPrefs.IsEditorModelsOn())) {
// add it as a model
AddModelEntity(&iten.Current());
} else if (iten->en_RenderType==CEntity::RT_SKAMODEL
||(iten->en_RenderType==CEntity::RT_SKAEDITORMODEL
&& _wrpWorldRenderPrefs.IsEditorModelsOn())) {
AddSkaModelEntity(&iten.Current());
// if this is terrain
} else if(iten->en_RenderType==CEntity::RT_TERRAIN) {
// add it as a terrain
AddTerrainEntity(&iten.Current());
}
}
}
/* Add to rendering all entities that are inside an zoning brush sector. */
void CRenderer::AddEntitiesInSector(CBrushSector *pbscSectorInside)
{
// if we don't have a relevant sector to test with
if (pbscSectorInside==NULL || pbscSectorInside->bsc_bspBSPTree.bt_pbnRoot==NULL) {
// do nothing
return;
}
_pfRenderProfile.StartTimer(CRenderProfile::PTI_ADDENTITIESINSECTOR);
// for all entities in the sector
{FOREACHDSTOFSRC(pbscSectorInside->bsc_rsEntities, CEntity, en_rdSectors, pen)
// if it is brush
if (pen->en_RenderType==CEntity::RT_BRUSH
||(pen->en_RenderType==CEntity::RT_FIELDBRUSH
&& _wrpWorldRenderPrefs.IsFieldBrushesOn())) {
// add all of its sectors
AddNonZoningBrush(pen, pbscSectorInside);
// if it is model, or editor model that should be drawn
} else if (pen->en_RenderType==CEntity::RT_MODEL||pen->en_RenderType==CEntity::RT_EDITORMODEL) {
// add it as a model
AddModelEntity(pen);
// if it is a ska model, or editor model that should be drawn
} else if(pen->en_RenderType==CEntity::RT_SKAMODEL||pen->en_RenderType==CEntity::RT_SKAEDITORMODEL) {
AddSkaModelEntity(pen);
// if it is a terrain
} else if(pen->en_RenderType==CEntity::RT_TERRAIN) {
AddTerrainEntity(pen);
}
ENDFOR}
_pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDENTITIESINSECTOR);
};
/* Add to rendering all entities that are inside a given box. */
void CRenderer::AddEntitiesInBox(const FLOATaabbox3D &boxNear)
{
_pfRenderProfile.StartTimer(CRenderProfile::PTI_ADDENTITIESINBOX);
// for all entities in world
FOREACHINDYNAMICCONTAINER(re_pwoWorld->wo_cenEntities, CEntity, iten) {
// if it is brush
if (iten->en_RenderType==CEntity::RT_BRUSH
||(iten->en_RenderType==CEntity::RT_FIELDBRUSH
&& _wrpWorldRenderPrefs.IsFieldBrushesOn())) {
// if it is zoning
if (iten->en_ulFlags&ENF_ZONING) {
// skip it
continue;
}
// if the first mip of the brush has contact with the box
CEntity *penBrush = iten;
CBrushMip *pbmFirst = penBrush->en_pbrBrush->GetFirstMip();
if (pbmFirst->bm_boxBoundingBox.HasContactWith(boxNear)) {
// add all of its sectors
AddNonZoningBrush(&iten.Current(), NULL);
}
// if it is model, or editor model that should be drawn
} else if (iten->en_RenderType==CEntity::RT_MODEL
||iten->en_RenderType==CEntity::RT_EDITORMODEL) {
// get model's bounding box for current frame
FLOATaabbox3D boxModel;
iten->en_pmoModelObject->GetCurrentFrameBBox(boxModel);
// get center and radius of the bounding sphere
FLOAT fSphereRadius = Max( boxModel.Min().Length(), boxModel.Max().Length() );
FLOAT3D vSphereCenter = iten->en_plPlacement.pl_PositionVector;
// create maximum box for the model (in cases of any rotation) from the sphere
FLOATaabbox3D boxMaxModel(vSphereCenter, fSphereRadius);
// if the model box is near the given box
if (boxMaxModel.HasContactWith(boxNear)) {
// add it as a model
AddModelEntity(&iten.Current());
}
} else if( iten->en_RenderType==CEntity::RT_SKAMODEL
|| iten->en_RenderType==CEntity::RT_SKAEDITORMODEL) {
// get model's bounding box for current frame
FLOATaabbox3D boxModel;
iten->GetModelInstance()->GetCurrentColisionBox(boxModel);
// get center and radius of the bounding sphere
FLOAT fSphereRadius = Max( boxModel.Min().Length(), boxModel.Max().Length() );
FLOAT3D vSphereCenter = iten->en_plPlacement.pl_PositionVector;
// create maximum box for the model (in cases of any rotation) from the sphere
FLOATaabbox3D boxMaxModel(vSphereCenter, fSphereRadius);
// if the model box is near the given box
AddSkaModelEntity(&iten.Current());
// if this is terrain entity
} else if( iten->en_RenderType==CEntity::RT_TERRAIN) {
// get model's bounding box for current frame
#pragma message(">> Is terrain visible")
FLOATaabbox3D boxTerrain;
iten->GetTerrain()->GetAllTerrainBBox(boxTerrain);
// get center and radius of the bounding sphere
FLOAT fSphereRadius = Max( boxTerrain.Min().Length(), boxTerrain.Max().Length() );
FLOAT3D vSphereCenter = iten->en_plPlacement.pl_PositionVector;
// create maximum box for the model (in cases of any rotation) from the sphere
FLOATaabbox3D boxMaxTerrain(vSphereCenter, fSphereRadius);
// if the model box is near the given box
AddTerrainEntity(&iten.Current());
}
}
_pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDENTITIESINBOX);
};
// update VisTweak flags with given zoning sector
inline void CRenderer::UpdateVisTweaks(CBrushSector *pbsc)
{
// if not showing vis tweaks
if (!(_wrpWorldRenderPrefs.wrp_bShowVisTweaksOn && _pselbscVisTweaks!=NULL)) {
// add tweaks for this sector
if (pbsc->bsc_ulFlags2&BSCF2_VISIBILITYINCLUDE) {
re_ulVisInclude = pbsc->bsc_ulVisFlags&VISM_INCLUDEEXCLUDE;
} else {
re_ulVisExclude |= pbsc->bsc_ulVisFlags&VISM_INCLUDEEXCLUDE;
}
}
}
/* Add to rendering all zoning brush sectors that an entity is in. */
void CRenderer::AddZoningSectorsAroundEntity(CEntity *pen, const FLOAT3D &vEyesPos)
{
_pfRenderProfile.StartTimer(CRenderProfile::PTI_ADDZONINGSECTORS);
// works only for non-zoning entities
ASSERT(!(pen->en_ulFlags&ENF_ZONING));
// make parameters for minimum sphere to add
re_vdViewSphere = vEyesPos;
re_dViewSphereR = re_prProjection->NearClipDistanceR()*1.5f;
CListHead lhToAdd;
// for all sectors this entity is in
{FOREACHSRCOFDST(pen->en_rdSectors, CBrushSector, bsc_rsEntities, pbsc)
// if the sector is not active
if (!pbsc->bsc_lnInActiveSectors.IsLinked()) {
// add to list of sectors to add
lhToAdd.AddTail(pbsc->bsc_lnInActiveSectors);
}
ENDFOR}
// for each active sector
while (!lhToAdd.IsEmpty()) {
CBrushSector *pbsc = LIST_HEAD(lhToAdd, CBrushSector, bsc_lnInActiveSectors);
// remove it from list of sectors to add
pbsc->bsc_lnInActiveSectors.Remove();
// add it to final list
AddGivenZoningSector(pbsc);
// if isn't really added (wrong mip)
if (!pbsc->bsc_lnInActiveSectors.IsLinked()) {
// skip it
continue;
}
// for each portal in the sector
FOREACHINSTATICARRAY(pbsc->bsc_abpoPolygons, CBrushPolygon, itbpo) {
CBrushPolygon *pbpo = itbpo;
if (!(pbpo->bpo_ulFlags&BPOF_PORTAL)) {
continue;
}
// for each sector related to the portal
{FOREACHDSTOFSRC(pbpo->bpo_rsOtherSideSectors, CBrushSector, bsc_rdOtherSidePortals, pbscRelated)
// if the sector is not active
if (!pbscRelated->bsc_lnInActiveSectors.IsLinked()) {
// if the view sphere is in the sector
if (pbscRelated->bsc_bspBSPTree.TestSphere(
re_vdViewSphere, re_dViewSphereR)>=0) {
// add it to list to add
lhToAdd.AddTail(pbscRelated->bsc_lnInActiveSectors);
}
}
ENDFOR}
}
}
_pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDZONINGSECTORS);
}
/* Add to rendering one particular zoning brush sector. */
void CRenderer::AddGivenZoningSector(CBrushSector *pbsc)
{
// get the sector's brush mip, brush and entity
CBrushMip *pbmBrushMip = pbsc->bsc_pbmBrushMip;
CBrush3D *pbrBrush = pbmBrushMip->bm_pbrBrush;
ASSERT(pbrBrush!=NULL);
CEntity *penBrush = pbrBrush->br_penEntity;
ASSERT(penBrush!=NULL);
// if the brush is field brush
if (penBrush->en_RenderType==CEntity::RT_FIELDBRUSH) {
// skip it
return;
}
// prepare the brush entity for rendering if not yet prepared
PrepareBrush(penBrush);
penBrush->en_pbrBrush->br_ulFlags|=BRF_DRAWFIRSTMIP;
// here, get only the first brush mip
CBrushMip *pbmRelevant = pbrBrush->GetFirstMip();
// if it is the one of that sector
if (pbmRelevant==pbmBrushMip) {
// add that sector to active sectors
AddActiveSector(*pbsc);
UpdateVisTweaks(pbsc);
}
}
/* Add to rendering all zoning brush sectors near a given box in absolute space. */
void CRenderer::AddZoningSectorsAroundBox(const FLOATaabbox3D &boxNear)
{
_pfRenderProfile.StartTimer(CRenderProfile::PTI_ADDZONINGSECTORS);
// get center and radius of the bounding sphere
FLOAT fSphereRadius = boxNear.Size().Length()/2.0f;
FLOAT3D vSphereCenter = boxNear.Center();
re_dViewSphereR = re_prProjection->NearClipDistanceR()*1.5f;
re_vdViewSphere = vSphereCenter;
// for all entities in world
FOREACHINDYNAMICCONTAINER(re_pwoWorld->wo_cenEntities, CEntity, iten) {
// if the brush is field brush, and field brushes are not rendered
if (iten->en_RenderType==CEntity::RT_FIELDBRUSH
&& !_wrpWorldRenderPrefs.IsFieldBrushesOn()) {
// skip it
continue;
}
// if it is not zoning brush
if ((iten->en_RenderType!=CEntity::RT_BRUSH && iten->en_RenderType!=CEntity::RT_FIELDBRUSH)
||!(iten->en_ulFlags&ENF_ZONING)) {
// skip it
continue;
}
CEntity *penBrush = &*iten;
// get its brush
CBrush3D &brBrush = *penBrush->en_pbrBrush;
/* !!!! this always prepares all brushes in world,
should be moved inside loop, but the mip factor must be calculated
in some other ways.
*/
// prepare the brush entity for rendering if not yet prepared
PrepareBrush(penBrush);
// get relevant mip factor for that brush and current rendering prefs
CBrushMip *pbm = brBrush.GetBrushMipByDistance(
_wrpWorldRenderPrefs.GetCurrentMipBrushingFactor(brBrush.br_prProjection->MipFactor()));
// if brush mip exists for that mip factor
if (pbm!=NULL) {
// for each sector
FOREACHINDYNAMICARRAY(pbm->bm_abscSectors, CBrushSector, itbsc) {
// if the sector's bounding box has contact with given bounding box,
// and the sector is not hidden
if(itbsc->bsc_boxBoundingBox.HasContactWith(boxNear)
&&!((itbsc->bsc_ulFlags&BSCF_HIDDEN) && !re_bRenderingShadows)) {
// if the sphere is inside the sector
if (itbsc->bsc_bspBSPTree.TestSphere(
vSphereCenter, fSphereRadius)>=0) {
// add that sector to active sectors
AddActiveSector(itbsc.Current());
UpdateVisTweaks(itbsc);
}
}
}
}
}
_pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDZONINGSECTORS);
}
void CMirror::Clear(void)
{
mi_cspoPolygons.Clear();
}
// add given polygon to this mirror
void CMirror::AddPolygon(CRenderer &re, CScreenPolygon &spo)
{
CBrushPolygon *pbpo = spo.spo_pbpoBrushPolygon;
// if not already added
if (!mi_cspoPolygons.IsMember(&spo)) {
// add it
mi_cspoPolygons.Add(&spo);
CBrushSector &bsc = *pbpo->bpo_pbscSector;
// for each edge of the polygon
FOREACHINSTATICARRAY(pbpo->bpo_abpePolygonEdges, CBrushPolygonEdge, itpe) {
// get transformed end vertices
CBrushVertex &bvx0 = *itpe->bpe_pbedEdge->bed_pbvxVertex0;
CBrushVertex &bvx1 = *itpe->bpe_pbedEdge->bed_pbvxVertex1;
INDEX ivx0 = bsc.bsc_abvxVertices.Index(&bvx0);
INDEX ivx1 = bsc.bsc_abvxVertices.Index(&bvx1);
FLOAT3D &tv0 = re.re_avvxViewVertices[bsc.bsc_ivvx0+ivx0].vvx_vView;
FLOAT3D &tv1 = re.re_avvxViewVertices[bsc.bsc_ivvx0+ivx1].vvx_vView;
// check both vertices and update closest vertex
if (tv0(3)>mi_vClosest(3)) {
mi_vClosest = tv0;
}
if (tv1(3)>mi_vClosest(3)) {
mi_vClosest = tv1;
}
}
}
}
// calculate all needed data from screen polygons
void CMirror::FinishAdding(void)
{
// clear all data
mi_boxOnScreen = PIXaabbox2D();
mi_fpixArea = 0;
mi_fpixMaxPolygonArea = 0;
// for each polygon
FOREACHINDYNAMICCONTAINER(mi_cspoPolygons, CScreenPolygon, itspo) {
CScreenPolygon &spo = *itspo;
mi_boxOnScreen|=PIX2D(spo.spo_pixMinI, spo.spo_pixMinJ);
mi_boxOnScreen|=PIX2D(spo.spo_pixMaxI, spo.spo_pixMaxJ);
mi_fpixArea += spo.spo_pixTotalArea;
mi_fpixMaxPolygonArea = Max(mi_fpixMaxPolygonArea, FLOAT(spo.spo_pixTotalArea));
}
}
/* Add a mirror/portal. */
void CRenderer::AddMirror(CScreenPolygon &spo)
{
// if far sentinel
if (spo.spo_pbpoBrushPolygon==NULL) {
// do nothing
return;
}
// get its index
CBrushPolygon &bpo = *spo.spo_pbpoBrushPolygon;
INDEX iMirrorType = bpo.bpo_bppProperties.bpp_ubMirrorType;
// if no mirror
if (iMirrorType == 0) {
// do nothing
return;
}
// if this is last renderer (no more recursion)
if (re_iIndex>=MAX_RENDERERS-1) {
// do nothing
return;
}
// if mirrors are disabled
if (!_wrpWorldRenderPrefs.wrp_bMirrorsOn) {
// do nothing
return;
}
// for each mirror
for(INDEX i=0; i<re_amiMirrors.Count(); i++) {
CMirror &mi = re_amiMirrors[i];
// if it has same index
if (mi.mi_iMirrorType==iMirrorType) {
// add the polygon to the mirror
mi.AddPolygon(*this, spo);
return;
}
}
// if no index is found, create new one
CMirror &mi = re_amiMirrors.Push();
mi.Clear();
mi.mi_iMirrorType = iMirrorType;
CEntity &en = *bpo.bpo_pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
CPlacement3D plLerped = en.GetLerpedPlacement();
FLOATmatrix3D m;
MakeRotationMatrixFast(m, plLerped.pl_OrientationAngle);
mi.mi_vClosest = FLOAT3D(0,0,-100000);
mi.mi_plPlane =
bpo.bpo_pbplPlane->bpl_plRelative*m + plLerped.pl_PositionVector;
BOOL bSuccess = en.GetMirror(iMirrorType, mi.mi_mp);
// if mirror is valid
if (bSuccess) {
// add the polygon to it
mi.AddPolygon(*this, spo);
// if mirror is not valid
} else {
// remove the mirror
mi.mi_iMirrorType = -1;
}
}