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Diffstat (limited to 'src/render/Occlusion.cpp')
-rw-r--r-- | src/render/Occlusion.cpp | 484 |
1 files changed, 484 insertions, 0 deletions
diff --git a/src/render/Occlusion.cpp b/src/render/Occlusion.cpp new file mode 100644 index 00000000..1ea9da50 --- /dev/null +++ b/src/render/Occlusion.cpp @@ -0,0 +1,484 @@ +#include "common.h" + +#include "main.h" +#include "Occlusion.h" +#include "Game.h" +#include "Camera.h" +#include "Vector.h" +#include "Draw.h" +#include "Timer.h" +#include "RwHelper.h" + +int32 COcclusion::NumOccludersOnMap; +int16 COcclusion::FarAwayList; +int16 COcclusion::NearbyList; +int16 COcclusion::ListWalkThroughFA; +int16 COcclusion::PreviousListWalkThroughFA; +int16 COcclusion::NumActiveOccluders; +COccluder COcclusion::aOccluders[NUMOCCLUSIONVOLUMES]; +CActiveOccluder COcclusion::aActiveOccluders[NUMACTIVEOCCLUDERS]; + +CVector gCenterOnScreen; + +float gMinYInOccluder; +float gMinXInOccluder; +float gMaxYInOccluder; +float gMaxXInOccluder; + +bool gOccluderCoorsValid[8]; +CVector gOccluderCoorsOnScreen[8]; +CVector gOccluderCoors[8]; + +#ifndef MASTER +bool bDisplayOccDebugStuff; +#endif + +void +COcclusion::Init(void) +{ + NumOccludersOnMap = 0; + FarAwayList = -1; + NearbyList = -1; + ListWalkThroughFA = -1; + PreviousListWalkThroughFA = -1; +#ifndef MASTER + bDisplayOccDebugStuff = false; +#endif +} + +void +COcclusion::AddOne(float x, float y, float z, float width, float length, float height, float angle) +{ + if(NumOccludersOnMap >= NUMOCCLUSIONVOLUMES) + return; + + aOccluders[NumOccludersOnMap].x = x; + aOccluders[NumOccludersOnMap].y = y; + aOccluders[NumOccludersOnMap].z = z; + aOccluders[NumOccludersOnMap].width = width; + aOccluders[NumOccludersOnMap].length = length; + aOccluders[NumOccludersOnMap].height = height; + while(angle < 0.0f) angle += 360.0f; + while(angle > 360.0f) angle -= 360.0f; + aOccluders[NumOccludersOnMap].angle = angle/360.0f * UINT16_MAX; + aOccluders[NumOccludersOnMap].listIndex = FarAwayList; + FarAwayList = NumOccludersOnMap++; +} + +bool +COccluder::NearCamera() { + return (TheCamera.GetPosition() - CVector(x, y, z)).Magnitude() - (Max(width, length) / 2.0f) < 250.0f; +} + +bool +DoesInfiniteLineCrossFiniteLine(float p1X, float p1Y, float p2X, float p2Y, float lineX, float lineY, float lineDX, float lineDY) +{ + float side1 = (p1X - lineX) * lineDY - (p1Y - lineY) * lineDX; + float side2 = (p2X - lineX) * lineDY - (p2Y - lineY) * lineDX; + return side1 * side2 < 0.0f; // if points lie on opposite sides of the infinte line, the line between them crosses it +} + +bool DoesInfiniteLineTouchScreen(float lineX, float lineY, float lineDX, float lineDY) { + if (lineX > 0.0f && lineY > 0.0f && SCREEN_WIDTH > lineX && SCREEN_HEIGHT > lineY) + return true; + + return (DoesInfiniteLineCrossFiniteLine(0.0f, 0.0f, SCREEN_WIDTH, 0.0f, lineX, lineY, lineDX, lineDY) || + DoesInfiniteLineCrossFiniteLine(0.0f, 0.0f, 0.0f, SCREEN_HEIGHT, lineX, lineY, lineDX, lineDY) || + DoesInfiniteLineCrossFiniteLine(SCREEN_WIDTH, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, lineX, lineY, lineDX, lineDY) || + DoesInfiniteLineCrossFiniteLine(0.0f, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, lineX, lineY, lineDX, lineDY)); +} + +bool IsPointInsideLine(float lineX, float lineY, float lineDX, float lineDY, float pX, float pY, float area = 0.0f) { + return (pX - lineX) * lineDY - (pY - lineY) * lineDX >= area; +} + +bool CalcScreenCoors(CVector const &in, CVector *out, float *outw, float *outh) { + *out = TheCamera.m_viewMatrix * in; + + if (out->z <= 1.0f) return false; + + float recip = 1.0f / out->z; + out->x *= SCREEN_WIDTH * recip; + out->y *= SCREEN_HEIGHT * recip; + + float fovScale = DefaultFOV / CDraw::GetFOV(); + + *outw = fovScale * recip * SCREEN_WIDTH; + *outh = fovScale * recip * SCREEN_HEIGHT; + + return true; +} + +bool CalcScreenCoors(CVector const &in, CVector *out) { + *out = TheCamera.m_viewMatrix * in; + + if (out->z <= 1.0f) return false; + + float recip = 1.0f / out->z; + out->x *= SCREEN_WIDTH * recip; + out->y *= SCREEN_HEIGHT * recip; + + return true; +} + +bool +COccluder::ProcessLineSegment(int corner1, int corner2, CActiveOccluder *occl) { + if (!gOccluderCoorsValid[corner1] && !gOccluderCoorsValid[corner2]) + return false; + + float x1, y1, x2, y2; + + CVector p1, p2; + if (!gOccluderCoorsValid[corner1]) { + float clipDist1 = Abs((TheCamera.m_viewMatrix * gOccluderCoors[corner1]).z - 1.1f); + float clipDist2 = Abs((TheCamera.m_viewMatrix * gOccluderCoors[corner2]).z - 1.1f); + float ratio = clipDist2 / (clipDist1 + clipDist2); + CVector clippedCoors = (1.0f - ratio) * gOccluderCoors[corner2] + ratio * gOccluderCoors[corner1]; + + if (!CalcScreenCoors(clippedCoors, &p1, &x1, &y1)) + return true; + } + else { + p1 = gOccluderCoorsOnScreen[corner1]; + } + + if (!gOccluderCoorsValid[corner2]) { + float clipDist1 = Abs((TheCamera.m_viewMatrix * gOccluderCoors[corner1]).z - 1.1f); + float clipDist2 = Abs((TheCamera.m_viewMatrix * gOccluderCoors[corner2]).z - 1.1f); + float ratio = clipDist1 / (clipDist1 + clipDist2); + CVector clippedCoors = (1.0f - ratio) * gOccluderCoors[corner2] + ratio * gOccluderCoors[corner1]; + + if (!CalcScreenCoors(clippedCoors, &p2, &x2, &y2)) + return true; + } + else { + p2 = gOccluderCoorsOnScreen[corner2]; + } + + gMinXInOccluder = Min(Min(gMinXInOccluder, p1.x), p2.x); + gMaxXInOccluder = Max(Max(gMaxXInOccluder, p1.x), p2.x); + gMinYInOccluder = Min(Min(gMinYInOccluder, p1.y), p2.y); + gMaxYInOccluder = Max(Max(gMaxYInOccluder, p1.y), p2.y); + + CVector2D origin = p1; + CVector2D direction = p2 - p1; + + // Make sure lines are counter-clockwise around center + if (!IsPointInsideLine(origin.x, origin.y, direction.x, direction.y, gCenterOnScreen.x, gCenterOnScreen.y, 0.0f)) { + origin += direction; + direction *= -1.0f; + } + + float magnitude = direction.Magnitude(); + + occl->lines[occl->linesCount].origin = origin; + occl->lines[occl->linesCount].direction = direction / magnitude; + occl->lines[occl->linesCount].length = magnitude; + + if (!DoesInfiniteLineTouchScreen(origin.x, origin.y, direction.x, direction.y)) + return !IsPointInsideLine(origin.x, origin.y, direction.x, direction.y, SCREEN_WIDTH / 2.0f, SCREEN_HEIGHT / 2.0f, 0.0f); + + occl->linesCount++; + + return false; +} + +bool +COccluder::ProcessOneOccluder(CActiveOccluder *occl) { + float outX, outY; + + occl->linesCount = 0; + CVector pos(x, y, z); + + if (!CalcScreenCoors(pos, &gCenterOnScreen, &outX, &outY) || gCenterOnScreen.z < -150.0f || gCenterOnScreen.z > 300.0f) { + return false; + } + + occl->radius = Max(width, length) * 0.35f + gCenterOnScreen.z; + + CVector vec[3]; + + vec[0].x = length / 2.0f * Sin(GetAngle()); + vec[0].y = -length / 2.0f * Cos(GetAngle()); + vec[0].z = 0.0f; + + vec[1].x = width / 2.0f * Cos(GetAngle()); + vec[1].y = width / 2.0f * Sin(GetAngle()); + vec[1].z = 0.0f; + + vec[2].x = 0.0f; + vec[2].y = 0.0f; + vec[2].z = height / 2.0f; + + // Figure out if we see the front or back of a face + bool bFrontFace[6]; + for (int i = 0; i < 3; i++) { + bFrontFace[i*2+0] = DotProduct((pos + vec[i] - TheCamera.GetPosition()), vec[i]) < 0.0f; + bFrontFace[i*2+1] = DotProduct((pos - vec[i] - TheCamera.GetPosition()), -vec[i]) < 0.0f; + } + + //calculating vertices of a box + gOccluderCoors[0] = pos + vec[0] + vec[1] + vec[2]; + gOccluderCoors[1] = pos - vec[0] + vec[1] + vec[2]; + gOccluderCoors[2] = pos + vec[0] - vec[1] + vec[2]; + gOccluderCoors[3] = pos - vec[0] - vec[1] + vec[2]; + gOccluderCoors[4] = pos + vec[0] + vec[1] - vec[2]; + gOccluderCoors[5] = pos - vec[0] + vec[1] - vec[2]; + gOccluderCoors[6] = pos + vec[0] - vec[1] - vec[2]; + gOccluderCoors[7] = pos - vec[0] - vec[1] - vec[2]; + + for(int i = 0; i < 8; i++) + gOccluderCoorsValid[i] = CalcScreenCoors(gOccluderCoors[i], &gOccluderCoorsOnScreen[i], &outX, &outY); + + gMinYInOccluder = 999999.875f; + gMinXInOccluder = 999999.875f; + gMaxYInOccluder = -999999.875f; + gMaxXInOccluder = -999999.875f; + + // Between two differently facing sides we see an edge, so process those + if (bFrontFace[2] != bFrontFace[0] && ProcessLineSegment(0, 4, occl)) + return false; + if (bFrontFace[3] != bFrontFace[0] && ProcessLineSegment(2, 6, occl)) + return false; + if (bFrontFace[4] != bFrontFace[0] && ProcessLineSegment(0, 2, occl)) + return false; + if (bFrontFace[5] != bFrontFace[0] && ProcessLineSegment(4, 6, occl)) + return false; + if (bFrontFace[2] != bFrontFace[1] && ProcessLineSegment(1, 5, occl)) + return false; + if (bFrontFace[3] != bFrontFace[1] && ProcessLineSegment(3, 7, occl)) + return false; + if (bFrontFace[4] != bFrontFace[1] && ProcessLineSegment(1, 3, occl)) + return false; + if (bFrontFace[5] != bFrontFace[1] && ProcessLineSegment(5, 7, occl)) + return false; + if (bFrontFace[4] != bFrontFace[2] && ProcessLineSegment(0, 1, occl)) + return false; + if (bFrontFace[3] != bFrontFace[4] && ProcessLineSegment(2, 3, occl)) + return false; + if (bFrontFace[5] != bFrontFace[3] && ProcessLineSegment(6, 7, occl)) + return false; + if (bFrontFace[2] != bFrontFace[5] && ProcessLineSegment(4, 5, occl)) + return false; + + if (gMaxXInOccluder - gMinXInOccluder < SCREEN_WIDTH * 0.1f || + gMaxYInOccluder - gMinYInOccluder < SCREEN_HEIGHT * 0.07f) + return false; + + return true; +} + +bool +COcclusion::OccluderHidesBehind(CActiveOccluder *occl1, CActiveOccluder *occl2) { + for (int i = 0; i < occl1->linesCount; i++) { + for (int j = 0; j < occl2->linesCount; j++) { + if (!IsPointInsideLine(occl2->lines[j].origin.x, occl2->lines[j].origin.y, occl2->lines[j].direction.x, + occl2->lines[j].direction.y, occl1->lines[i].origin.x, occl1->lines[i].origin.y, 0.0f)) + return false; + + + if (!IsPointInsideLine(occl2->lines[j].origin.x, occl2->lines[j].origin.y, occl2->lines[j].direction.x, + occl2->lines[j].direction.y, (occl1->lines[i].origin.x + occl1->lines[i].direction.x * occl1->lines[i].length), + (occl1->lines[i].origin.y + occl1->lines[i].direction.y * occl1->lines[i].length), 0.0f)) + return false; + } + } + + return true; +} + +void +COcclusion::ProcessBeforeRendering(void) +{ + NumActiveOccluders = 0; + + if (CGame::currArea != AREA_MAIN_MAP) + return; + + if (ListWalkThroughFA == -1) { + PreviousListWalkThroughFA = -1; + ListWalkThroughFA = FarAwayList; + } + + int i; + for (i = 0; i < 16 && ListWalkThroughFA != -1; i++) { + if (aOccluders[ListWalkThroughFA].NearCamera()) { + int prevListWalkThroughFA = ListWalkThroughFA; + + if (PreviousListWalkThroughFA == -1) { + FarAwayList = aOccluders[ListWalkThroughFA].listIndex; + } + else { + aOccluders[PreviousListWalkThroughFA].listIndex = aOccluders[ListWalkThroughFA].listIndex; + } + + int prevNearbyList = NearbyList; + ListWalkThroughFA = aOccluders[ListWalkThroughFA].listIndex; + NearbyList = prevListWalkThroughFA; + aOccluders[prevListWalkThroughFA].listIndex = prevNearbyList; + } + else { + PreviousListWalkThroughFA = ListWalkThroughFA; + ListWalkThroughFA = aOccluders[ListWalkThroughFA].listIndex; + } + } + + int prevNearbyList = -1; + int tmpNearbyList = NearbyList; + int indexTmpNearbyList, storeTmpNearbyList, prevFarAwayList; + while (tmpNearbyList != -1) + { + if (NumActiveOccluders < NUMACTIVEOCCLUDERS && aOccluders[tmpNearbyList].ProcessOneOccluder(&aActiveOccluders[NumActiveOccluders])) + ++NumActiveOccluders; + + indexTmpNearbyList = tmpNearbyList; + if (aOccluders[indexTmpNearbyList].NearCamera()) + { + prevNearbyList = tmpNearbyList; + tmpNearbyList = aOccluders[indexTmpNearbyList].listIndex; + + } + else + { + storeTmpNearbyList = tmpNearbyList; + if (prevNearbyList == -1) { + NearbyList = aOccluders[indexTmpNearbyList].listIndex; + } + else { + aOccluders[prevNearbyList].listIndex = aOccluders[indexTmpNearbyList].listIndex; + } + tmpNearbyList = aOccluders[indexTmpNearbyList].listIndex; + prevFarAwayList = FarAwayList; + FarAwayList = storeTmpNearbyList; + aOccluders[storeTmpNearbyList].listIndex = prevFarAwayList; + } + } + + for (i = 0; i < NumActiveOccluders; i++) { + for (int j = 0; j < NumActiveOccluders; j++) { + if (i != j && aActiveOccluders[j].radius < aActiveOccluders[i].radius) { + if (OccluderHidesBehind(&aActiveOccluders[i], &aActiveOccluders[j])) { + for (int k = i; k < NumActiveOccluders - 1; k++) { + for (int l = 0; l < aActiveOccluders[k + 1].linesCount; l++) + aActiveOccluders[k].lines[l] = aActiveOccluders[k + 1].lines[l]; + aActiveOccluders[k].linesCount = aActiveOccluders[k + 1].linesCount; + aActiveOccluders[k].radius = aActiveOccluders[k + 1].radius; + } + NumActiveOccluders--; + i--; + } + } + } + } +} + +bool CActiveOccluder::IsPointWithinOcclusionArea(float pX, float pY, float area) { + for (int i = 0; i < linesCount; i++) { + if (!IsPointInsideLine(lines[i].origin.x, lines[i].origin.y, lines[i].direction.x, lines[i].direction.y, pX, pY, area)) + return false; + } + + return true; +} + +bool COcclusion::IsAABoxOccluded(CVector pos, float width, float length, float height) { + + CVector coors; + float outW, outH; + + if (!NumActiveOccluders || !CalcScreenCoors(pos, &coors, &outW, &outH)) + return false; + + float side = CVector(width, length, height).Magnitude() / 4.0f; + float area = Max(outW, outH) * side; + + CVector minCorner, maxCorner; + + minCorner.x = pos.x - width / 2.0f; + minCorner.y = pos.y - length / 2.0f; + minCorner.z = pos.z - height / 2.0f; + + maxCorner.x = pos.x + width / 2.0f; + maxCorner.y = pos.y + length / 2.0f; + maxCorner.z = pos.z + height / 2.0f; + + for (int i = 0; i < NumActiveOccluders; i++) { + if (coors.z - (side * 0.85f) > aActiveOccluders[i].radius) { + if (aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, area)) + return true; + + if (aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) { + if (CalcScreenCoors(minCorner, &coors) && !aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) continue; + if (CalcScreenCoors(CVector(maxCorner.x, maxCorner.y, minCorner.z), &coors) && !aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) continue; + if (CalcScreenCoors(CVector(maxCorner.x, minCorner.y, maxCorner.z), &coors) && !aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) continue; + if (CalcScreenCoors(CVector(minCorner.x, maxCorner.y, maxCorner.z), &coors, &outW, &outH) && !aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) continue; + + return true; + } + } + } + + return false; +} + +bool COcclusion::IsPositionOccluded(CVector pos, float side) { + + CVector coors; + float width, height; + + if (!NumActiveOccluders || !CalcScreenCoors(pos, &coors, &width, &height)) + return false; + + float area = Max(width, height) * side; + + for (int i = 0; i < NumActiveOccluders; i++) { + if (coors.z - (side * 0.85f) > aActiveOccluders[i].radius) + if (aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, area)) + return true; + } + + return false; +} + +#ifndef MASTER +#include "Lines.h" + +RwIm2DVertex vertexbufferT[2]; + +void COcclusion::Render() { + if (!bDisplayOccDebugStuff || !(CTimer::GetTimeInMilliseconds() & 0x200)) + return; + + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, FALSE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, FALSE); + + float recipz = 1.0f/RwCameraGetNearClipPlane(Scene.camera); + for (int i = 0; i < NumActiveOccluders; i++) { + for (int j = 0; j < aActiveOccluders[i].linesCount; j++) { + RwIm2DVertexSetScreenX(&vertexbufferT[0], aActiveOccluders[i].lines[j].origin.x); + RwIm2DVertexSetScreenY(&vertexbufferT[0], aActiveOccluders[i].lines[j].origin.y); + RwIm2DVertexSetScreenZ(&vertexbufferT[0], RwIm2DGetNearScreenZ()); + RwIm2DVertexSetCameraZ(&vertexbufferT[0], RwCameraGetNearClipPlane(Scene.camera)); + RwIm2DVertexSetRecipCameraZ(&vertexbufferT[0], recipz); + + RwIm2DVertexSetScreenX(&vertexbufferT[1], + aActiveOccluders[i].lines[j].origin.x + aActiveOccluders[i].lines[j].direction.x * aActiveOccluders[i].lines[j].length); + RwIm2DVertexSetScreenY(&vertexbufferT[1], + aActiveOccluders[i].lines[j].origin.y + aActiveOccluders[i].lines[j].direction.y * aActiveOccluders[i].lines[j].length); + RwIm2DVertexSetScreenZ(&vertexbufferT[1], RwIm2DGetNearScreenZ()); + RwIm2DVertexSetCameraZ(&vertexbufferT[1], RwCameraGetNearClipPlane(Scene.camera)); + RwIm2DVertexSetRecipCameraZ(&vertexbufferT[1], recipz); + + RwIm2DVertexSetIntRGBA(&vertexbufferT[0], 255, 255, 0, 255); + RwIm2DVertexSetIntRGBA(&vertexbufferT[1], 255, 255, 0, 255); + RwIm2DRenderLine(vertexbufferT, 2, 0, 1); + } + } + + DefinedState(); +} +#endif
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