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@ -1,5 +1,6 @@
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#include "common.h"
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#include "main.h"
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#include "Occlusion.h"
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#include "Game.h"
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#include "Camera.h"
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@ -28,7 +29,7 @@ bool gOccluderCoorsValid[8];
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CVector gOccluderCoorsOnScreen[8];
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CVector gOccluderCoors[8];
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bool bDisplayOccDebugStuff = false;
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bool bDisplayOccDebugStuff;
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void
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COcclusion::Init(void)
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@ -55,7 +56,7 @@ COcclusion::AddOne(float x, float y, float z, float width, float length, float h
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aOccluders[NumOccludersOnMap].height = height;
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while(angle < 0.0f) angle += 360.0f;
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while(angle > 360.0f) angle -= 360.0f;
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aOccluders[NumOccludersOnMap].angle = angle * UINT16_MAX/360.0f;
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aOccluders[NumOccludersOnMap].angle = angle/360.0f * UINT16_MAX;
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aOccluders[NumOccludersOnMap].listIndex = FarAwayList;
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FarAwayList = NumOccludersOnMap++;
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}
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@ -68,19 +69,19 @@ COccluder::NearCamera() {
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bool
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DoesInfiniteLineCrossFiniteLine(float p1X, float p1Y, float p2X, float p2Y, float lineX, float lineY, float lineDX, float lineDY)
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{
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float side1 = (p1X - lineX) * lineDX - (p1Y - lineY) * lineDY;
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float side2 = (p2X - lineX) * lineDX - (p2Y - lineY) * lineDY;
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float side1 = (p1X - lineX) * lineDY - (p1Y - lineY) * lineDX;
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float side2 = (p2X - lineX) * lineDY - (p2Y - lineY) * lineDX;
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return side1 * side2 < 0.0f; // if points lie on opposite sides of the infinte line, the line between them crosses it
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}
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bool DoesInfiniteLineTouchScreen(float p1X, float p1Y, float p2X, float p2Y) {
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if (p1X > 0.0f && p1Y > 0.0f && SCREEN_WIDTH > p1X && SCREEN_HEIGHT > p1Y)
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bool DoesInfiniteLineTouchScreen(float lineX, float lineY, float lineDX, float lineDY) {
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if (lineX > 0.0f && lineY > 0.0f && SCREEN_WIDTH > lineX && SCREEN_HEIGHT > lineY)
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return true;
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return (DoesInfiniteLineCrossFiniteLine(0.0f, 0.0f, SCREEN_WIDTH, 0.0f, p1X, p1Y, p2X, p2Y) ||
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DoesInfiniteLineCrossFiniteLine(0.0f, 0.0f, 0.0f, SCREEN_HEIGHT, p1X, p1Y, p2X, p2Y) ||
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DoesInfiniteLineCrossFiniteLine(SCREEN_WIDTH, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, p1X, p1Y, p2X, p2Y) ||
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DoesInfiniteLineCrossFiniteLine(0.0f, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, p1X, p1Y, p2X, p2Y));
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return (DoesInfiniteLineCrossFiniteLine(0.0f, 0.0f, SCREEN_WIDTH, 0.0f, lineX, lineY, lineDX, lineDY) ||
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DoesInfiniteLineCrossFiniteLine(0.0f, 0.0f, 0.0f, SCREEN_HEIGHT, lineX, lineY, lineDX, lineDY) ||
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DoesInfiniteLineCrossFiniteLine(SCREEN_WIDTH, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, lineX, lineY, lineDX, lineDY) ||
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DoesInfiniteLineCrossFiniteLine(0.0f, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, lineX, lineY, lineDX, lineDY));
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}
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bool IsPointInsideLine(float lineX, float lineY, float lineDX, float lineDY, float pX, float pY, float area = 0.0f) {
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@ -123,18 +124,18 @@ COccluder::ProcessLineSegment(int corner1, int corner2, CActiveOccluder *occl) {
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float x1, y1, x2, y2;
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CVector origin3d, direction3d;
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CVector p1, p2;
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if (!gOccluderCoorsValid[corner1]) {
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float clipDist1 = Abs((TheCamera.m_viewMatrix * gOccluderCoors[corner1]).z - 1.1f);
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float clipDist2 = Abs((TheCamera.m_viewMatrix * gOccluderCoors[corner2]).z - 1.1f);
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float ratio = clipDist2 / (clipDist1 + clipDist2);
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CVector clippedCoors = (1.0f - ratio) * gOccluderCoors[corner2] + ratio * gOccluderCoors[corner1];
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if (!CalcScreenCoors(clippedCoors, &origin3d, &x1, &y1))
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if (!CalcScreenCoors(clippedCoors, &p1, &x1, &y1))
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return true;
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}
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else {
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origin3d = gOccluderCoorsOnScreen[corner1];
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p1 = gOccluderCoorsOnScreen[corner1];
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}
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if (!gOccluderCoorsValid[corner2]) {
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@ -143,21 +144,22 @@ COccluder::ProcessLineSegment(int corner1, int corner2, CActiveOccluder *occl) {
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float ratio = clipDist1 / (clipDist1 + clipDist2);
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CVector clippedCoors = (1.0f - ratio) * gOccluderCoors[corner2] + ratio * gOccluderCoors[corner1];
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if (!CalcScreenCoors(clippedCoors, &direction3d, &x2, &y2))
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if (!CalcScreenCoors(clippedCoors, &p2, &x2, &y2))
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return true;
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}
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else {
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direction3d = gOccluderCoorsOnScreen[corner2];
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p2 = gOccluderCoorsOnScreen[corner2];
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}
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gMinXInOccluder = Min(Min(gMinXInOccluder, origin3d.x), direction3d.x);
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gMaxXInOccluder = Max(Max(gMaxXInOccluder, origin3d.x), direction3d.x);
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gMinYInOccluder = Min(Min(gMinYInOccluder, origin3d.y), direction3d.y);
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gMaxYInOccluder = Max(Max(gMaxYInOccluder, origin3d.y), direction3d.y);
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gMinXInOccluder = Min(Min(gMinXInOccluder, p1.x), p2.x);
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gMaxXInOccluder = Max(Max(gMaxXInOccluder, p1.x), p2.x);
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gMinYInOccluder = Min(Min(gMinYInOccluder, p1.y), p2.y);
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gMaxYInOccluder = Max(Max(gMaxYInOccluder, p1.y), p2.y);
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CVector2D origin = (CVector2D)origin3d;
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CVector2D direction = (CVector2D)direction3d - origin;
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CVector2D origin = p1;
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CVector2D direction = p2 - p1;
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// Make sure lines are counter-clockwise around center
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if (!IsPointInsideLine(origin.x, origin.y, direction.x, direction.y, gCenterOnScreen.x, gCenterOnScreen.y, 0.0f)) {
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origin += direction;
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direction *= -1.0f;
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@ -192,22 +194,23 @@ COccluder::ProcessOneOccluder(CActiveOccluder *occl) {
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CVector vec[3];
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vec[0].x = width / 2.0f * Sin(angle / 63556.0f*TWOPI);
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vec[0].y = -width / 2.0f * Cos(angle / 63556.0f*TWOPI);
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vec[0].x = length / 2.0f * Sin(GetAngle());
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vec[0].y = -length / 2.0f * Cos(GetAngle());
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vec[0].z = 0.0f;
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vec[1].x = length / 2.0f * Cos(angle / 63556.0f*TWOPI);
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vec[1].y = length / 2.0f * Sin(angle / 63556.0f*TWOPI);
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vec[1].x = width / 2.0f * Cos(GetAngle());
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vec[1].y = width / 2.0f * Sin(GetAngle());
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vec[1].z = 0.0f;
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vec[2].x = 0.0f;
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vec[2].y = 0.0f;
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vec[2].z = height / 2.0f;
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bool aChecks[6]; int counter = -1;
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// Figure out if we see the front or back of a face
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bool bFrontFace[6];
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for (int i = 0; i < 3; i++) {
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aChecks[++counter] = DotProduct((pos + vec[i] - TheCamera.GetPosition()), vec[i]) < 0.0f;
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aChecks[++counter] = DotProduct((pos - vec[i] - TheCamera.GetPosition()), -vec[i]) < 0.0f;
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bFrontFace[i*2+0] = DotProduct((pos + vec[i] - TheCamera.GetPosition()), vec[i]) < 0.0f;
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bFrontFace[i*2+1] = DotProduct((pos - vec[i] - TheCamera.GetPosition()), -vec[i]) < 0.0f;
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}
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//calculating vertices of a box
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@ -228,31 +231,32 @@ COccluder::ProcessOneOccluder(CActiveOccluder *occl) {
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gMaxYInOccluder = -999999.875f;
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gMaxXInOccluder = -999999.875f;
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if (aChecks[2] != aChecks[0] && ProcessLineSegment(0, 4, occl))
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// Between two differently facing sides we see an edge, so process those
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if (bFrontFace[2] != bFrontFace[0] && ProcessLineSegment(0, 4, occl))
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return false;
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if (aChecks[3] != aChecks[0] && ProcessLineSegment(2, 6, occl))
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if (bFrontFace[3] != bFrontFace[0] && ProcessLineSegment(2, 6, occl))
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return false;
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if (aChecks[4] != aChecks[0] && ProcessLineSegment(0, 2, occl))
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if (bFrontFace[4] != bFrontFace[0] && ProcessLineSegment(0, 2, occl))
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return false;
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if (aChecks[5] != aChecks[0] && ProcessLineSegment(4, 6, occl))
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if (bFrontFace[5] != bFrontFace[0] && ProcessLineSegment(4, 6, occl))
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return false;
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if (aChecks[2] != aChecks[1] && ProcessLineSegment(1, 5, occl))
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if (bFrontFace[2] != bFrontFace[1] && ProcessLineSegment(1, 5, occl))
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return false;
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if (aChecks[3] != aChecks[1] && ProcessLineSegment(3, 7, occl))
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if (bFrontFace[3] != bFrontFace[1] && ProcessLineSegment(3, 7, occl))
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return false;
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if (aChecks[4] != aChecks[1] && ProcessLineSegment(1, 3, occl))
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if (bFrontFace[4] != bFrontFace[1] && ProcessLineSegment(1, 3, occl))
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return false;
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if (aChecks[5] != aChecks[1] && ProcessLineSegment(5, 7, occl))
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if (bFrontFace[5] != bFrontFace[1] && ProcessLineSegment(5, 7, occl))
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return false;
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if (aChecks[4] != aChecks[2] && ProcessLineSegment(0, 1, occl))
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if (bFrontFace[4] != bFrontFace[2] && ProcessLineSegment(0, 1, occl))
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return false;
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if (aChecks[3] != aChecks[4] && ProcessLineSegment(2, 3, occl))
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if (bFrontFace[3] != bFrontFace[4] && ProcessLineSegment(2, 3, occl))
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return false;
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if (aChecks[5] != aChecks[3] && ProcessLineSegment(6, 7, occl))
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if (bFrontFace[5] != bFrontFace[3] && ProcessLineSegment(6, 7, occl))
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return false;
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if (aChecks[2] != aChecks[5] && ProcessLineSegment(4, 5, occl))
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if (bFrontFace[2] != bFrontFace[5] && ProcessLineSegment(4, 5, occl))
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return false;
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if (gMaxXInOccluder - gMinXInOccluder < SCREEN_WIDTH * 0.1f ||
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gMaxYInOccluder - gMinYInOccluder < SCREEN_HEIGHT * 0.07f)
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return false;
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@ -346,18 +350,18 @@ COcclusion::ProcessBeforeRendering(void)
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}
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}
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//printf("NumActiveOccluders = %d\n", NumActiveOccluders);
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for (i = 0; i < NumActiveOccluders; i++) {
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for (int j = 0; j < NumActiveOccluders; j++) {
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if (i != j || aActiveOccluders[j].radius < aActiveOccluders[i].radius) {
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if (i != j && aActiveOccluders[j].radius < aActiveOccluders[i].radius) {
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if (OccluderHidesBehind(&aActiveOccluders[i], &aActiveOccluders[j])) {
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for (int k = i; k < NumActiveOccluders - 1; k++) {
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for (int l = 0; l < aActiveOccluders[k].linesCount; l++)
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for (int l = 0; l < aActiveOccluders[k + 1].linesCount; l++)
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aActiveOccluders[k].lines[l] = aActiveOccluders[k + 1].lines[l];
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aActiveOccluders[k].linesCount = aActiveOccluders[k + 1].linesCount;
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aActiveOccluders[k].radius = aActiveOccluders[k + 1].radius;
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}
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NumActiveOccluders--;
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i--;
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}
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}
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}
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@ -374,7 +378,6 @@ bool CActiveOccluder::IsPointWithinOcclusionArea(float pX, float pY, float area)
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}
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bool COcclusion::IsAABoxOccluded(CVector pos, float width, float length, float height) {
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return false;
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CVector coors;
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float outW, outH;
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@ -415,7 +418,6 @@ bool COcclusion::IsAABoxOccluded(CVector pos, float width, float length, float h
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}
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bool COcclusion::IsPositionOccluded(CVector pos, float side) {
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return false;
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CVector coors;
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float width, height;
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@ -434,6 +436,10 @@ bool COcclusion::IsPositionOccluded(CVector pos, float side) {
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return false;
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}
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#include "Lines.h"
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RwIm2DVertex vertexbufferT[2];
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void COcclusion::Render() {
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if (!bDisplayOccDebugStuff || !(CTimer::GetTimeInMilliseconds() & 0x200))
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return;
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@ -445,15 +451,23 @@ void COcclusion::Render() {
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, FALSE);
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float recipz = 1.0f/RwCameraGetNearClipPlane(Scene.camera);
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for (int i = 0; i < NumActiveOccluders; i++) {
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for (int j = 0; j < aActiveOccluders[i].linesCount; j++) {
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RwIm2DVertex vertexbufferT[2];
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RwIm2DVertexSetScreenX(&vertexbufferT[0], aActiveOccluders[i].lines[j].origin.x);
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RwIm2DVertexSetScreenY(&vertexbufferT[0], aActiveOccluders[i].lines[j].origin.y);
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RwIm2DVertexSetScreenX(&vertexbufferT[1],
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RwIm2DVertexSetScreenZ(&vertexbufferT[0], RwIm2DGetNearScreenZ());
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RwIm2DVertexSetCameraZ(&vertexbufferT[0], RwCameraGetNearClipPlane(Scene.camera));
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RwIm2DVertexSetRecipCameraZ(&vertexbufferT[0], recipz);
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RwIm2DVertexSetScreenX(&vertexbufferT[1],
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aActiveOccluders[i].lines[j].origin.x + aActiveOccluders[i].lines[j].direction.x * aActiveOccluders[i].lines[j].length);
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RwIm2DVertexSetScreenY(&vertexbufferT[1],
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RwIm2DVertexSetScreenY(&vertexbufferT[1],
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aActiveOccluders[i].lines[j].origin.y + aActiveOccluders[i].lines[j].direction.y * aActiveOccluders[i].lines[j].length);
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RwIm2DVertexSetScreenZ(&vertexbufferT[1], RwIm2DGetNearScreenZ());
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RwIm2DVertexSetCameraZ(&vertexbufferT[1], RwCameraGetNearClipPlane(Scene.camera));
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RwIm2DVertexSetRecipCameraZ(&vertexbufferT[1], recipz);
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RwIm2DVertexSetIntRGBA(&vertexbufferT[0], 255, 255, 0, 255);
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RwIm2DVertexSetIntRGBA(&vertexbufferT[1], 255, 255, 0, 255);
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RwIm2DRenderLine(vertexbufferT, 2, 0, 1);
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@ -461,4 +475,4 @@ void COcclusion::Render() {
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}
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DefinedState();
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}
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}
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