#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--; // Taken from Mobile! #ifdef FIX_BUGS if (i == -1) { i = 0; } #endif } } } } } 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