re3-wiiu/src/render/Occlusion.cpp
2020-08-30 12:40:30 +03:00

484 lines
16 KiB
C++

#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