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@ -1,13 +1,34 @@
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#include "common.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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#include "Vector.h"
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#include "Draw.h"
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#include "Timer.h"
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#include "RwHelper.h"
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int32 COcclusion::NumOccludersOnMap;
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int16 COcclusion::FarAwayList;
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int16 COcclusion::NearbyList;
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int16 COcclusion::ListWalkThroughFA;
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int16 COcclusion::PreviousListWalkThroughFA;
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int16 COcclusion::NumActiveOccluders;
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COccluder COcclusion::aOccluders[NUMOCCLUSIONVOLUMES];
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CActiveOccluder COcclusion::aActiveOccluders[NUMACTIVEOCCLUDERS];
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CVector gCenterOnScreen;
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float gMinYInOccluder;
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float gMinXInOccluder;
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float gMaxYInOccluder;
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float gMaxXInOccluder;
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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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void
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COcclusion::Init(void)
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@ -17,6 +38,7 @@ COcclusion::Init(void)
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NearbyList = -1;
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ListWalkThroughFA = -1;
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PreviousListWalkThroughFA = -1;
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bDisplayOccDebugStuff = false;
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}
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void
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@ -38,7 +60,405 @@ COcclusion::AddOne(float x, float y, float z, float width, float length, float h
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FarAwayList = NumOccludersOnMap++;
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}
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bool
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COccluder::NearCamera() {
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return (TheCamera.GetPosition() - CVector(x, y, z)).Magnitude() - (Max(width, length) / 2.0f) < 250.0f;
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}
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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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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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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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}
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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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return (pX - lineX) * lineDY - (pY - lineY) * lineDX >= area;
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}
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bool CalcScreenCoors(CVector const &in, CVector *out, float *outw, float *outh) {
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*out = TheCamera.m_viewMatrix * in;
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if (out->z <= 1.0f) return false;
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float recip = 1.0f / out->z;
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out->x *= SCREEN_WIDTH * recip;
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out->y *= SCREEN_HEIGHT * recip;
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float fovScale = DefaultFOV / CDraw::GetFOV();
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*outw = fovScale * recip * SCREEN_WIDTH;
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*outh = fovScale * recip * SCREEN_HEIGHT;
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return true;
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}
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bool CalcScreenCoors(CVector const &in, CVector *out) {
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*out = TheCamera.m_viewMatrix * in;
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if (out->z <= 1.0f) return false;
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float recip = 1.0f / out->z;
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out->x *= SCREEN_WIDTH * recip;
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out->y *= SCREEN_HEIGHT * recip;
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return true;
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}
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bool
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COccluder::ProcessLineSegment(int corner1, int corner2, CActiveOccluder *occl) {
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if (!gOccluderCoorsValid[corner1] && !gOccluderCoorsValid[corner2])
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return false;
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float x1, y1, x2, y2;
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CVector origin3d, direction3d;
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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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return true;
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}
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else {
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origin3d = gOccluderCoorsOnScreen[corner1];
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}
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if (!gOccluderCoorsValid[corner2]) {
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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 = 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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return true;
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}
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else {
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direction3d = 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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CVector2D origin = (CVector2D)origin3d;
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CVector2D direction = (CVector2D)direction3d - origin;
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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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}
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float magnitude = direction.Magnitude();
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occl->lines[occl->linesCount].origin = origin;
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occl->lines[occl->linesCount].direction = direction / magnitude;
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occl->lines[occl->linesCount].length = magnitude;
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if (!DoesInfiniteLineTouchScreen(origin.x, origin.y, direction.x, direction.y))
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return !IsPointInsideLine(origin.x, origin.y, direction.x, direction.y, SCREEN_WIDTH / 2.0f, SCREEN_HEIGHT / 2.0f, 0.0f);
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occl->linesCount++;
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return false;
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}
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bool
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COccluder::ProcessOneOccluder(CActiveOccluder *occl) {
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float outX, outY;
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occl->linesCount = 0;
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CVector pos(x, y, z);
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if (!CalcScreenCoors(pos, &gCenterOnScreen, &outX, &outY) || gCenterOnScreen.z < -150.0f || gCenterOnScreen.z > 300.0f) {
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return false;
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}
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occl->radius = Max(width, length) * 0.35f + gCenterOnScreen.z;
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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].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].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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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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}
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//calculating vertices of a box
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gOccluderCoors[0] = pos + vec[0] + vec[1] + vec[2];
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gOccluderCoors[1] = pos - vec[0] + vec[1] + vec[2];
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gOccluderCoors[2] = pos + vec[0] - vec[1] + vec[2];
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gOccluderCoors[3] = pos - vec[0] - vec[1] + vec[2];
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gOccluderCoors[4] = pos + vec[0] + vec[1] - vec[2];
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gOccluderCoors[5] = pos - vec[0] + vec[1] - vec[2];
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gOccluderCoors[6] = pos + vec[0] - vec[1] - vec[2];
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gOccluderCoors[7] = pos - vec[0] - vec[1] - vec[2];
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for(int i = 0; i < 8; i++)
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gOccluderCoorsValid[i] = CalcScreenCoors(gOccluderCoors[i], &gOccluderCoorsOnScreen[i], &outX, &outY);
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gMinYInOccluder = 999999.875f;
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gMinXInOccluder = 999999.875f;
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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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return false;
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if (aChecks[3] != aChecks[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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return false;
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if (aChecks[5] != aChecks[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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return false;
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if (aChecks[3] != aChecks[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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return false;
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if (aChecks[5] != aChecks[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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return false;
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if (aChecks[3] != aChecks[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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return false;
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if (aChecks[2] != aChecks[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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return true;
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}
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bool
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COcclusion::OccluderHidesBehind(CActiveOccluder *occl1, CActiveOccluder *occl2) {
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for (int i = 0; i < occl1->linesCount; i++) {
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for (int j = 0; j < occl2->linesCount; j++) {
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if (!IsPointInsideLine(occl2->lines[j].origin.x, occl2->lines[j].origin.y, occl2->lines[j].direction.x,
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occl2->lines[j].direction.y, occl1->lines[i].origin.x, occl1->lines[i].origin.y, 0.0f))
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return false;
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if (!IsPointInsideLine(occl2->lines[j].origin.x, occl2->lines[j].origin.y, occl2->lines[j].direction.x,
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occl2->lines[j].direction.y, (occl1->lines[i].origin.x + occl1->lines[i].direction.x * occl1->lines[i].length),
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(occl1->lines[i].origin.y + occl1->lines[i].direction.y * occl1->lines[i].length), 0.0f))
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return false;
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}
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}
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return true;
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}
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void
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COcclusion::ProcessBeforeRendering(void)
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{
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NumActiveOccluders = 0;
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if (CGame::currArea != AREA_MAIN_MAP)
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return;
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if (ListWalkThroughFA == -1) {
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PreviousListWalkThroughFA = -1;
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ListWalkThroughFA = FarAwayList;
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}
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int i;
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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;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//printf("NumActiveOccluders = %d\n", NumActiveOccluders);
|
|
|
|
|
|
|
|
|
|
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].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;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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) {
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
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) {
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < NumActiveOccluders; i++) {
|
|
|
|
|
for (int j = 0; j < aActiveOccluders[i].linesCount; j++) {
|
|
|
|
|
RwIm2DVertex vertexbufferT[2];
|
|
|
|
|
RwIm2DVertexSetScreenX(&vertexbufferT[0], aActiveOccluders[i].lines[j].origin.x);
|
|
|
|
|
RwIm2DVertexSetScreenY(&vertexbufferT[0], aActiveOccluders[i].lines[j].origin.y);
|
|
|
|
|
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);
|
|
|
|
|
RwIm2DVertexSetIntRGBA(&vertexbufferT[0], 255, 255, 0, 255);
|
|
|
|
|
RwIm2DVertexSetIntRGBA(&vertexbufferT[1], 255, 255, 0, 255);
|
|
|
|
|
RwIm2DRenderLine(vertexbufferT, 2, 0, 1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DefinedState();
|
|
|
|
|
}
|