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-rw-r--r--src/core/config.h1
-rw-r--r--src/core/main.cpp2
-rw-r--r--src/entities/Entity.cpp35
-rw-r--r--src/entities/Entity.h3
-rw-r--r--src/render/Occlusion.cpp420
-rw-r--r--src/render/Occlusion.h34
-rw-r--r--src/vehicles/CarGen.cpp7
-rw-r--r--src/vehicles/CarGen.h2
8 files changed, 494 insertions, 10 deletions
diff --git a/src/core/config.h b/src/core/config.h
index c63ce4c8..14489491 100644
--- a/src/core/config.h
+++ b/src/core/config.h
@@ -67,6 +67,7 @@ enum Config {
NUMATTRIBZONES = 704,
NUMOCCLUSIONVOLUMES = 350,
+ NUMACTIVEOCCLUDERS = 48,
PATHNODESIZE = 4500,
diff --git a/src/core/main.cpp b/src/core/main.cpp
index 9083646d..0ea95c6e 100644
--- a/src/core/main.cpp
+++ b/src/core/main.cpp
@@ -61,6 +61,7 @@
#include "MemoryCard.h"
#include "SceneEdit.h"
#include "debugmenu.h"
+#include "Occlusion.h"
GlobalScene Scene;
@@ -948,6 +949,7 @@ Render2dStuff(void)
CGarages::PrintMessages();
CPad::PrintErrorMessage();
CFont::DrawFonts();
+ COcclusion::Render();
#ifdef DEBUGMENU
DebugMenuRender();
diff --git a/src/entities/Entity.cpp b/src/entities/Entity.cpp
index 04d6d328..f85dda21 100644
--- a/src/entities/Entity.cpp
+++ b/src/entities/Entity.cpp
@@ -31,6 +31,7 @@
#include "Ped.h"
#include "Dummy.h"
#include "WindModifiers.h"
+#include "Occlusion.h"
//--MIAMI: file almost done (see TODO)
@@ -1157,3 +1158,37 @@ bool IsEntityPointerValid(CEntity* pEntity)
}
return false;
}
+
+bool CEntity::IsEntityOccluded(void) {
+ return false;
+
+ CVector coors;
+ float width, height;
+
+ if (!COcclusion::NumActiveOccluders || !CalcScreenCoors(GetBoundCentre(), &coors, &width, &height))
+ return false;
+
+ float area = Max(width, height) * GetBoundRadius() * 0.9f;
+
+ for (int i = 0; i < COcclusion::NumActiveOccluders; i++) {
+ if (coors.z - (GetBoundRadius() * 0.85f) > COcclusion::aActiveOccluders[i].radius) {
+ if (COcclusion::aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, area)) {
+ return true;
+ }
+
+ if (COcclusion::aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) {
+ CVector min = m_matrix * CModelInfo::GetModelInfo(GetModelIndex())->GetColModel()->boundingBox.min;
+ CVector max = m_matrix * CModelInfo::GetModelInfo(GetModelIndex())->GetColModel()->boundingBox.max;
+
+ if (CalcScreenCoors(min, &coors) && !COcclusion::aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) continue;
+ if (CalcScreenCoors(CVector(max.x, max.y, min.z), &coors) && !COcclusion::aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) continue;
+ if (CalcScreenCoors(CVector(max.x, min.y, max.z), &coors) && !COcclusion::aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) continue;
+ if (CalcScreenCoors(CVector(min.x, max.y, max.z), &coors) && !COcclusion::aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) continue;
+
+ return true;
+ }
+ }
+ }
+
+ return false;
+} \ No newline at end of file
diff --git a/src/entities/Entity.h b/src/entities/Entity.h
index c3e4cc3b..7570110b 100644
--- a/src/entities/Entity.h
+++ b/src/entities/Entity.h
@@ -156,8 +156,7 @@ public:
bool GetIsOnScreenComplex(void);
bool IsVisible(void) { return m_rwObject && bIsVisible && GetIsOnScreen(); }
bool IsVisibleComplex(void) { return m_rwObject && bIsVisible && GetIsOnScreenComplex(); }
-// TODO(MIAMI):
- bool IsEntityOccluded(void) { return false; }
+ bool IsEntityOccluded(void);
int16 GetModelIndex(void) const { return m_modelIndex; }
void UpdateRwFrame(void);
void SetupBigBuilding(void);
diff --git a/src/render/Occlusion.cpp b/src/render/Occlusion.cpp
index 1c4e4266..b31cc11e 100644
--- a/src/render/Occlusion.cpp
+++ b/src/render/Occlusion.cpp
@@ -1,13 +1,34 @@
#include "common.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];
+
+bool bDisplayOccDebugStuff = false;
void
COcclusion::Init(void)
@@ -17,6 +38,7 @@ COcclusion::Init(void)
NearbyList = -1;
ListWalkThroughFA = -1;
PreviousListWalkThroughFA = -1;
+ bDisplayOccDebugStuff = false;
}
void
@@ -38,7 +60,405 @@ COcclusion::AddOne(float x, float y, float z, float width, float length, float h
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) * lineDX - (p1Y - lineY) * lineDY;
+ float side2 = (p2X - lineX) * lineDX - (p2Y - lineY) * lineDY;
+ return side1 * side2 < 0.0f; // if points lie on opposite sides of the infinte line, the line between them crosses it
+}
+
+bool DoesInfiniteLineTouchScreen(float p1X, float p1Y, float p2X, float p2Y) {
+ if (p1X > 0.0f && p1Y > 0.0f && SCREEN_WIDTH > p1X && SCREEN_HEIGHT > p1Y)
+ return true;
+
+ return (DoesInfiniteLineCrossFiniteLine(0.0f, 0.0f, SCREEN_WIDTH, 0.0f, p1X, p1Y, p2X, p2Y) ||
+ DoesInfiniteLineCrossFiniteLine(0.0f, 0.0f, 0.0f, SCREEN_HEIGHT, p1X, p1Y, p2X, p2Y) ||
+ DoesInfiniteLineCrossFiniteLine(SCREEN_WIDTH, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, p1X, p1Y, p2X, p2Y) ||
+ DoesInfiniteLineCrossFiniteLine(0.0f, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, p1X, p1Y, p2X, p2Y));
+}
+
+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 origin3d, direction3d;
+ 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, &origin3d, &x1, &y1))
+ return true;
+ }
+ else {
+ origin3d = 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, &direction3d, &x2, &y2))
+ return true;
+ }
+ else {
+ direction3d = gOccluderCoorsOnScreen[corner2];
+ }
+
+ gMinXInOccluder = Min(Min(gMinXInOccluder, origin3d.x), direction3d.x);
+ gMaxXInOccluder = Max(Max(gMaxXInOccluder, origin3d.x), direction3d.x);
+ gMinYInOccluder = Min(Min(gMinYInOccluder, origin3d.y), direction3d.y);
+ gMaxYInOccluder = Max(Max(gMaxYInOccluder, origin3d.y), direction3d.y);
+
+ CVector2D origin = (CVector2D)origin3d;
+ CVector2D direction = (CVector2D)direction3d - origin;
+
+ 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 = width / 2.0f * Sin(angle / 63556.0f*TWOPI);
+ vec[0].y = -width / 2.0f * Cos(angle / 63556.0f*TWOPI);
+ vec[0].z = 0.0f;
+
+ vec[1].x = length / 2.0f * Cos(angle / 63556.0f*TWOPI);
+ vec[1].y = length / 2.0f * Sin(angle / 63556.0f*TWOPI);
+ vec[1].z = 0.0f;
+
+ vec[2].x = 0.0f;
+ vec[2].y = 0.0f;
+ vec[2].z = height / 2.0f;
+
+ bool aChecks[6]; int counter = -1;
+ for (int i = 0; i < 3; i++) {
+ aChecks[++counter] = DotProduct((pos + vec[i] - TheCamera.GetPosition()), vec[i]) < 0.0f;
+ aChecks[++counter] = 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;
+
+ if (aChecks[2] != aChecks[0] && ProcessLineSegment(0, 4, occl))
+ return false;
+ if (aChecks[3] != aChecks[0] && ProcessLineSegment(2, 6, occl))
+ return false;
+ if (aChecks[4] != aChecks[0] && ProcessLineSegment(0, 2, occl))
+ return false;
+ if (aChecks[5] != aChecks[0] && ProcessLineSegment(4, 6, occl))
+ return false;
+ if (aChecks[2] != aChecks[1] && ProcessLineSegment(1, 5, occl))
+ return false;
+ if (aChecks[3] != aChecks[1] && ProcessLineSegment(3, 7, occl))
+ return false;
+ if (aChecks[4] != aChecks[1] && ProcessLineSegment(1, 3, occl))
+ return false;
+ if (aChecks[5] != aChecks[1] && ProcessLineSegment(5, 7, occl))
+ return false;
+ if (aChecks[4] != aChecks[2] && ProcessLineSegment(0, 1, occl))
+ return false;
+ if (aChecks[3] != aChecks[4] && ProcessLineSegment(2, 3, occl))
+ return false;
+ if (aChecks[5] != aChecks[3] && ProcessLineSegment(6, 7, occl))
+ return false;
+ if (aChecks[2] != aChecks[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;
+ }
+ }
+
+ //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();
+} \ No newline at end of file
diff --git a/src/render/Occlusion.h b/src/render/Occlusion.h
index 0d3e26e9..9b7ba34f 100644
--- a/src/render/Occlusion.h
+++ b/src/render/Occlusion.h
@@ -1,5 +1,21 @@
#pragma once
+struct ActiveOccluderLine {
+ CVector2D origin;
+ CVector2D direction;
+ float length;
+};
+
+class CActiveOccluder {
+
+public:
+ ActiveOccluderLine lines[6];
+ int32 linesCount;
+ float radius;
+
+ bool IsPointWithinOcclusionArea(float x, float y, float area);
+};
+
class COccluder
{
public:
@@ -7,6 +23,10 @@ public:
int16 x, y, z;
uint16 angle;
int16 listIndex;
+
+ bool NearCamera();
+ bool ProcessOneOccluder(CActiveOccluder *occl);
+ bool ProcessLineSegment(int corner1, int corner2, CActiveOccluder* occl);
};
class COcclusion
@@ -17,13 +37,19 @@ public:
static int16 NearbyList;
static int16 ListWalkThroughFA;
static int16 PreviousListWalkThroughFA;
+ static int16 NumActiveOccluders;
static COccluder aOccluders[NUMOCCLUSIONVOLUMES];
+ static CActiveOccluder aActiveOccluders[NUMACTIVEOCCLUDERS];
static void Init(void);
static void AddOne(float x, float y, float z, float width, float length, float height, float angle);
- static void ProcessBeforeRendering(void);
-
- //TODO:
- static bool IsAABoxOccluded(CVector pos, float, float, float) { return false; }
+ static void ProcessBeforeRendering(void);
+ static bool OccluderHidesBehind(CActiveOccluder *occl1, CActiveOccluder *occl2);
+ static bool IsAABoxOccluded(CVector pos, float width, float length, float height);
+ static bool IsPositionOccluded(CVector pos, float side);
+ static void Render();
};
+
+bool CalcScreenCoors(CVector const &in, CVector *out, float *outw, float *outh);
+bool CalcScreenCoors(CVector const &in, CVector *out); \ No newline at end of file
diff --git a/src/vehicles/CarGen.cpp b/src/vehicles/CarGen.cpp
index 2a048881..4b83cc81 100644
--- a/src/vehicles/CarGen.cpp
+++ b/src/vehicles/CarGen.cpp
@@ -16,6 +16,7 @@
#include "VisibilityPlugins.h"
#include "World.h"
#include "Zones.h"
+#include "Occlusion.h"
uint8 CTheCarGenerators::ProcessCounter;
uint32 CTheCarGenerators::NumOfCarGenerators;
@@ -151,7 +152,7 @@ void CCarGenerator::Process()
{
if (m_nVehicleHandle == -1 &&
(CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter || CTimer::GetTimeInMilliseconds() >= m_nTimer) &&
- m_nUsesRemaining != 0 && CheckIfWithinRangeOfAnyPlayer())
+ m_nUsesRemaining != 0 && CheckIfWithinRangeOfAnyPlayers())
DoInternalProcessing();
if (m_nVehicleHandle == -1)
return;
@@ -203,14 +204,14 @@ bool CCarGenerator::CheckForBlockage(int32 mi)
return false;
}
-bool CCarGenerator::CheckIfWithinRangeOfAnyPlayer()
+bool CCarGenerator::CheckIfWithinRangeOfAnyPlayers()
{
CVector2D direction = FindPlayerCentreOfWorld(CWorld::PlayerInFocus) - m_vecPos;
float distance = direction.Magnitude();
float farclip = 110.0f * TheCamera.GenerationDistMultiplier;
float nearclip = farclip - 20.0f;
bool canBeRemoved = (m_nModelIndex > 0 && CModelInfo::IsBoatModel(m_nModelIndex) && 165.0f * TheCamera.GenerationDistMultiplier > distance &&
- TheCamera.IsSphereVisible(m_vecPos, 0.0f)); // TODO(MIAMI) COcclision::IsPositionOccluded(m_vecPos, 0.0f)
+ TheCamera.IsSphereVisible(m_vecPos, 0.0f) && COcclusion::IsPositionOccluded(m_vecPos, 0.0f));
if (distance >= farclip || canBeRemoved){
if (m_bIsBlocking)
m_bIsBlocking = false;
diff --git a/src/vehicles/CarGen.h b/src/vehicles/CarGen.h
index 684f93ee..fccbee96 100644
--- a/src/vehicles/CarGen.h
+++ b/src/vehicles/CarGen.h
@@ -30,7 +30,7 @@ public:
void Process();
void Setup(float x, float y, float z, float angle, int32 mi, int16 color1, int16 color2, uint8 force, uint8 alarm, uint8 lock, uint16 min_delay, uint16 max_delay);
bool CheckForBlockage(int32 mi);
- bool CheckIfWithinRangeOfAnyPlayer();
+ bool CheckIfWithinRangeOfAnyPlayers();
void SetUsesRemaining(uint16 uses) { m_nUsesRemaining = uses; }
};