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Copyright (C) 2002-2005 by Jorrit Tyberghein
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_CSGEOM_TCOVBUF_H__
#define __CS_CSGEOM_TCOVBUF_H__
#include "csextern.h"
#include "csutil/scf_implementation.h"
#include "iutil/dbghelp.h"
#include "csutil/ref.h"
/**\file
* Tiled coverage buffer.
*/
/**\addtogroup geom_utils
* @{ */
struct iGraphics2D;
struct iGraphics3D;
struct iBugPlug;
class csBox2;
class csReversibleTransform;
class csString;
class csVector2;
class csVector3;
class csTiledCoverageBuffer;
enum
{
SHIFT_TILECOL = 6,
SHIFT_TILEROW = 5,
NUM_TILECOL = (1<<SHIFT_TILECOL),
NUM_TILEROW = (1<<SHIFT_TILEROW),
NUM_DEPTHROW = (NUM_TILEROW/8),
NUM_DEPTHCOL = (NUM_TILECOL/8),
NUM_DEPTH = (NUM_DEPTHROW * NUM_DEPTHCOL),
TILECOL_EMPTY = 0,
TILECOL_FULL = ((uint32)~0),
TEST_OCCLUDER_QUALITY = 1,
TB_DUMMY = -1 //to force it to signed
};
typedef uint32 csTileCol;
/**
* A 2D bounding box with integer coordinates.
*/
class csBox2Int
{
public:
int minx, miny;
int maxx, maxy;
csBox2Int& operator+= (const csBox2Int& box)
{
if (box.minx < minx) minx = box.minx;
if (box.miny < miny) miny = box.miny;
if (box.maxx > maxx) maxx = box.maxx;
if (box.maxy > maxy) maxy = box.maxy;
return *this;
}
};
/**
* A structure used by csTiledCoverageBuffer::TestRectangle() and initialized by
* csTiledCoverageBuffer::PrepareTestRectangle().
*/
struct csTestRectData
{
csBox2Int bbox;
int startrow, endrow;
int startcol, endcol;
int start_x, end_x;
};
// Line operations in a tile.
enum
{
OP_LINE = 1, // General line.
OP_VLINE = 2, // Vertical line.
OP_FULLVLINE = 3 // Full vertical line (from 0 to 63).
};
// A definition for a line operation.
struct csLineOperation
{
uint8 op; // One of OP_...
// All coordinates are with 0,0 relative to top-left of tile.
// x coordinates are also shifted 16 to the left.
int x1; // Start of line.
int y1; // Start of line. Not used with OP_FULLVLINE.
int x2; // End of line. Only used with OP_LINE.
int y2; // End of line. Not used with OP_FULLVLINE.
int dx; // Slope to add to x1 (shifted 16 to left).
};
/**
* Coverage tile.
* One tile is 32x64 or 64x32 pixels. Every tile is made from 4x8 or 8x4
* blocks (so one block is 8x8 pixels).
*/
class CS_CRYSTALSPACE_EXPORT csCoverageTile
{
friend class csTiledCoverageBuffer;
private:
// If true entire tile is full.
bool tile_full;
// If true tile is queued as empty but 'coverage' and other
// data structures may not yet reflect this.
bool queue_tile_empty;
// The coverage bits.
csTileCol coverage[NUM_TILECOL];
// The cache on which we will write lines before or-ing that to the
// real coverage bits.
static csTileCol coverage_cache[NUM_TILECOL];
// This is an array of precalculated bit-sets for vertical line
// segments that start at 'n' and go to 63.
static csTileCol precalc_end_lines[NUM_TILEROW];
// This is an array of precalculated bit-sets for vertical line
// segments that start at 0 and go to 'n'.
static csTileCol precalc_start_lines[NUM_TILEROW];
// If true the two arrays above are initialized.
static bool precalc_init;
// For every block a depth value (4 blocks on every row, ordered
// by rows).
float depth[NUM_DEPTH];
// Minimum depth of all blocks.
float tile_min_depth;
// Maximum depth of all blocks.
float tile_max_depth;
// Line Operations that are waiting to be executed.
int num_operations;
int max_operations;
csLineOperation* operations;
// A temporary values that are used to test if the objects in the write
// queue can actually help cull the object.
bool covered;
bool fully_covered;
// Add an operation.
csLineOperation& AddOperation ();
// Check if the precalc tables are precalculated. If not
// precalculate them.
static void MakePrecalcTables ();
// Count how many objects were occluded away that covered this tile.
int objects_culled;
public:
csCoverageTile () :
tile_full (false),
queue_tile_empty (true),
num_operations (0),
max_operations (16),
covered (false)
{
operations = new csLineOperation [16];
MakePrecalcTables ();
MakeEmpty ();
}
~csCoverageTile ()
{
delete[] operations;
}
/**
* Mark the tile as empty but don't perform any other cleaning
* operations. MakeEmpty() will do that.
*/
inline void MarkEmpty ()
{
queue_tile_empty = true;
tile_full = false;
objects_culled = 0;
}
#define INIT_MIN_DEPTH 999999999.0f
#define INIT_MIN_DEPTH_CMP 999900000.0f
/**
* Really make the tile empty (as opposed to just marking it as
* empty with queue_tile_empty).
*/
inline void MakeEmpty ()
{
tile_full = false; queue_tile_empty = false;
memset (coverage, 0, sizeof (csTileCol)*NUM_TILECOL);
memset (depth, 0, sizeof (float)*NUM_DEPTH);
tile_min_depth = INIT_MIN_DEPTH;
tile_max_depth = 0;
objects_culled = 0;
}
/**
* Faster version of MakeEmpty() that assumes that several of the fields will
* be correctly updated directly after calling this function. Don't call this
* unless you know what you are doing!
*/
inline void MakeEmptyQuick ()
{
queue_tile_empty = false;
memset (depth, 0, sizeof (float)*NUM_DEPTH);
tile_min_depth = INIT_MIN_DEPTH;
tile_max_depth = 0;
objects_culled = 0;
}
/**
* Clear all operations.
*/
inline void ClearOperations ()
{
num_operations = 0;
}
/**
* Return true if tile is full.
*/
inline bool IsFull () const { return tile_full; }
/**
* Return true if tile is surely empty.
* This can return false even if tile is empty. So don't 100%
* depend on this!
*/
inline bool IsEmpty () const { return queue_tile_empty; }
/**
* Add a general line operation to the operations queue.
*/
void PushLine (int x1, int y1, int x2, int y2, int dx);
/**
* Add a vertical line operation to the operations queue.
*/
void PushVLine (int x, int y1, int y2);
/**
* Add a full vertical line operation to the operations queue.
*/
void PushFullVLine (int x);
/**
* Perform all operations in a tile and render them on the coverage_cache.
*/
void PerformOperations ();
/**
* Flush all operations in a tile and render them on the coverage_cache.
* This is the same as PerformOperations() except that the operations
* are also cleared.
*/
void FlushOperations ();
/**
* Perform all operations in a tile and only update the fvalue. This
* version can be used if you know the tile is full.
*/
void PerformOperationsOnlyFValue (csTileCol& fvalue);
/**
* Flush all operations in a tile and only update the fvalue. This
* version can be used if you know the tile is full.
* This is the same as PerformOperationsOnlyFValue() except that
* the operations are also cleared.
*/
void FlushOperationsOnlyFValue (csTileCol& fvalue);
//-----------------------------------------------------------------
/**
* Flush all operations in a tile given the fvalue from the
* previous tile and return the new fvalue (also in fvalue).
* This is the 1-bit implementation of Flush. A 3-bit implementation
* will come later. This function will correctly handle the case where
* the current tile is full. In that case only the fvalue will be
* updated.
* Returns true if the tile was modified.
*/
bool Flush (csTileCol& fvalue, float maxdepth);
/**
* Version of Flush that ignores depth.
*/
bool FlushIgnoreDepth (csTileCol& fvalue);
/**
* Version of Flush that handles the case where the tile is empty.
* Returns true if the tile was modified.
*/
bool FlushForEmpty (csTileCol& fvalue, float maxdepth);
/**
* Version of Flush that handles the case where the tile is empty.
* Returns true if the tile was modified. This version ignores depth.
*/
bool FlushForEmptyNoDepth (csTileCol& fvalue);
/**
* Version of Flush that handles the case where the tile is full.
* Returns true if the tile was modified.
*/
bool FlushForFull (csTileCol& fvalue, float maxdepth);
/**
* Version of Flush that handles the case where there is no depth checking.
* Returns true if the tile was modified.
*/
bool FlushNoDepth (csTileCol& fvalue);
/**
* General Flush (slowest version).
* Returns true if the tile was modified.
*/
bool FlushGeneral (csTileCol& fvalue, float maxdepth);
/**
* Version of Flush that handles the case where the tile is empty.
* This version is for a constant fvalue for the entire tile.
*/
void FlushForEmptyConstFValue (csTileCol& fvalue, float maxdepth);
/**
* Version of Flush that handles the case where the tile is full.
* This version is for a constant fvalue for the entire tile.
*/
void FlushForFullConstFValue (csTileCol& fvalue, float maxdepth);
/**
* Version of Flush that handles the case where there is no depth checking.
* This version is for a constant fvalue for the entire tile.
* Returns true if the tile was modified.
*/
bool FlushNoDepthConstFValue (csTileCol& fvalue, float maxdepth);
/**
* General Flush (slowest version).
* This version is for a constant fvalue for the entire tile.
* Returns true if the tile was modified.
*/
bool FlushGeneralConstFValue (csTileCol& fvalue, float maxdepth);
//-----------------------------------------------------------------
/**
* Perform a non-modifying flush and return true if Flush would
* have affected the coverage buffer.
*/
bool TestCoverageFlush (csTileCol& fvalue, float mindepth,
bool& do_depth_test);
/**
* Version of TestFlush that handles the case where the tile is full.
*/
bool TestCoverageFlushForFull (csTileCol& fvalue, float mindepth,
bool& do_depth_test);
/**
* General TestFlush version (least efficient).
*/
bool TestCoverageFlushGeneral (csTileCol& fvalue, float maxdepth,
bool& do_depth_test);
//-----------------------------------------------------------------
/**
* Perform a non-modifying flush and return true if Flush would
* have affected the coverage buffer.
*/
bool TestDepthFlush (csTileCol& fvalue, float mindepth);
/**
* General TestFlush version (least efficient).
*/
bool TestDepthFlushGeneral (csTileCol& fvalue, float maxdepth);
//-----------------------------------------------------------------
/**
* Test if a given rectangle with exactly the size of this tile
* (or bigger) is visible somewhere in this tile. If the tile is
* not full this is automatically the case. If the tile is full
* the given depth will be used. If the given depth is smaller or
* equal than the maximum depth in the depth buffer then rectangle is
* visible.
*/
bool TestFullRect (float testdepth);
/**
* Test if a given rectangle is visible. The rectangle is defined
* as a set of full vertical columns from 'start' to 'end'.
*/
bool TestDepthRect (int start, int end, float testdepth);
/**
* Test if a given rectangle is visible. The rectangle is defined
* as the vertical mask from 'start' to 'end' horizontally (inclusive
* range).
*/
bool TestDepthRect (const csTileCol& vermask, int start, int end,
float testdepth);
/**
* Test if a given rectangle is visible. The rectangle is defined
* as a set of full vertical columns from 'start' to 'end'.
*/
bool TestCoverageRect (int start, int end, float testdepth,
bool& do_depth_test);
/**
* Test if a given rectangle is visible. The rectangle is defined
* as the vertical mask from 'start' to 'end' horizontally (inclusive
* range).
*/
bool TestCoverageRect (const csTileCol& vermask, int start, int end,
float testdepth, bool& do_depth_test);
//-----------------------------------------------------------------
/**
* Test if a given point is visible in this tile. Coordinates
* are given relative to top-left coordinate of this tile.
*/
bool TestPoint (int x, int y, float testdepth);
/**
* Give a textual dump of this tile.
*/
csPtr<iString> Debug_Dump ();
/**
* Give a textual dump of the coverage cache.
*/
csPtr<iString> Debug_Dump_Cache ();
};
/**
* The tiled coverage Buffer.
* This is a black-and-white bitmap represented by 32-bit ints
* arranged in rows. For example, a 128x128 bitmap is represented
* by 4 rows of 128 ints. Every int represents a column of 32 pixels.
* In addition there is also a maximum depth value for every 8x8 pixels.
* The screen buffer is divided into tiles of 64x32 or 32x64 pixels.
*/
class CS_CRYSTALSPACE_EXPORT csTiledCoverageBuffer :
public scfImplementation1<csTiledCoverageBuffer,iDebugHelper>
{
public:
iBugPlug* bugplug; // For debugging...
private:
int width, height;
int width_po2; // Width after correcting for power of two.
int height_64; // Height after making it a multiple of 64.
int w_shift; // Horizontal shift for width_po2 for tile multiples.
int num_tile_rows;
// All tiles representing the screen (ordered by rows).
int num_tiles;
csCoverageTile* tiles;
// For every row the following arrays contain the left-most and
// right-most horizontal tile number that was affected by the polygon/outline.
// DrawLine() will update these values.
int* dirty_left;
int* dirty_right;
/**
* Draw a line on the coverage buffer.
* Normally a line is rendered upto but NOT including x2,y2 (i.e. the
* scanline at y2 is ignored). With yfurther==1 you can go to y2. This
* is useful for the lowest lines.
*/
void DrawLine (int x1, int y1, int x2, int y2, int yfurther = 0);
/**
* Draw a polygon on the coverage buffer.
* This function will not do any backface culling and it will work
* perfectly in all orientations. Polygon has to be convex.
* The optional 'shift' parameter indicates how many pixels the
* polygon will be extended horizontally.
* Returns false if polygon is outside screen.
*/
bool DrawPolygon (const csVector2* verts, size_t num_verts, csBox2Int& bbox);
//@{
/**
* Draw an outline on the coverage buffer.
* Returns false if outline is outside screen.
* The 'used_verts' contains true for all vertices that are used.
* If 'splat_outline' is true then outline splatting is used.
*/
bool DrawOutline (const csReversibleTransform& trans,
float fov, float sx, float sy, csVector3* verts, size_t num_verts,
bool* used_verts,
int* edges, size_t num_edges, csBox2Int& bbox,
float& max_depth, bool splat_outline);
bool DrawOutline (const csReversibleTransform& trans,
const CS::Math::Matrix4& projection,
csVector3* verts, size_t num_verts, bool* used_verts,
int* edges, size_t num_edges, csBox2Int& bbox,
float& max_depth, bool splat_outline);
//@}
/**
* Find a given tile.
*/
inline csCoverageTile* GetTile (int tx, int ty)
{
CS_ASSERT (tx >= 0);
CS_ASSERT (ty >= 0 && ty < num_tile_rows);
return &tiles[(ty<<w_shift) + tx];
}
/**
* Mark a tile as dirty in dirty_left and dirty_right.
*/
inline void MarkTileDirty (int tx, int ty)
{
CS_ASSERT (ty >= 0 && ty < num_tile_rows);
if (tx < dirty_left[ty]) dirty_left[ty] = tx;
if (tx > dirty_right[ty]) dirty_right[ty] = tx;
}
public:
/// Create a new coverage buffer with the given dimensions.
csTiledCoverageBuffer (int w, int h);
/// Destroy the coverage buffer.
virtual ~csTiledCoverageBuffer ();
/// Setup coverage buffer for given size.
void Setup (int w, int h);
void SetSize (int w, int h)
{
if ((w > width_po2) || (h > height_64)) Setup (w, h);
width = w;
height = h;
}
/// Initialize the coverage buffer to empty.
void Initialize ();
/**
* Test if a polygon would modify the coverage buffer if it
* was inserted.
* This function will not do any backface culling and it will work
* perfectly in all orientations. Polygon has to be convex.
* It will NOT update the screen buffer.
* Function returns false if polygon was not visible (i.e.
* screen buffer was not modified).
*/
bool TestPolygon (csVector2* verts, size_t num_verts, float min_depth);
/**
* Insert an inverted polygon in the coverage buffer.
*/
void InsertPolygonInverted (const csVector2* verts, size_t num_verts,
float max_depth);
/**
* Insert an inverted polygon in the coverage buffer.
* <p>
* This function ignores depth in the depth buffer and should only
* be used if you don't plan to use depth information nor depend on it.
*/
void InsertPolygonInvertedNoDepth (const csVector2* verts, size_t num_verts);
/**
* Insert a polygon in the coverage buffer.
* This function will not do any backface culling and it will work
* perfectly in all orientations. Polygon has to be convex.
* It will update the screen buffer. 'modified_bbox' will be updated to
* contain the union of the previous contents of 'modified_bbox' and also
* the screen space box that was modified by this function.
* <p>
* If this function returns the number of tiles that were modified.
*/
int InsertPolygon (const csVector2* verts, size_t num_verts, float max_depth,
csBox2Int& modified_bbox);
/**
* Insert a polygon in the coverage buffer.
* This function will not do any backface culling and it will work
* perfectly in all orientations. Polygon has to be convex.
* It will update the screen buffer.
* <p>
* If this function returns the number of tiles that were modified.
* <p>
* This function ignores depth in the depth buffer and should only
* be used if you don't plan to use depth information nor depend on it.
*/
int InsertPolygonNoDepth (const csVector2* verts, size_t num_verts);
//@{
/**
* Insert an outline in the coverage buffer.
* It will update the screen buffer. 'bbox' will contain the screen
* space box that was modified by this function.
* Function returns false if outline was not visible (i.e.
* screen buffer was not modified).
* The given array of edges is an array of two integers (vertex indices)
* per edge.
* The 'used_verts' contains true for all vertices that are used.
* If 'splat_outline' is true then outline splatting is used.
* <p>
* If this function returns the number of tiles that were modified.
*/
int InsertOutline (const csReversibleTransform& trans,
float fov, float sx, float sy, csVector3* verts, size_t num_verts,
bool* used_verts,
int* edges, size_t num_edges, bool splat_outline,
csBox2Int& modified_bbox);
int InsertOutline (const csReversibleTransform& trans,
const CS::Math::Matrix4& projection,
csVector3* verts, size_t num_verts, bool* used_verts,
int* edges, size_t num_edges, bool splat_outline,
csBox2Int& modified_bbox);
//@}
/**
* Prepare data for TestRectangle. If this returns false you have
* an early exit since the rectangle cannot be visible regardless
* of depth and coverage buffer contents.
*/
bool PrepareTestRectangle (const csBox2& rect, csTestRectData& data);
/**
* Test a rectangle with the coverage buffer.
* Function returns false if rectangle was not visible (i.e.
* screen buffer would not have been modified).
* Call PrepareTestRectangle() to fill in csTestRectData.
*/
bool TestRectangle (const csTestRectData& data, float min_depth);
/**
* Quickly test a rectangle with the coverage buffer.
* This is only a very rough test but it is faster then TestRectangle().
* If this function returns false then the rectangle is not visible.
* If this function returns true it is possible that the
* rectangle is visible.
*/
bool QuickTestRectangle (const csTestRectData& data, float min_depth);
/**
* Mark the given rectangle as being culled away. For every
* affected tile this will increase the objects_culled field.
*/
void MarkCulledObject (const csTestRectData& data);
/**
* Count the number of objects that were already culled away previously
* for the given rectangle.
*/
int CountNotCulledObjects (const csBox2Int& bbox);
/**
* Prepare a write queue test for the given rectangle. This returns the
* number of uncovered tiles. Use AddWriteQueueTest() to add additional
* rectangles.
*/
int PrepareWriteQueueTest (const csTestRectData& data, float min_depth);
/**
* Add a rectangle for a write queue test. This returns the number of
* tiles that were covered. If 'relevant' is set to false by this function
* then that means the rectangle couldn't affect the result because it
* only affects tiles that are already fully covering the object we are
* testing.
*/
int AddWriteQueueTest (const csTestRectData& maindata,
const csTestRectData& data, bool& relevant);
/**
* Test a point with the coverage buffer.
* Function returns false if point was not visible (i.e.
* screen buffer would not have been modified).
*/
bool TestPoint (const csVector2& point, float min_depth);
/**
* Return status of coverage buffer (ignoring depth information).
* If this returns 1 the buffer is full. If it returns -1 the buffer
* is empty. If it returns 0 the buffer is partially full.
*/
int StatusNoDepth ();
// Debugging functions.
csTicks Debug_Benchmark (int num_iterations);
void Debug_Dump (iGraphics3D* g3d, int zoom = 1);
csPtr<iString> Debug_Dump ();
virtual int GetSupportedTests () const
{
return CS_DBGHELP_BENCHMARK |
CS_DBGHELP_GFXDUMP |
CS_DBGHELP_TXTDUMP;
}
virtual csPtr<iString> StateTest ()
{
return 0;
}
virtual csTicks Benchmark (int num_iterations)
{
return Debug_Benchmark (num_iterations);
}
virtual csPtr<iString> Dump ()
{
return Debug_Dump ();
}
virtual void Dump (iGraphics3D* g3d)
{
Debug_Dump (g3d, 1);
}
virtual bool DebugCommand (const char*)
{
return false;
}
};
/** @} */
#endif // __CS_CSGEOM_TCOVBUF_H__
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