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1017 lines
27 KiB
1017 lines
27 KiB
/******************************Module*Header*******************************\
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* Module Name: state.cxx
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*
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* STATE
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*
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* Copyright (c) 1995 Microsoft Corporation
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*
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\**************************************************************************/
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include <math.h>
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#include <sys/types.h>
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#include <sys/timeb.h>
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#include <time.h>
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#include <windows.h>
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#include "sspipes.h"
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#include "dialog.h"
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#include "state.h"
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#include "pipe.h"
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#include "npipe.h"
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#include "fpipe.h"
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#include "eval.h"
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// default texture resource(s)
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#define DEF_TEX_COUNT 1
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TEX_RES gTexRes[DEF_TEX_COUNT] = {
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{ TEX_BMP, IDB_DEFTEX }
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};
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static void InitTexParams();
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/******************************Public*Routine******************************\
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* STATE constructor
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*
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* - global state init
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* - translates variables set from the dialog boxes
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*
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\**************************************************************************/
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//mf: since pass bXXX params why not do same with ulSurfStyle, fTesselFact,
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// ulTexQual
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STATE::STATE( BOOL bFlexMode, BOOL bMultiPipes )
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{
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// various state values
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resetStatus = RESET_STARTUP_BIT;
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// Put initial hglrc in drawThreads[0]
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// This RC is also used for dlists and texture objects that are shared
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// by other RC's
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shareRC = wglGetCurrentContext();
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drawThreads[0].SetRCDC( shareRC, wglGetCurrentDC() );
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bTexture = FALSE;
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if( ulSurfStyle == SURFSTYLE_TEX ) {
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if( LoadTextureFiles( gTexFile, gnTextures, &gTexRes[0] ) )
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bTexture = TRUE;
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}
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else if( ulSurfStyle == SURFSTYLE_WIREFRAME ) {
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glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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}
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// Initialize GL state for the initial RC (sets texture state, so
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// (must come after LoadTextureFiles())
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GLInit();
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// set 'reference' radius value
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radius = 1.0f;
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// convert tesselation from fTesselFact(0.0-2.0) to tessLevel(0-MAX_TESS)
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int tessLevel = (int) (fTesselFact * (MAX_TESS+1) / 2.0001f);
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nSlices = (tessLevel+2) * 4;
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// Allocate basic NODE_ARRAY
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// NODE_ARRAY size is determined in Reshape (based on window size)
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nodes = new NODE_ARRAY;
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// Set drawing mode, and initialize accordingly. For now, either all normal
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// or all flex pipes are drawn, but they could be combined later.
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// Can assume here that if there's any possibility that normal pipes
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// will be drawn, NORMAL_STATE will be initialized so that dlists are
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// built
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// Again, since have either NORMAL or FLEX, set maxPipesPerFrame,
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// maxDrawThreads
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if( bMultiPipes )
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maxDrawThreads = MAX_DRAW_THREADS;
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else
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maxDrawThreads = 1;
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nDrawThreads = 0; // no active threads yet
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nPipesDrawn = 0;
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// maxPipesPerFrame is set in Reset()
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if( bFlexMode ) {
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drawMode = DRAW_FLEX;
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pFState = new FLEX_STATE( this );
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pNState = NULL;
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} else {
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drawMode = DRAW_NORMAL;
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pNState = new NORMAL_STATE( this );
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pFState = NULL;
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}
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// initialize materials
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if( bTexture )
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ss_InitTexMaterials();
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else
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ss_InitTeaMaterials();
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// default draw scheme
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drawScheme = FRAME_SCHEME_RANDOM;
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}
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/******************************Public*Routine******************************\
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* STATE destructor
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*
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\**************************************************************************/
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STATE::~STATE( )
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{
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if( pNState )
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delete pNState;
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if( pFState )
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delete pFState;
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if( nodes )
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delete nodes;
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if( bTexture ) {
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for( int i = 0; i < nTextures; i ++ ) {
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ss_DeleteTexture( &texture[i] );
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}
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}
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// Delete any RC's - should be done by ~THREAD, but since common lib
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// deletes shareRC, have to do it here
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DRAW_THREAD *pdt = &drawThreads[0];
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for( int i = 0; i < MAX_DRAW_THREADS; i ++, pdt++ ) {
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if( pdt->hglrc && (pdt->hglrc != shareRC) ) {
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wglDeleteContext( pdt->hglrc );
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}
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}
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}
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/******************************Public*Routine******************************\
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* CalcTexRepFactors
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*
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\**************************************************************************/
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void
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STATE::CalcTexRepFactors()
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{
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ISIZE winSize;
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POINT2D texFact;
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ss_GetScreenSize( &winSize );
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// Figure out repetition factor of texture, based on bitmap size and
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// screen size.
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//
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// We arbitrarily decide to repeat textures that are smaller than
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// 1/8th of screen width or height.
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for( int i = 0; i < nTextures; i++ ) {
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texRep[i].x = texRep[i].y = 1;
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if( (texFact.x = winSize.width / texture[i].width / 8.0f) >= 1.0f)
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texRep[i].x = (int) (texFact.x+0.5f);
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if( (texFact.y = winSize.height / texture[i].height / 8.0f) >= 1.0f)
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texRep[i].y = (int) (texFact.y+0.5f);
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}
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// ! If display list based normal pipes, texture repetition is embedded
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// in the dlists and can't be changed. So use the smallest rep factors.
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// mf: Should change this so smaller textures are replicated close to
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// the largest texture, then same rep factor will work well for all
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if( pNState ) {
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//put smallest rep factors in texRep[0]; (mf:this is ok for now, as
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// flex pipes and normal pipes don't coexist)
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for( i = 1; i < nTextures; i++ ) {
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if( texRep[i].x < texRep[0].x )
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texRep[0].x = texRep[i].x;
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if( texRep[i].y < texRep[0].y )
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texRep[0].y = texRep[i].y;
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}
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}
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}
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/******************************Public*Routine******************************\
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* LoadTextureFiles
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*
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* - Load user texture files. If texturing on but no user textures, or
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* problems loading them, load default texture resource
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* mf: later, may want to have > 1 texture resource
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*
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\**************************************************************************/
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BOOL
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STATE::LoadTextureFiles( TEXFILE *pTexFile, int nTexFiles, TEX_RES *pTexRes )
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{
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// Set pixel store state
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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// Try to load the bmp or rgb file
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// i counts successfully loaded textures
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for( int i = 0; nTexFiles; nTexFiles-- ) {
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if( ss_LoadTextureFile( &pTexFile[i], &texture[i] ) ) {
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// If texture object extension, set tex params here for each object
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if( ss_TextureObjectsEnabled() )
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InitTexParams();
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i++; // count another valid texture
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}
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}
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// set number of valid textures in state
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nTextures = i;
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if( nTextures == 0 ) {
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// No user textures, or none loaded successfully
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// Load default resource texture(s)
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nTextures = DEF_TEX_COUNT;
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for( i = 0; i < nTextures; i++, pTexRes++ ) {
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if( !ss_LoadTextureResource( pTexRes, &texture[i] ) ) {
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// shouldn't happen
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return FALSE;
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}
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}
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}
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CalcTexRepFactors();
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return TRUE;
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}
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/******************************Public*Routine******************************\
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* GLInit
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*
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* - Sets up GL state
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* - Called once for every context (rc)
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*
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\**************************************************************************/
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void
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STATE::GLInit()
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{
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static float ambient[] = {0.1f, 0.1f, 0.1f, 1.0f};
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static float diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static float position[] = {90.0f, 90.0f, 150.0f, 0.0f};
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static float lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static float lmodel_ambientTex[] = {0.6f, 0.6f, 0.6f, 0.0f};
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static float back_mat_diffuse[] = {0.0f, 0.0f, 1.0f};
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glFrontFace(GL_CCW);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_DEPTH_TEST);
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glEnable( GL_AUTO_NORMAL ); // needed for GL_MAP2_VERTEX (tea)
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if( bTexture )
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambientTex);
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else
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0, GL_POSITION, position);
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glEnable(GL_LIGHT0);
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glEnable(GL_LIGHTING);
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#if 1
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glCullFace(GL_BACK);
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glEnable(GL_CULL_FACE);
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#else
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// debug
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// back material for debugging
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glMaterialfv(GL_BACK, GL_DIFFUSE, back_mat_diffuse);
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE );
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#endif
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// Set texture modes
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if( bTexture ) {
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glEnable(GL_TEXTURE_2D);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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InitTexParams();
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}
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}
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/**************************************************************************\
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* InitTexParams
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*
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* Set texture parameters, globally, or per object if texture object extension
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*
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\**************************************************************************/
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static void
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InitTexParams()
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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switch( ulTexQuality ) {
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case TEXQUAL_HIGH:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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break;
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case TEXQUAL_DEFAULT:
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default:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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break;
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}
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}
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/**************************************************************************\
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* Repaint
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*
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* This is called when a WM_PAINT msg has been sent to the window. The paint
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* will overwrite the frame buffer, screwing up the scene if pipes is in single
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* buffer mode. We set resetStatus accordingly to clear things up on next
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* draw.
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*
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\**************************************************************************/
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void
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STATE::Repaint( LPRECT pRect, void *data)
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{
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resetStatus |= RESET_REPAINT_BIT;
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}
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/**************************************************************************\
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* Reshape
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* - called on resize, expose
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* - always called on app startup
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* - set new window size for VIEW object, and set resetStatus for validation
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* at draw time
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*
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\**************************************************************************/
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void
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STATE::Reshape(int width, int height, void *data)
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{
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if( view.SetWinSize( width, height ) )
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resetStatus |= RESET_RESIZE_BIT;
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}
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/**************************************************************************\
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* ResetView
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*
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* Called on FrameReset resulting from change in viewing paramters (e.g. from
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* a Resize event).
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\**************************************************************************/
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void
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STATE::ResetView()
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{
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IPOINT3D numNodes;
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// Have VIEW calculate the node array size based on view params
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view.CalcNodeArraySize( &numNodes );
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// Resize the node array
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nodes->Resize( &numNodes );
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// Set GL viewing parameters for each active RC
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DRAW_THREAD *pThread = drawThreads;
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for( int i = 0; i < MAX_DRAW_THREADS; i ++, pThread++ ) {
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if( pThread->HasRC() ) {
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pThread->MakeRCCurrent();
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view.SetGLView();
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}
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}
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}
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/**************************************************************************\
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* FrameReset
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*
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* Start a new frame of pipes
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*
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* The resetStatus parameter indicates what triggered the Reset.
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*
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\**************************************************************************/
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static int PickRandomTexture( int i, int nTextures );
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void
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STATE::FrameReset()
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{
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int i;
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float xRot, zRot;
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PIPE *pNewPipe;
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#ifdef DO_TIMING
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Timer( TIMER_STOP );
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#endif
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SS_DBGINFO( "Pipes STATE::FrameReset:\n" );
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// Kill off any active pipes ! (so they can shut down ok)
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DRAW_THREAD *pThread = drawThreads;
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for( i = 0; i < nDrawThreads; i ++, pThread++ ) {
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pThread->KillPipe();
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}
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nDrawThreads = 0;
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// Clear the screen
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Clear();
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// Check for window resize status
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if( resetStatus & RESET_RESIZE_BIT ) {
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ResetView();
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}
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// Reset the node states to empty
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nodes->Reset();
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// Call any pipe-specific state resets, and get any recommended
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// pipesPerFrame counts
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if( pNState ) {
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pNState->Reset();
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}
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if( pFState ) {
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pFState->Reset();
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//mf: maybe should figure out min spherical view dist
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xRot = ss_fRand(-5.0f, 5.0f);
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zRot = ss_fRand(-5.0f, 5.0f);
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}
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maxPipesPerFrame = CalcMaxPipesPerFrame();
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// Set new number of drawing threads
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if( maxDrawThreads > 1 ) {
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// Set maximum # of pipes per frame
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maxPipesPerFrame = (int) (maxPipesPerFrame * 1.5);
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// Set # of draw threads
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nDrawThreads = SS_MIN( maxPipesPerFrame, ss_iRand2( 2, maxDrawThreads ) );
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// Set chase mode if applicable, every now and then
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BOOL bUseChase = pNState || (pFState && pFState->OKToUseChase());
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if( bUseChase && (!ss_iRand(5)) ) {
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drawScheme = FRAME_SCHEME_CHASE;
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}
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} else {
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nDrawThreads = 1;
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}
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nPipesDrawn = 0;
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// for now, either all NORMAL or all FLEX for each frame
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pThread = drawThreads;
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for( i = 0; i < nDrawThreads; i ++, pThread++ ) {
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// Create hglrc if necessary, and init it
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if( !pThread->HasRC() ) {
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HDC hdc = wglGetCurrentDC();
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pThread->SetRCDC( wglCreateContext( hdc ), hdc );
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// also need to init each RC
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pThread->MakeRCCurrent();
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#if 0
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//mf: should get this working
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wglCopyContext( drawThreads[0].GetRC(), pThread->GetRC(), 0xffff );
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#endif
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// Do GL Init for this new RC
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GLInit();
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// Set viewing params
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view.SetGLView();
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// Give this rc access to any dlists
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wglShareLists( shareRC, pThread->GetRC() );
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}
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else
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pThread->MakeRCCurrent();
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// Set up the modeling view
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, view.zTrans);
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// Rotate Scene
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glRotatef( view.yRot, 0.0f, 1.0f, 0.0f );
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// create approppriate pipe for this thread slot
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switch( drawMode ) {
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case DRAW_NORMAL:
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pNewPipe = (PIPE *) new NORMAL_PIPE(this);
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break;
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case DRAW_FLEX:
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// There are several kinds of FLEX pipes - have FLEX_STATE
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// decide which one to create
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pNewPipe = pFState->NewPipe( this );
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// rotate a bit around x and z as well
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// mf: ! If combining NORMAL and FLEX, same rotations must be
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// applied to both
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glRotatef( xRot, 1.0f, 0.0f, 0.0f );
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glRotatef( zRot, 0.0f, 0.0f, 1.0f );
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break;
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}
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pThread->SetPipe( pNewPipe );
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if( drawScheme == FRAME_SCHEME_CHASE ) {
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if( i == 0 ) {
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// this will be the lead pipe
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pLeadPipe = pNewPipe;
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pNewPipe->SetChooseDirectionMethod( CHOOSE_DIR_RANDOM_WEIGHTED );
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} else {
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pNewPipe->SetChooseDirectionMethod( CHOOSE_DIR_CHASE );
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}
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}
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// If texturing, pick a random texture for this thread
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if( bTexture ) {
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int index = PickRandomTexture( i, nTextures );
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pThread->SetTexture( &texture[index] );
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// Flex pipes need to be informed of the texture, so they
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// can dynamically calculate various texture params
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if( pFState )
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((FLEX_PIPE *) pNewPipe)->SetTexParams( &texture[index],
|
|
&texRep[index] );
|
|
}
|
|
|
|
// Launch the pipe (assumed: always more nodes than pipes starting, so
|
|
// StartPipe cannot fail)
|
|
|
|
// ! All pipe setup needs to be done before we call StartPipe, as this
|
|
// is where the pipe starts drawing
|
|
|
|
pThread->StartPipe();
|
|
|
|
// Kind of klugey, but if in chase mode, I set chooseStartPos here,
|
|
// since first startPos used in StartPipe() should be random
|
|
if( (i == 0) && (drawScheme == FRAME_SCHEME_CHASE) )
|
|
pNewPipe->SetChooseStartPosMethod( CHOOSE_STARTPOS_FURTHEST );
|
|
|
|
nPipesDrawn++;
|
|
}
|
|
|
|
// Increment scene rotation for normal reset case
|
|
if( resetStatus & RESET_NORMAL_BIT )
|
|
view.IncrementSceneRotation();
|
|
|
|
// clear reset status
|
|
resetStatus = 0;
|
|
|
|
#ifdef DO_TIMING
|
|
Timer( TIMER_START );
|
|
#endif
|
|
}
|
|
|
|
|
|
/**************************************************************************\
|
|
* CalcMaxPipesPerFrame
|
|
*
|
|
\**************************************************************************/
|
|
|
|
int
|
|
STATE::CalcMaxPipesPerFrame()
|
|
{
|
|
int nCount=0, fCount=0;
|
|
|
|
if( pFState )
|
|
fCount = pFState->GetMaxPipesPerFrame();
|
|
if( pNState )
|
|
nCount = bTexture ? NORMAL_TEX_PIPE_COUNT : NORMAL_PIPE_COUNT;
|
|
return SS_MAX( nCount, fCount );
|
|
}
|
|
|
|
/**************************************************************************\
|
|
* PickRandomTexture
|
|
*
|
|
* Pick a random texture index from a list. Remove entry from list as it
|
|
* is picked. Once all have been picked, or starting a new frame, reset.
|
|
*
|
|
* ! Routine not reentrant, should only be called by the main thread
|
|
* dispatcher (FrameReset)
|
|
\**************************************************************************/
|
|
|
|
static int
|
|
PickRandomTexture( int iThread, int nTextures )
|
|
{
|
|
if( nTextures == 0 )
|
|
return 0;
|
|
|
|
static int pickSet[MAX_TEXTURES] = {0};
|
|
static int nPicked = 0;
|
|
int i, index;
|
|
|
|
if( iThread == 0 )
|
|
// new frame - force reset
|
|
nPicked = nTextures;
|
|
|
|
// reset condition
|
|
if( ++nPicked > nTextures ) {
|
|
for( i = 0; i < nTextures; i ++ ) pickSet[i] = 0;
|
|
nPicked = 1; // cuz
|
|
}
|
|
|
|
// Pick a random texture index
|
|
index = ss_iRand( nTextures );
|
|
while( pickSet[index] ) {
|
|
// this index has alread been taken, try the next one
|
|
if( ++index >= nTextures )
|
|
index = 0;
|
|
}
|
|
// Hopefully, the above loop will exit :). This means that we have
|
|
// found a texIndex that is available
|
|
pickSet[index] = 1; // mark as taken
|
|
return index;
|
|
}
|
|
|
|
/**************************************************************************\
|
|
* Clear
|
|
*
|
|
* Clear the screen. Depending on resetStatus, use normal clear or
|
|
* fancy transitional clear.
|
|
\**************************************************************************/
|
|
|
|
void
|
|
STATE::Clear()
|
|
{
|
|
// clear the screen - any rc will do
|
|
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
if( resetStatus & RESET_RESIZE_BIT ) {
|
|
// new window size - recalibrate the transitional clear
|
|
|
|
// Calibration is set after a window resize, so window is already black
|
|
ddClear.CalibrateClear( view.winSize.width, view.winSize.height, 2.0f );
|
|
} else if( resetStatus & RESET_NORMAL_BIT )
|
|
// do the normal transitional clear
|
|
ddClear.Clear( view.winSize.width, view.winSize.height );
|
|
else {
|
|
// do a fast one-shot clear
|
|
glClear( GL_COLOR_BUFFER_BIT );
|
|
}
|
|
}
|
|
|
|
|
|
/**************************************************************************\
|
|
* DrawValidate
|
|
*
|
|
* Validation done before every Draw
|
|
*
|
|
* For now, this just involves checking resetStatus
|
|
*
|
|
\**************************************************************************/
|
|
|
|
void
|
|
STATE::DrawValidate()
|
|
{
|
|
if( ! resetStatus )
|
|
return;
|
|
|
|
FrameReset();
|
|
}
|
|
|
|
/**************************************************************************\
|
|
* Draw
|
|
*
|
|
* - Top-level pipe drawing routine
|
|
* - Each pipe thread keeps drawing new pipes until we reach maximum number
|
|
* of pipes per frame - then each thread gets killed as soon as it gets
|
|
* stuck. Once number of drawing threads reaches 0, we start a new
|
|
* frame
|
|
*
|
|
\**************************************************************************/
|
|
|
|
void
|
|
STATE::Draw(void *data)
|
|
{
|
|
int nKilledThreads = 0;
|
|
BOOL bChooseNewLead = FALSE;
|
|
|
|
// Validate the draw state
|
|
|
|
DrawValidate();
|
|
|
|
// Check each pipe's status
|
|
|
|
DRAW_THREAD *pThread = drawThreads;
|
|
|
|
for( int i = 0; i < nDrawThreads; i++, pThread++ ) {
|
|
if( pThread->pPipe->IsStuck() ) {
|
|
if( ++nPipesDrawn > maxPipesPerFrame ) {
|
|
// Reaching pipe saturation - kill this pipe thread
|
|
|
|
if( (drawScheme == FRAME_SCHEME_CHASE) &&
|
|
(pThread->pPipe == pLeadPipe) )
|
|
bChooseNewLead = TRUE;
|
|
|
|
pThread->KillPipe();
|
|
nKilledThreads++;
|
|
|
|
} else {
|
|
// Start up another pipe
|
|
if( ! pThread->StartPipe() )
|
|
// we won't be able to draw any more pipes this frame
|
|
// (probably out of nodes)
|
|
maxPipesPerFrame = nPipesDrawn;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Whenever one or more pipes are killed, compact the thread list
|
|
if( nKilledThreads ) {
|
|
CompactThreadList();
|
|
nDrawThreads -= nKilledThreads;
|
|
}
|
|
|
|
if( nDrawThreads == 0 ) {
|
|
// This frame is finished - mark for reset on next Draw
|
|
resetStatus |= RESET_NORMAL_BIT;
|
|
return;
|
|
}
|
|
|
|
if( bChooseNewLead ) {
|
|
// We're in 'chase mode' and need to pick a new lead pipe
|
|
ChooseNewLeadPipe();
|
|
}
|
|
|
|
// Draw each pipe
|
|
|
|
for( i = 0, pThread = drawThreads; i < nDrawThreads; i++, pThread++ ) {
|
|
pThread->DrawPipe();
|
|
#ifdef DO_TIMING
|
|
pipeCount++;
|
|
#endif
|
|
}
|
|
|
|
glFlush();
|
|
}
|
|
|
|
|
|
/**************************************************************************\
|
|
*
|
|
* CompactThreadList
|
|
*
|
|
* - Compact the thread list according to number of pipe threads killed
|
|
* - The pipes have been killed, but the RC's in each slot are still valid
|
|
* and reusable. So we swap up entries with valid pipes. This means that
|
|
* the ordering of the RC's in the thread list will change during the life
|
|
* of the program. This should be OK.
|
|
*
|
|
\**************************************************************************/
|
|
|
|
#define SWAP_SLOT( a, b ) \
|
|
DRAW_THREAD pTemp; \
|
|
pTemp = *(a); \
|
|
*(a) = *(b); \
|
|
*(b) = pTemp;
|
|
|
|
void
|
|
STATE::CompactThreadList()
|
|
{
|
|
if( nDrawThreads <= 1 )
|
|
// If only one active thread, it must be in slot 0 from previous
|
|
// compactions - so nothing to do
|
|
return;
|
|
|
|
int iEmpty = 0;
|
|
DRAW_THREAD *pThread = drawThreads;
|
|
|
|
for( int i = 0; i < nDrawThreads; i ++, pThread++ ) {
|
|
if( pThread->pPipe ) {
|
|
if( iEmpty < i ) {
|
|
// swap active pipe thread and empty slot
|
|
SWAP_SLOT( &(drawThreads[iEmpty]), pThread );
|
|
}
|
|
iEmpty++;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**************************************************************************\
|
|
*
|
|
* ChooseNewLeadPipe
|
|
*
|
|
* Choose a new lead pipe for chase mode.
|
|
*
|
|
\**************************************************************************/
|
|
|
|
void
|
|
STATE::ChooseNewLeadPipe()
|
|
{
|
|
// Pick one of the active pipes at random to become the new lead
|
|
|
|
int iLead = ss_iRand( nDrawThreads );
|
|
pLeadPipe = drawThreads[iLead].pPipe;
|
|
pLeadPipe->SetChooseStartPosMethod( CHOOSE_STARTPOS_FURTHEST );
|
|
pLeadPipe->SetChooseDirectionMethod( CHOOSE_DIR_RANDOM_WEIGHTED );
|
|
}
|
|
|
|
/******************************Public*Routine******************************\
|
|
* Finish
|
|
*
|
|
* - Called when GL window being closed
|
|
*
|
|
\**************************************************************************/
|
|
void
|
|
STATE::Finish( void *data )
|
|
{
|
|
delete (STATE *) data;
|
|
}
|
|
|
|
/**************************************************************************\
|
|
* DRAW_THREAD constructor
|
|
*
|
|
\**************************************************************************/
|
|
|
|
DRAW_THREAD::DRAW_THREAD()
|
|
{
|
|
hdc = 0;
|
|
hglrc = 0;
|
|
pPipe = NULL;
|
|
htex = (HTEXTURE) -1;
|
|
}
|
|
|
|
/**************************************************************************\
|
|
* DRAW_THREAD destructor
|
|
*
|
|
* Delete any GL contexts
|
|
*
|
|
* - can't Delete shareRC, as this is done by common lib, so had to move
|
|
* this up to ~STATE
|
|
*
|
|
\**************************************************************************/
|
|
|
|
DRAW_THREAD::~DRAW_THREAD()
|
|
{
|
|
#if 0
|
|
wglDeleteContext( hglrc );
|
|
#endif
|
|
}
|
|
|
|
/**************************************************************************\
|
|
* MakeRCCurrent
|
|
*
|
|
\**************************************************************************/
|
|
|
|
void
|
|
DRAW_THREAD::MakeRCCurrent()
|
|
{
|
|
if( hglrc != wglGetCurrentContext() )
|
|
wglMakeCurrent( hdc, hglrc );
|
|
}
|
|
|
|
/**************************************************************************\
|
|
* SetRCDC
|
|
*
|
|
\**************************************************************************/
|
|
|
|
void
|
|
DRAW_THREAD::SetRCDC( HGLRC rc, HDC Hdc )
|
|
{
|
|
hglrc = rc;
|
|
hdc = Hdc;
|
|
}
|
|
|
|
/**************************************************************************\
|
|
* SetPipe
|
|
*
|
|
\**************************************************************************/
|
|
|
|
void
|
|
DRAW_THREAD::SetPipe( PIPE *pipe )
|
|
{
|
|
pPipe = pipe;
|
|
}
|
|
|
|
/**************************************************************************\
|
|
* HasRC
|
|
*
|
|
\**************************************************************************/
|
|
|
|
BOOL
|
|
DRAW_THREAD::HasRC()
|
|
{
|
|
return( hglrc != 0 );
|
|
}
|
|
|
|
/**************************************************************************\
|
|
* GetRC
|
|
*
|
|
\**************************************************************************/
|
|
|
|
HGLRC
|
|
DRAW_THREAD::GetRC()
|
|
{
|
|
return hglrc;
|
|
}
|
|
|
|
/**************************************************************************\
|
|
* SetTexture
|
|
*
|
|
* - Set a texture for a thread
|
|
* - Cache the texture index for performance
|
|
\**************************************************************************/
|
|
|
|
void
|
|
DRAW_THREAD::SetTexture( HTEXTURE hnewtex )
|
|
{
|
|
if( hnewtex != htex )
|
|
{
|
|
htex = hnewtex;
|
|
ss_SetTexture( htex );
|
|
}
|
|
}
|
|
|
|
|
|
/**************************************************************************\
|
|
* DrawPipe
|
|
*
|
|
* - Draw pipe in thread slot, according to its type
|
|
*
|
|
\**************************************************************************/
|
|
|
|
void
|
|
DRAW_THREAD::DrawPipe()
|
|
{
|
|
MakeRCCurrent();
|
|
|
|
switch( pPipe->type ) {
|
|
case TYPE_NORMAL:
|
|
( (NORMAL_PIPE *) pPipe )->Draw();
|
|
break;
|
|
case TYPE_FLEX_REGULAR:
|
|
( (REGULAR_FLEX_PIPE *) pPipe )->Draw();
|
|
break;
|
|
case TYPE_FLEX_TURNING:
|
|
( (TURNING_FLEX_PIPE *) pPipe )->Draw();
|
|
break;
|
|
}
|
|
glFlush();
|
|
}
|
|
/**************************************************************************\
|
|
* StartPipe
|
|
*
|
|
* Starts up pipe of the approppriate type. If can't find an empty node
|
|
* for the pipe to start on, returns FALSE;
|
|
*
|
|
\**************************************************************************/
|
|
|
|
BOOL
|
|
DRAW_THREAD::StartPipe()
|
|
{
|
|
MakeRCCurrent();
|
|
|
|
// call pipe-type specific Start function
|
|
|
|
switch( pPipe->type ) {
|
|
case TYPE_NORMAL:
|
|
( (NORMAL_PIPE *) pPipe )->Start();
|
|
break;
|
|
case TYPE_FLEX_REGULAR:
|
|
( (REGULAR_FLEX_PIPE *) pPipe )->Start();
|
|
break;
|
|
case TYPE_FLEX_TURNING:
|
|
( (TURNING_FLEX_PIPE *) pPipe )->Start();
|
|
break;
|
|
}
|
|
glFlush();
|
|
|
|
// check status
|
|
if( pPipe->NowhereToRun() )
|
|
return FALSE;
|
|
else
|
|
return TRUE;
|
|
}
|
|
|
|
/**************************************************************************\
|
|
* KillPipe
|
|
*
|
|
\**************************************************************************/
|
|
|
|
void
|
|
DRAW_THREAD::KillPipe()
|
|
{
|
|
switch( pPipe->type ) {
|
|
case TYPE_NORMAL:
|
|
delete (NORMAL_PIPE *) pPipe;
|
|
break;
|
|
case TYPE_FLEX_REGULAR:
|
|
delete (REGULAR_FLEX_PIPE *) pPipe;
|
|
break;
|
|
case TYPE_FLEX_TURNING:
|
|
delete (TURNING_FLEX_PIPE *) pPipe;
|
|
break;
|
|
}
|
|
pPipe = NULL;
|
|
}
|