re3/src/render/Occlusion.cpp

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2020-05-11 15:03:32 +00:00
#include "common.h"
#include "Occlusion.h"
int32 COcclusion::NumOccludersOnMap;
int16 COcclusion::FarAwayList;
int16 COcclusion::NearbyList;
int16 COcclusion::ListWalkThroughFA;
int16 COcclusion::PreviousListWalkThroughFA;
COccluder COcclusion::aOccluders[NUMOCCLUSIONVOLUMES];
void
COcclusion::Init(void)
{
NumOccludersOnMap = 0;
FarAwayList = -1;
NearbyList = -1;
ListWalkThroughFA = -1;
PreviousListWalkThroughFA = -1;
}
void
COcclusion::AddOne(float x, float y, float z, float width, float length, float height, float angle)
{
if(NumOccludersOnMap >= NUMOCCLUSIONVOLUMES)
return;
aOccluders[NumOccludersOnMap].x = x;
aOccluders[NumOccludersOnMap].y = y;
aOccluders[NumOccludersOnMap].z = z;
aOccluders[NumOccludersOnMap].width = width;
aOccluders[NumOccludersOnMap].length = length;
aOccluders[NumOccludersOnMap].height = height;
while(angle < 0.0f) angle += 360.0f;
while(angle > 360.0f) angle -= 360.0f;
aOccluders[NumOccludersOnMap].angle = angle * UINT16_MAX/360.0f;
aOccluders[NumOccludersOnMap].listIndex = FarAwayList;
FarAwayList = NumOccludersOnMap++;
}
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void
COcclusion::ProcessBeforeRendering(void)
{
}