/* Copyright (C) 2022 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "renderer/HWLightingModelRenderer.h" #include "graphics/Color.h" #include "graphics/LightEnv.h" #include "graphics/Model.h" #include "graphics/ModelDef.h" #include "graphics/ShaderProgram.h" #include "lib/bits.h" #include "lib/ogl.h" #include "lib/sysdep/rtl.h" #include "maths/Vector3D.h" #include "renderer/Renderer.h" #include "renderer/RenderModifiers.h" #include "renderer/VertexArray.h" struct ShaderModelDef : public CModelDefRPrivate { /// Indices are the same for all models, so share them VertexIndexArray m_IndexArray; /// Static per-CModelDef vertex array VertexArray m_Array; /// The number of UVs is determined by the model std::vector m_UVs; ShaderModelDef(const CModelDefPtr& mdef); }; ShaderModelDef::ShaderModelDef(const CModelDefPtr& mdef) : m_IndexArray(false), m_Array(Renderer::Backend::GL::CBuffer::Type::VERTEX, false) { size_t numVertices = mdef->GetNumVertices(); m_UVs.resize(mdef->GetNumUVsPerVertex()); for (size_t i = 0; i < mdef->GetNumUVsPerVertex(); ++i) { m_UVs[i].type = GL_FLOAT; m_UVs[i].elems = 2; m_Array.AddAttribute(&m_UVs[i]); } m_Array.SetNumberOfVertices(numVertices); m_Array.Layout(); for (size_t i = 0; i < mdef->GetNumUVsPerVertex(); ++i) { VertexArrayIterator UVit = m_UVs[i].GetIterator(); ModelRenderer::BuildUV(mdef, UVit, i); } m_Array.Upload(); m_Array.FreeBackingStore(); m_IndexArray.SetNumberOfVertices(mdef->GetNumFaces()*3); m_IndexArray.Layout(); ModelRenderer::BuildIndices(mdef, m_IndexArray.GetIterator()); m_IndexArray.Upload(); m_IndexArray.FreeBackingStore(); } struct ShaderModel : public CModelRData { /// Dynamic per-CModel vertex array VertexArray m_Array; /// Position and normals/lighting are recalculated on CPU every frame VertexArray::Attribute m_Position; VertexArray::Attribute m_Normal; ShaderModel(const void* key) : CModelRData(key), m_Array(Renderer::Backend::GL::CBuffer::Type::VERTEX, true) {} }; struct ShaderModelVertexRenderer::ShaderModelRendererInternals { /// Previously prepared modeldef ShaderModelDef* shadermodeldef; }; // Construction and Destruction ShaderModelVertexRenderer::ShaderModelVertexRenderer() { m = new ShaderModelRendererInternals; m->shadermodeldef = nullptr; } ShaderModelVertexRenderer::~ShaderModelVertexRenderer() { delete m; } // Build model data (and modeldef data if necessary) CModelRData* ShaderModelVertexRenderer::CreateModelData(const void* key, CModel* model) { CModelDefPtr mdef = model->GetModelDef(); ShaderModelDef* shadermodeldef = (ShaderModelDef*)mdef->GetRenderData(m); if (!shadermodeldef) { shadermodeldef = new ShaderModelDef(mdef); mdef->SetRenderData(m, shadermodeldef); } // Build the per-model data ShaderModel* shadermodel = new ShaderModel(key); // Positions and normals must be 16-byte aligned for SSE writes. shadermodel->m_Position.type = GL_FLOAT; shadermodel->m_Position.elems = 4; shadermodel->m_Array.AddAttribute(&shadermodel->m_Position); shadermodel->m_Normal.type = GL_FLOAT; shadermodel->m_Normal.elems = 4; shadermodel->m_Array.AddAttribute(&shadermodel->m_Normal); shadermodel->m_Array.SetNumberOfVertices(mdef->GetNumVertices()); shadermodel->m_Array.Layout(); // Verify alignment ENSURE(shadermodel->m_Position.offset % 16 == 0); ENSURE(shadermodel->m_Normal.offset % 16 == 0); ENSURE(shadermodel->m_Array.GetStride() % 16 == 0); return shadermodel; } // Fill in and upload dynamic vertex array void ShaderModelVertexRenderer::UpdateModelData(CModel* model, CModelRData* data, int updateflags) { ShaderModel* shadermodel = static_cast(data); if (updateflags & RENDERDATA_UPDATE_VERTICES) { // build vertices VertexArrayIterator Position = shadermodel->m_Position.GetIterator(); VertexArrayIterator Normal = shadermodel->m_Normal.GetIterator(); ModelRenderer::BuildPositionAndNormals(model, Position, Normal); // upload everything to vertex buffer shadermodel->m_Array.Upload(); } shadermodel->m_Array.PrepareForRendering(); } // Setup one rendering pass void ShaderModelVertexRenderer::BeginPass(int streamflags) { ENSURE(streamflags == (streamflags & (STREAM_POS | STREAM_UV0 | STREAM_UV1 | STREAM_NORMAL))); } // Cleanup one rendering pass void ShaderModelVertexRenderer::EndPass( Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext, int UNUSED(streamflags)) { CVertexBuffer::Unbind(deviceCommandContext); } // Prepare UV coordinates for this modeldef void ShaderModelVertexRenderer::PrepareModelDef( Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext, const CShaderProgramPtr& shader, int streamflags, const CModelDef& def) { m->shadermodeldef = (ShaderModelDef*)def.GetRenderData(m); ENSURE(m->shadermodeldef); u8* base = m->shadermodeldef->m_Array.Bind(deviceCommandContext); GLsizei stride = (GLsizei)m->shadermodeldef->m_Array.GetStride(); if (streamflags & STREAM_UV0) shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, base + m->shadermodeldef->m_UVs[0].offset); if ((streamflags & STREAM_UV1) && def.GetNumUVsPerVertex() >= 2) shader->TexCoordPointer(GL_TEXTURE1, 2, GL_FLOAT, stride, base + m->shadermodeldef->m_UVs[1].offset); } // Render one model void ShaderModelVertexRenderer::RenderModel( Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext, const CShaderProgramPtr& shader, int streamflags, CModel* model, CModelRData* data) { const CModelDefPtr& mdldef = model->GetModelDef(); ShaderModel* shadermodel = static_cast(data); u8* base = shadermodel->m_Array.Bind(deviceCommandContext); GLsizei stride = (GLsizei)shadermodel->m_Array.GetStride(); m->shadermodeldef->m_IndexArray.UploadIfNeeded(deviceCommandContext); deviceCommandContext->SetIndexBuffer(m->shadermodeldef->m_IndexArray.GetBuffer()); if (streamflags & STREAM_POS) shader->VertexPointer(3, GL_FLOAT, stride, base + shadermodel->m_Position.offset); if (streamflags & STREAM_NORMAL) shader->NormalPointer(GL_FLOAT, stride, base + shadermodel->m_Normal.offset); shader->AssertPointersBound(); // Render the lot. const size_t numberOfFaces = mdldef->GetNumFaces(); deviceCommandContext->DrawIndexedInRange( m->shadermodeldef->m_IndexArray.GetOffset(), numberOfFaces * 3, 0, mdldef->GetNumVertices() - 1); // Bump stats. g_Renderer.m_Stats.m_DrawCalls++; g_Renderer.m_Stats.m_ModelTris += numberOfFaces; }