janwas
dcd192cb60
- use wrapper class instead of std::wstring (reduces mixing of strings/paths; allows safe+easy join via operator/ and convenient case-insensitive comparison via operator==, avoids NativePathFromString, similar to boost::filesystem) - NativePath -> OsPath - add hash and To/FromJSVal for Path - add TS_ASSERT_PATH_EQUALS - replace _wfopen_s with sys_OpenFile - remove obsolete SortFiles/Directories This was SVN commit r9107.
475 lines
12 KiB
C++
475 lines
12 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Implementation of ModelRenderer and BatchModelRenderer
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*/
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#include "precompiled.h"
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#include "lib/ogl.h"
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#include "maths/Vector3D.h"
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#include "maths/Vector4D.h"
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#include "ps/CLogger.h"
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#include "ps/Profile.h"
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#include "graphics/Color.h"
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#include "graphics/LightEnv.h"
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#include "graphics/Model.h"
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#include "graphics/ModelDef.h"
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#include "graphics/TextureManager.h"
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#include "renderer/ModelRenderer.h"
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#include "renderer/ModelVertexRenderer.h"
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#include "renderer/Renderer.h"
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#include "renderer/RenderModifiers.h"
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#include <boost/weak_ptr.hpp>
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///////////////////////////////////////////////////////////////////////////////////////////////
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// ModelRenderer implementation
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// Helper function to copy object-space position and normal vectors into arrays.
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void ModelRenderer::CopyPositionAndNormals(
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const CModelDefPtr& mdef,
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const VertexArrayIterator<CVector3D>& Position,
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const VertexArrayIterator<CVector3D>& Normal)
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{
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size_t numVertices = mdef->GetNumVertices();
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SModelVertex* vertices = mdef->GetVertices();
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for(size_t j = 0; j < numVertices; ++j)
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{
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Position[j] = vertices[j].m_Coords;
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Normal[j] = vertices[j].m_Norm;
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}
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}
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// Helper function to transform position and normal vectors into world-space.
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void ModelRenderer::BuildPositionAndNormals(
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CModel* model,
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const VertexArrayIterator<CVector3D>& Position,
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const VertexArrayIterator<CVector3D>& Normal)
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{
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CModelDefPtr mdef = model->GetModelDef();
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size_t numVertices = mdef->GetNumVertices();
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SModelVertex* vertices=mdef->GetVertices();
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if (model->IsSkinned())
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{
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// boned model - calculate skinned vertex positions/normals
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PROFILE( "skinning bones" );
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// Avoid the noisy warnings that occur inside SkinPoint/SkinNormal in
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// some broken situations
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if (numVertices && vertices[0].m_Blend.m_Bone[0] == 0xff)
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{
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LOGERROR(L"Model %ls is boned with unboned animation", mdef->GetName().string().c_str());
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return;
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}
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CModelDef::SkinPointsAndNormals(numVertices, Position, Normal, vertices, model->GetAnimatedBoneMatrices(), model->GetInverseBindBoneMatrices());
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}
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else
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{
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PROFILE( "software transform" );
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// just copy regular positions, transform normals to world space
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const CMatrix3D& transform = model->GetTransform();
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const CMatrix3D& invtransform = model->GetInvTransform();
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for (size_t j=0; j<numVertices; j++)
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{
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transform.Transform(vertices[j].m_Coords,Position[j]);
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invtransform.RotateTransposed(vertices[j].m_Norm,Normal[j]);
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}
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}
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}
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// Helper function for lighting
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void ModelRenderer::BuildColor4ub(
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CModel* model,
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const VertexArrayIterator<CVector3D>& Normal,
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const VertexArrayIterator<SColor4ub>& Color,
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bool onlyDiffuse)
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{
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PROFILE( "lighting vertices" );
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CModelDefPtr mdef = model->GetModelDef();
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size_t numVertices = mdef->GetNumVertices();
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const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
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CColor shadingColor = model->GetShadingColor();
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RGBColor tempcolor;
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if (onlyDiffuse)
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{
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for (size_t j=0; j<numVertices; j++)
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{
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lightEnv.EvaluateDirect(Normal[j], tempcolor);
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tempcolor.X *= shadingColor.r;
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tempcolor.Y *= shadingColor.g;
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tempcolor.Z *= shadingColor.b;
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Color[j] = ConvertRGBColorTo4ub(tempcolor);
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}
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}
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else
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{
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for (size_t j=0; j<numVertices; j++)
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{
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lightEnv.EvaluateUnit(Normal[j], tempcolor);
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tempcolor.X *= shadingColor.r;
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tempcolor.Y *= shadingColor.g;
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tempcolor.Z *= shadingColor.b;
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Color[j] = ConvertRGBColorTo4ub(tempcolor);
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}
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}
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}
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// Copy UV coordinates
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void ModelRenderer::BuildUV(
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const CModelDefPtr& mdef,
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const VertexArrayIterator<float[2]>& UV)
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{
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size_t numVertices = mdef->GetNumVertices();
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SModelVertex* vertices = mdef->GetVertices();
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for (size_t j=0; j < numVertices; ++j)
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{
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UV[j][0] = vertices[j].m_U;
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UV[j][1] = 1.0-vertices[j].m_V;
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}
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}
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// Build default indices array.
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void ModelRenderer::BuildIndices(
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const CModelDefPtr& mdef,
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const VertexArrayIterator<u16>& Indices)
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{
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size_t idxidx = 0;
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SModelFace* faces = mdef->GetFaces();
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for (size_t j = 0; j < mdef->GetNumFaces(); ++j) {
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SModelFace& face=faces[j];
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Indices[idxidx++]=face.m_Verts[0];
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Indices[idxidx++]=face.m_Verts[1];
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Indices[idxidx++]=face.m_Verts[2];
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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// BatchModelRenderer implementation
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/// See BatchModelRendererInternals::phase
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enum BMRPhase {
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/// Currently allow calls to Submit and PrepareModels
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BMRSubmit,
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/// Allow calls to rendering and EndFrame
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BMRRender
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};
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/**
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* Struct BMRModelData: Per-CModel render data used by the BatchModelRenderer.
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*/
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struct BMRModelData : public CModelRData
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{
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BMRModelData(BatchModelRendererInternals* bmri, CModel* model)
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: CModelRData(bmri, model), m_BMRI(bmri), m_Data(0), m_Next(0) { }
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virtual ~BMRModelData();
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/// Back-link to "our" modelrenderer
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BatchModelRendererInternals* m_BMRI;
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/// Private data created by derived class' CreateModelData
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void* m_Data;
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/// Next model in the per-ModelDefTracker-slot linked list.
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BMRModelData* m_Next;
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};
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/**
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* Class BMRModelDefTracker: Per-CModelDef data used by the BatchModelRenderer.
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*
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* Note that classes that derive from BatchModelRenderer should use
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* their own per-CModelDef data if necessary.
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*/
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struct BMRModelDefTracker : public CModelDefRPrivate
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{
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BMRModelDefTracker(const CModelDefPtr& mdef)
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: m_ModelDef(mdef), m_Next(0), m_Slots(0) { }
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/// Back-link to the CModelDef object
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boost::weak_ptr<CModelDef> m_ModelDef;
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/// Pointer to the next ModelDefTracker that has submitted models.
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BMRModelDefTracker* m_Next;
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/// Number of slots used in m_ModelSlots
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size_t m_Slots;
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/// Each slot contains a linked list of model data objects, up to m_Slots-1
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// At the end of the frame, m_Slots is reset to 0, but m_ModelSlots stays
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// the same size (we assume the same number of slots is going to be used
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// next frame)
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std::vector<BMRModelData*> m_ModelSlots;
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};
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/**
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* Struct BatchModelRendererInternals: Internal data of the BatchModelRenderer
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*
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* Separated into the source file to increase implementation hiding (and to
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* avoid some causes of recompiles).
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*/
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struct BatchModelRendererInternals
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{
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BatchModelRendererInternals(BatchModelRenderer* r) : m_Renderer(r) { }
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/// Back-link to "our" renderer
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BatchModelRenderer* m_Renderer;
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/// ModelVertexRenderer used for vertex transformations
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ModelVertexRendererPtr vertexRenderer;
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/// Track the current "phase" of the frame (only for debugging purposes)
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BMRPhase phase;
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/// Linked list of ModelDefTrackers that have submitted models
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BMRModelDefTracker* submissions;
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/// Helper functions
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void ThunkDestroyModelData(CModel* model, void* data)
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{
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vertexRenderer->DestroyModelData(model, data);
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}
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void RenderAllModels(const RenderModifierPtr& modifier, int filterflags, int pass, int streamflags);
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};
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BMRModelData::~BMRModelData()
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{
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m_BMRI->ThunkDestroyModelData(GetModel(), m_Data);
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}
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// Construction/Destruction
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BatchModelRenderer::BatchModelRenderer(ModelVertexRendererPtr vertexrenderer)
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{
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m = new BatchModelRendererInternals(this);
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m->vertexRenderer = vertexrenderer;
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m->phase = BMRSubmit;
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m->submissions = 0;
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}
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BatchModelRenderer::~BatchModelRenderer()
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{
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delete m;
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}
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// Submit one model.
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void BatchModelRenderer::Submit(CModel* model)
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{
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debug_assert(m->phase == BMRSubmit);
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ogl_WarnIfError();
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CModelDefPtr mdef = model->GetModelDef();
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BMRModelDefTracker* mdeftracker = (BMRModelDefTracker*)mdef->GetRenderData(m);
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CModelRData* rdata = (CModelRData*)model->GetRenderData();
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BMRModelData* bmrdata = 0;
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// Ensure model def data and model data exist
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if (!mdeftracker)
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{
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mdeftracker = new BMRModelDefTracker(mdef);
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mdef->SetRenderData(m, mdeftracker);
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}
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if (rdata && rdata->GetKey() == m)
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{
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bmrdata = (BMRModelData*)rdata;
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}
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else
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{
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bmrdata = new BMRModelData(m, model);
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bmrdata->m_Data = m->vertexRenderer->CreateModelData(model);
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rdata = bmrdata;
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model->SetRenderData(bmrdata);
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model->SetDirty(~0u);
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}
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// Add the model def tracker to the submission list if necessary
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if (!mdeftracker->m_Slots)
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{
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mdeftracker->m_Next = m->submissions;
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m->submissions = mdeftracker;
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}
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// Add the bmrdata to the modeldef list
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CTexturePtr tex = model->GetTexture();
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size_t idx;
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for(idx = 0; idx < mdeftracker->m_Slots; ++idx)
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{
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BMRModelData* in = mdeftracker->m_ModelSlots[idx];
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if (in->GetModel()->GetTexture() == tex)
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break;
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}
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if (idx >= mdeftracker->m_Slots)
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{
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++mdeftracker->m_Slots;
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if (mdeftracker->m_Slots > mdeftracker->m_ModelSlots.size())
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{
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mdeftracker->m_ModelSlots.push_back(0);
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debug_assert(mdeftracker->m_ModelSlots.size() == mdeftracker->m_Slots);
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}
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mdeftracker->m_ModelSlots[idx] = 0;
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}
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bmrdata->m_Next = mdeftracker->m_ModelSlots[idx];
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mdeftracker->m_ModelSlots[idx] = bmrdata;
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ogl_WarnIfError();
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}
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// Call update for all submitted models and enter the rendering phase
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void BatchModelRenderer::PrepareModels()
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{
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debug_assert(m->phase == BMRSubmit);
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for(BMRModelDefTracker* mdeftracker = m->submissions; mdeftracker; mdeftracker = mdeftracker->m_Next)
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{
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for(size_t idx = 0; idx < mdeftracker->m_Slots; ++idx)
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{
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for(BMRModelData* bmrdata = mdeftracker->m_ModelSlots[idx]; bmrdata; bmrdata = bmrdata->m_Next)
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{
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CModel* model = bmrdata->GetModel();
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debug_assert(model->GetRenderData() == bmrdata);
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m->vertexRenderer->UpdateModelData(
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model, bmrdata->m_Data,
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bmrdata->m_UpdateFlags);
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bmrdata->m_UpdateFlags = 0;
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}
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}
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}
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m->phase = BMRRender;
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}
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// Clear the submissions list
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void BatchModelRenderer::EndFrame()
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{
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static size_t mostslots = 1;
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for(BMRModelDefTracker* mdeftracker = m->submissions; mdeftracker; mdeftracker = mdeftracker->m_Next)
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{
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if (mdeftracker->m_Slots > mostslots)
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{
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mostslots = mdeftracker->m_Slots;
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//debug_printf(L"BatchModelRenderer: SubmissionSlots maximum: %u\n", mostslots);
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}
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mdeftracker->m_Slots = 0;
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}
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m->submissions = 0;
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m->phase = BMRSubmit;
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}
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// Return whether we models have been submitted this frame
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bool BatchModelRenderer::HaveSubmissions()
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{
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return m->submissions != 0;
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}
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// Render models, outer loop for multi-passing
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void BatchModelRenderer::Render(const RenderModifierPtr& modifier, int flags)
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{
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debug_assert(m->phase == BMRRender);
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if (!HaveSubmissions())
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return;
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int pass = 0;
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do
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{
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int streamflags = modifier->BeginPass(pass);
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const CMatrix3D* texturematrix = 0;
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if (streamflags & STREAM_TEXGENTOUV1)
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texturematrix = modifier->GetTexGenMatrix(pass);
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m->vertexRenderer->BeginPass(streamflags, texturematrix);
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m->RenderAllModels(modifier, flags, pass, streamflags);
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m->vertexRenderer->EndPass(streamflags);
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} while(!modifier->EndPass(pass++));
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}
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// Render one frame worth of models
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void BatchModelRendererInternals::RenderAllModels(
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const RenderModifierPtr& modifier, int filterflags,
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int pass, int streamflags)
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{
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for(BMRModelDefTracker* mdeftracker = submissions; mdeftracker; mdeftracker = mdeftracker->m_Next)
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{
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vertexRenderer->PrepareModelDef(streamflags, mdeftracker->m_ModelDef.lock());
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for(size_t idx = 0; idx < mdeftracker->m_Slots; ++idx)
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{
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BMRModelData* bmrdata = mdeftracker->m_ModelSlots[idx];
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modifier->PrepareTexture(pass, bmrdata->GetModel()->GetTexture());
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for(; bmrdata; bmrdata = bmrdata->m_Next)
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{
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CModel* model = bmrdata->GetModel();
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debug_assert(bmrdata->GetKey() == this);
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if (filterflags && !(model->GetFlags()&filterflags))
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continue;
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modifier->PrepareModel(pass, model);
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vertexRenderer->RenderModel(streamflags, model, bmrdata->m_Data);
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}
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}
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}
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}
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