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forked from 0ad/0ad
0ad/source/renderer/ModelRenderer.cpp
Ykkrosh 6bc33fe8bd Update renderer design to be more flexible and data-driven based on material and shader definitions.
Support conditional expressions in shader effect XML files.
Consolidate fixed-function model rendering into the shader system.
Remove lots of now-obsolete renderer code.
Move shader defines from std::map to new class with interned data, for
performance.
Move texture from model into material.
Alleviate singletonitis.
Remove obsolete lodbias setting.
Remove unused terrain shadow transparency.

This was SVN commit r11423.
2012-04-03 18:44:46 +00:00

618 lines
17 KiB
C++

/* Copyright (C) 2012 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "lib/ogl.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "ps/CLogger.h"
#include "ps/Profile.h"
#include "graphics/Color.h"
#include "graphics/LightEnv.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "graphics/ShaderManager.h"
#include "graphics/TextureManager.h"
#include "renderer/ModelRenderer.h"
#include "renderer/ModelVertexRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
#include <boost/weak_ptr.hpp>
#if ARCH_X86_X64
# include "lib/sysdep/arch/x86_x64/x86_x64.h"
#endif
///////////////////////////////////////////////////////////////////////////////////////////////
// ModelRenderer implementation
#if ARCH_X86_X64
static bool g_EnableSSE = false;
#endif
void ModelRenderer::Init()
{
#if ARCH_X86_X64
if (x86_x64::Cap(x86_x64::CAP_SSE))
g_EnableSSE = true;
#endif
}
// Helper function to copy object-space position and normal vectors into arrays.
void ModelRenderer::CopyPositionAndNormals(
const CModelDefPtr& mdef,
const VertexArrayIterator<CVector3D>& Position,
const VertexArrayIterator<CVector3D>& Normal)
{
size_t numVertices = mdef->GetNumVertices();
SModelVertex* vertices = mdef->GetVertices();
for(size_t j = 0; j < numVertices; ++j)
{
Position[j] = vertices[j].m_Coords;
Normal[j] = vertices[j].m_Norm;
}
}
// Helper function to transform position and normal vectors into world-space.
void ModelRenderer::BuildPositionAndNormals(
CModel* model,
const VertexArrayIterator<CVector3D>& Position,
const VertexArrayIterator<CVector3D>& Normal)
{
CModelDefPtr mdef = model->GetModelDef();
size_t numVertices = mdef->GetNumVertices();
SModelVertex* vertices=mdef->GetVertices();
if (model->IsSkinned())
{
// boned model - calculate skinned vertex positions/normals
// Avoid the noisy warnings that occur inside SkinPoint/SkinNormal in
// some broken situations
if (numVertices && vertices[0].m_Blend.m_Bone[0] == 0xff)
{
LOGERROR(L"Model %ls is boned with unboned animation", mdef->GetName().string().c_str());
return;
}
#if ARCH_X86_X64
if (g_EnableSSE)
{
CModelDef::SkinPointsAndNormals_SSE(numVertices, Position, Normal, vertices, mdef->GetBlendIndices(), model->GetAnimatedBoneMatrices());
}
else
#endif
{
CModelDef::SkinPointsAndNormals(numVertices, Position, Normal, vertices, mdef->GetBlendIndices(), model->GetAnimatedBoneMatrices());
}
}
else
{
PROFILE( "software transform" );
// just copy regular positions, transform normals to world space
const CMatrix3D& transform = model->GetTransform();
const CMatrix3D& invtransform = model->GetInvTransform();
for (size_t j=0; j<numVertices; j++)
{
transform.Transform(vertices[j].m_Coords,Position[j]);
invtransform.RotateTransposed(vertices[j].m_Norm,Normal[j]);
}
}
}
// Helper function for lighting
void ModelRenderer::BuildColor4ub(
CModel* model,
const VertexArrayIterator<CVector3D>& Normal,
const VertexArrayIterator<SColor4ub>& Color)
{
PROFILE( "lighting vertices" );
CModelDefPtr mdef = model->GetModelDef();
size_t numVertices = mdef->GetNumVertices();
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
CColor shadingColor = model->GetShadingColor();
for (size_t j=0; j<numVertices; j++)
{
RGBColor tempcolor = lightEnv.EvaluateUnitScaled(Normal[j]);
tempcolor.X *= shadingColor.r;
tempcolor.Y *= shadingColor.g;
tempcolor.Z *= shadingColor.b;
Color[j] = ConvertRGBColorTo4ub(tempcolor);
}
}
// Copy UV coordinates
void ModelRenderer::BuildUV(
const CModelDefPtr& mdef,
const VertexArrayIterator<float[2]>& UV)
{
size_t numVertices = mdef->GetNumVertices();
SModelVertex* vertices = mdef->GetVertices();
for (size_t j=0; j < numVertices; ++j)
{
UV[j][0] = vertices[j].m_U;
UV[j][1] = 1.0-vertices[j].m_V;
}
}
// Build default indices array.
void ModelRenderer::BuildIndices(
const CModelDefPtr& mdef,
const VertexArrayIterator<u16>& Indices)
{
size_t idxidx = 0;
SModelFace* faces = mdef->GetFaces();
for (size_t j = 0; j < mdef->GetNumFaces(); ++j) {
SModelFace& face=faces[j];
Indices[idxidx++]=face.m_Verts[0];
Indices[idxidx++]=face.m_Verts[1];
Indices[idxidx++]=face.m_Verts[2];
}
}
///////////////////////////////////////////////////////////////////////////////////////////////
// ShaderModelRenderer implementation
/**
* Internal data of the ShaderModelRenderer.
*
* Separated into the source file to increase implementation hiding (and to
* avoid some causes of recompiles).
*/
struct ShaderModelRendererInternals
{
ShaderModelRendererInternals(ShaderModelRenderer* r) : m_Renderer(r) { }
/// Back-link to "our" renderer
ShaderModelRenderer* m_Renderer;
/// ModelVertexRenderer used for vertex transformations
ModelVertexRendererPtr vertexRenderer;
/// List of submitted models for rendering in this frame
std::vector<CModel*> submissions;
};
// Construction/Destruction
ShaderModelRenderer::ShaderModelRenderer(ModelVertexRendererPtr vertexrenderer)
{
m = new ShaderModelRendererInternals(this);
m->vertexRenderer = vertexrenderer;
}
ShaderModelRenderer::~ShaderModelRenderer()
{
delete m;
}
// Submit one model.
void ShaderModelRenderer::Submit(CModel* model)
{
CModelDefPtr mdef = model->GetModelDef();
CModelRData* rdata = (CModelRData*)model->GetRenderData();
// Ensure model data is valid
const void* key = m->vertexRenderer.get();
if (!rdata || rdata->GetKey() != key)
{
rdata = m->vertexRenderer->CreateModelData(key, model);
model->SetRenderData(rdata);
model->SetDirty(~0u);
}
m->submissions.push_back(model);
}
// Call update for all submitted models and enter the rendering phase
void ShaderModelRenderer::PrepareModels()
{
for (size_t i = 0; i < m->submissions.size(); ++i)
{
CModel* model = m->submissions[i];
CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
ENSURE(rdata->GetKey() == m->vertexRenderer.get());
m->vertexRenderer->UpdateModelData(model, rdata, rdata->m_UpdateFlags);
rdata->m_UpdateFlags = 0;
}
}
// Clear the submissions list
void ShaderModelRenderer::EndFrame()
{
m->submissions.clear();
}
// Helper structs for ShaderModelRenderer::Render():
struct SMRSortByDistItem
{
size_t techIdx;
CModel* model;
float dist;
};
struct SMRBatchModel
{
bool operator()(CModel* a, CModel* b)
{
if (a->GetModelDef() < b->GetModelDef())
return true;
if (b->GetModelDef() < a->GetModelDef())
return false;
if (a->GetMaterial().GetDiffuseTexture() < b->GetMaterial().GetDiffuseTexture())
return true;
if (b->GetMaterial().GetDiffuseTexture() < a->GetMaterial().GetDiffuseTexture())
return false;
return false;
}
};
struct SMRCompareSortByDistItem
{
bool operator()(const SMRSortByDistItem& a, const SMRSortByDistItem& b)
{
// Prefer items with greater distance, so we draw back-to-front
return (a.dist > b.dist);
// (Distances will almost always be distinct, so we don't need to bother
// tie-breaking on modeldef/texture/etc)
}
};
struct SMRMaterialBucketKey
{
SMRMaterialBucketKey(CStrIntern effect, const CShaderDefines& defines)
: effect(effect), defines(defines) { }
CStrIntern effect;
const CShaderDefines& defines;
bool operator==(const SMRMaterialBucketKey& b) const
{
return (effect == b.effect && defines == b.defines);
}
private:
SMRMaterialBucketKey& operator=(const SMRMaterialBucketKey&);
};
struct SMRMaterialBucketKeyHash
{
size_t operator()(const SMRMaterialBucketKey& key) const
{
size_t hash = 0;
boost::hash_combine(hash, key.effect.GetHash());
boost::hash_combine(hash, key.defines.GetHash());
return hash;
}
};
struct SMRTechBucket
{
CShaderTechniquePtr tech;
CModel** models;
size_t numModels;
// Model list is stored as pointers, not as a std::vector,
// so that sorting lists of this struct is fast
};
struct SMRCompareTechBucket
{
bool operator()(const SMRTechBucket& a, const SMRTechBucket& b)
{
return a.tech < b.tech;
}
};
void ShaderModelRenderer::Render(const RenderModifierPtr& modifier, const CShaderDefines& context, int flags)
{
if (m->submissions.empty())
return;
CMatrix3D worldToCam;
g_Renderer.GetViewCamera().m_Orientation.GetInverse(worldToCam);
/*
* Rendering approach:
*
* m->submissions contains the list of CModels to render.
*
* The data we need to render a model is:
* - CShaderTechnique
* - CTexture
* - CModelDef (mesh data)
* - CModel (model instance data)
*
* For efficient rendering, we need to batch the draw calls to minimise state changes.
* (Texture changes are assumed to be cheaper than binding new mesh data,
* and shader changes are assumed to be most expensive.)
* First, group all models that share a technique to render them together.
* Within those groups, sub-group by CModelDef.
* Within those sub-groups, sub-sub-group by CTexture.
*
* Alpha-blended models have to be sorted by distance from camera,
* then we can batch as long as the order is preserved.
* Non-alpha-blended models can be arbitrarily reordered to maximise batching.
*
* For each model, the CShaderTechnique is derived from:
* - The current global 'context' defines
* - The CModel's material's defines
* - The CModel's material's shader effect name
*
* There are a smallish number of materials, and a smaller number of techniques.
*
* To minimise technique lookups, we first group models by material,
* in 'materialBuckets' (a hash table).
*
* For each material bucket we then look up the appropriate shader technique.
* If the technique requires sort-by-distance, the model is added to the
* 'sortByDistItems' list with its computed distance.
* Otherwise, the bucket's list of models is sorted by modeldef+texture,
* then the technique and model list is added to 'techBuckets'.
*
* 'techBuckets' is then sorted by technique, to improve batching when multiple
* materials map onto the same technique.
*
* (Note that this isn't perfect batching: we don't sort across models in
* multiple buckets that share a technique. In practice that shouldn't reduce
* batching much (we rarely have one mesh used with multiple materials),
* and it saves on copying and lets us sort smaller lists.)
*
* Extra tech buckets are added for the sorted-by-distance models without reordering.
* Finally we render by looping over each tech bucket, then looping over the model
* list in each, rebinding the GL state whenever it changes.
*/
typedef boost::unordered_map<SMRMaterialBucketKey, std::vector<CModel*>, SMRMaterialBucketKeyHash> MaterialBuckets_t;
MaterialBuckets_t materialBuckets;
{
PROFILE3("bucketing by material");
for (size_t i = 0; i < m->submissions.size(); ++i)
{
CModel* model = m->submissions[i];
SMRMaterialBucketKey key(model->GetMaterial().GetShaderEffect(), model->GetMaterial().GetShaderDefines());
std::vector<CModel*>& bucketItems = materialBuckets[key];
bucketItems.push_back(model);
}
}
std::vector<SMRSortByDistItem> sortByDistItems;
std::vector<CShaderTechniquePtr> sortByDistTechs;
// indexed by sortByDistItems[i].techIdx
// (which stores indexes instead of CShaderTechniquePtr directly
// to avoid the shared_ptr copy cost when sorting; maybe it'd be better
// if we just stored raw CShaderTechnique* and assumed the shader manager
// will keep it alive long enough)
std::vector<SMRTechBucket> techBuckets;
{
PROFILE3("processing material buckets");
for (MaterialBuckets_t::iterator it = materialBuckets.begin(); it != materialBuckets.end(); ++it)
{
CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(it->first.effect, context, it->first.defines);
if (tech->GetSortByDistance())
{
// Add the tech into a vector so we can index it
// (There might be duplicates in this list, but that doesn't really matter)
if (sortByDistTechs.empty() || sortByDistTechs.back() != tech)
sortByDistTechs.push_back(tech);
size_t techIdx = sortByDistTechs.size()-1;
// Add each model into sortByDistItems
for (size_t i = 0; i < it->second.size(); ++i)
{
SMRSortByDistItem itemWithDist;
itemWithDist.techIdx = techIdx;
CModel* model = it->second[i];
itemWithDist.model = model;
CVector3D modelpos = model->GetTransform().GetTranslation();
itemWithDist.dist = worldToCam.Transform(modelpos).Z;
sortByDistItems.push_back(itemWithDist);
}
}
else
{
// Sort model list by modeldef+texture, for batching
std::sort(it->second.begin(), it->second.end(), SMRBatchModel());
// Add a tech bucket pointing at this model list
SMRTechBucket techBucket = { tech, &it->second[0], it->second.size() };
techBuckets.push_back(techBucket);
}
}
}
{
PROFILE3("sorting tech buckets");
// Sort by technique, for better batching
std::sort(techBuckets.begin(), techBuckets.end(), SMRCompareTechBucket());
}
// List of models corresponding to sortByDistItems[i].model
// (This exists primarily because techBuckets wants a CModel**;
// we could avoid the cost of copying into this list by adding
// a stride length into techBuckets and not requiring contiguous CModel*s)
std::vector<CModel*> sortByDistModels;
if (!sortByDistItems.empty())
{
{
PROFILE3("sorting items by dist");
std::sort(sortByDistItems.begin(), sortByDistItems.end(), SMRCompareSortByDistItem());
}
{
PROFILE3("batching dist-sorted items");
sortByDistModels.reserve(sortByDistItems.size());
// Find runs of distance-sorted models that share a technique,
// and create a new tech bucket for each run
size_t start = 0; // start of current run
size_t currentTechIdx = sortByDistItems[start].techIdx;
for (size_t end = 0; end < sortByDistItems.size(); ++end)
{
sortByDistModels.push_back(sortByDistItems[end].model);
size_t techIdx = sortByDistItems[end].techIdx;
if (techIdx != currentTechIdx)
{
// Start of a new run - push the old run into a new tech bucket
SMRTechBucket techBucket = { sortByDistTechs[currentTechIdx], &sortByDistModels[start], end-start };
techBuckets.push_back(techBucket);
start = end;
currentTechIdx = techIdx;
}
}
// Add the tech bucket for the final run
SMRTechBucket techBucket = { sortByDistTechs[currentTechIdx], &sortByDistModels[start], sortByDistItems.size()-start };
techBuckets.push_back(techBucket);
}
}
{
PROFILE3("rendering bucketed submissions");
size_t idxTechStart = 0;
while (idxTechStart < techBuckets.size())
{
CShaderTechniquePtr currentTech = techBuckets[idxTechStart].tech;
// Find runs [idxTechStart, idxTechEnd) in techBuckets of the same technique
size_t idxTechEnd;
for (idxTechEnd = idxTechStart + 1; idxTechEnd < techBuckets.size(); ++idxTechEnd)
{
if (techBuckets[idxTechEnd].tech != currentTech)
break;
}
// For each of the technique's passes, render all the models in this run
for (int pass = 0; pass < currentTech->GetNumPasses(); ++pass)
{
currentTech->BeginPass(pass);
const CShaderProgramPtr& shader = currentTech->GetShader(pass);
int streamflags = shader->GetStreamFlags();
modifier->BeginPass(shader);
m->vertexRenderer->BeginPass(streamflags);
CTexture* currentTex = NULL;
CModelDef* currentModeldef = NULL;
// (Texture needs to be rebound after binding a new shader, so we
// can't move currentTex outside of this loop to reduce state changes)
for (size_t idx = idxTechStart; idx < idxTechEnd; ++idx)
{
CModel** models = techBuckets[idx].models;
size_t numModels = techBuckets[idx].numModels;
for (size_t i = 0; i < numModels; ++i)
{
CModel* model = models[i];
if (flags && !(model->GetFlags() & flags))
continue;
// Bind texture when it changes
CTexture* newTex = model->GetMaterial().GetDiffuseTexture().get();
if (newTex != currentTex)
{
currentTex = newTex;
modifier->PrepareTexture(shader, *currentTex);
}
// Bind modeldef when it changes
CModelDef* newModeldef = model->GetModelDef().get();
if (newModeldef != currentModeldef)
{
currentModeldef = newModeldef;
m->vertexRenderer->PrepareModelDef(shader, streamflags, *currentModeldef);
}
modifier->PrepareModel(shader, model);
CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
ENSURE(rdata->GetKey() == m->vertexRenderer.get());
m->vertexRenderer->RenderModel(shader, streamflags, model, rdata);
}
}
m->vertexRenderer->EndPass(streamflags);
currentTech->EndPass(pass);
}
idxTechStart = idxTechEnd;
}
}
}
void ShaderModelRenderer::Filter(CModelFilter& filter, int passed, int flags)
{
for (size_t i = 0; i < m->submissions.size(); ++i)
{
CModel* model = m->submissions[i];
if (flags && !(model->GetFlags() & flags))
continue;
if (filter.Filter(model))
model->SetFlags(model->GetFlags() | passed);
else
model->SetFlags(model->GetFlags() & ~passed);
}
}