/* 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 . */ #include "precompiled.h" #include "lib/ogl.h" #include "maths/Vector3D.h" #include "maths/Vector4D.h" #include "graphics/Color.h" #include "graphics/LightEnv.h" #include "graphics/Model.h" #include "graphics/ModelDef.h" #include "renderer/HWLightingModelRenderer.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; /// UV coordinates are stored in the static array VertexArray::Attribute m_UV; ShaderModelDef(const CModelDefPtr& mdef); }; ShaderModelDef::ShaderModelDef(const CModelDefPtr& mdef) : m_IndexArray(GL_STATIC_DRAW), m_Array(GL_STATIC_DRAW) { size_t numVertices = mdef->GetNumVertices(); m_UV.type = GL_FLOAT; m_UV.elems = 2; m_Array.AddAttribute(&m_UV); m_Array.SetNumVertices(numVertices); m_Array.Layout(); VertexArrayIterator UVit = m_UV.GetIterator(); ModelRenderer::BuildUV(mdef, UVit); m_Array.Upload(); m_Array.FreeBackingStore(); m_IndexArray.SetNumVertices(mdef->GetNumFaces()*3); m_IndexArray.Layout(); ModelRenderer::BuildIndices(mdef, m_IndexArray.GetIterator()); m_IndexArray.Upload(); m_IndexArray.FreeBackingStore(); } struct ShaderModel { /// Dynamic per-CModel vertex array VertexArray m_Array; /// Position and normals are recalculated on CPU every frame VertexArray::Attribute m_Position; VertexArray::Attribute m_Normal; ShaderModel() : m_Array(GL_DYNAMIC_DRAW) { } }; struct ShaderModelRendererInternals { /// Previously prepared modeldef ShaderModelDef* shadermodeldef; }; // Construction and Destruction ShaderModelRenderer::ShaderModelRenderer() { m = new ShaderModelRendererInternals; m->shadermodeldef = 0; } ShaderModelRenderer::~ShaderModelRenderer() { delete m; } // Build model data (and modeldef data if necessary) void* ShaderModelRenderer::CreateModelData(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; // 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.SetNumVertices(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 ShaderModelRenderer::UpdateModelData(CModel* model, void* data, int updateflags) { ShaderModel* shadermodel = (ShaderModel*)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(); } } // Cleanup per-model data. // Note that per-CModelDef data is deleted by the CModelDef itself. void ShaderModelRenderer::DestroyModelData(CModel* UNUSED(model), void* data) { ShaderModel* shadermodel = (ShaderModel*)data; delete shadermodel; } // Setup one rendering pass void ShaderModelRenderer::BeginPass(int streamflags) { ENSURE(streamflags == (streamflags & (STREAM_POS|STREAM_NORMAL|STREAM_UV0))); if (streamflags & STREAM_POS) glEnableClientState(GL_VERTEX_ARRAY); if (streamflags & STREAM_NORMAL) glEnableClientState(GL_NORMAL_ARRAY); if (streamflags & STREAM_UV0) glEnableClientState(GL_TEXTURE_COORD_ARRAY); } // Cleanup one rendering pass void ShaderModelRenderer::EndPass(int streamflags) { if (streamflags & STREAM_POS) glDisableClientState(GL_VERTEX_ARRAY); if (streamflags & STREAM_NORMAL) glDisableClientState(GL_NORMAL_ARRAY); if (streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY); CVertexBuffer::Unbind(); } // Prepare UV coordinates for this modeldef void ShaderModelRenderer::PrepareModelDef(CShaderProgramPtr& shader, int streamflags, const CModelDefPtr& def) { m->shadermodeldef = (ShaderModelDef*)def->GetRenderData(m); ENSURE(m->shadermodeldef); if (streamflags & STREAM_UV0) { u8* base = m->shadermodeldef->m_Array.Bind(); GLsizei stride = (GLsizei)m->shadermodeldef->m_Array.GetStride(); shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, base + m->shadermodeldef->m_UV.offset); } } // Render one model void ShaderModelRenderer::RenderModel(CShaderProgramPtr& shader, int streamflags, CModel* model, void* data) { CModelDefPtr mdldef = model->GetModelDef(); ShaderModel* shadermodel = (ShaderModel*)data; u8* base = shadermodel->m_Array.Bind(); GLsizei stride = (GLsizei)shadermodel->m_Array.GetStride(); u8* indexBase = m->shadermodeldef->m_IndexArray.Bind(); 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 size_t numFaces = mdldef->GetNumFaces(); if (!g_Renderer.m_SkipSubmit) { pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdldef->GetNumVertices()-1, (GLsizei)numFaces*3, GL_UNSIGNED_SHORT, indexBase); } // bump stats g_Renderer.m_Stats.m_DrawCalls++; g_Renderer.m_Stats.m_ModelTris += numFaces; }