0ad/source/renderer/InstancingModelRenderer.cpp
vladislavbelov b9fd6f18f0 Adds proper IBuffer usage instead of dynamic flag.
Comments By: phosit
Differential Revision: https://code.wildfiregames.com/D5281
This was SVN commit r28107.
2024-06-10 19:31:41 +00:00

398 lines
12 KiB
C++

/* Copyright (C) 2024 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 "renderer/InstancingModelRenderer.h"
#include "graphics/Color.h"
#include "graphics/LightEnv.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "ps/CLogger.h"
#include "ps/containers/StaticVector.h"
#include "ps/CStrInternStatic.h"
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
#include "renderer/VertexArray.h"
#include "third_party/mikktspace/weldmesh.h"
struct IModelDef : public CModelDefRPrivate
{
/// Static per-CModel vertex array
VertexArray m_Array;
/// Position and normals are static
VertexArray::Attribute m_Position;
VertexArray::Attribute m_Normal;
VertexArray::Attribute m_Tangent;
VertexArray::Attribute m_BlendJoints; // valid iff gpuSkinning == true
VertexArray::Attribute m_BlendWeights; // valid iff gpuSkinning == true
/// The number of UVs is determined by the model
std::vector<VertexArray::Attribute> m_UVs;
Renderer::Backend::IVertexInputLayout* m_VertexInputLayout = nullptr;
/// Indices are the same for all models, so share them
VertexIndexArray m_IndexArray;
IModelDef(const CModelDefPtr& mdef, bool gpuSkinning, bool calculateTangents);
};
IModelDef::IModelDef(const CModelDefPtr& mdef, bool gpuSkinning, bool calculateTangents)
: m_IndexArray(Renderer::Backend::IBuffer::Usage::TRANSFER_DST),
m_Array(Renderer::Backend::IBuffer::Type::VERTEX, Renderer::Backend::IBuffer::Usage::TRANSFER_DST)
{
size_t numVertices = mdef->GetNumVertices();
m_Position.format = Renderer::Backend::Format::R32G32B32_SFLOAT;
m_Array.AddAttribute(&m_Position);
m_Normal.format = Renderer::Backend::Format::R32G32B32_SFLOAT;
m_Array.AddAttribute(&m_Normal);
m_UVs.resize(mdef->GetNumUVsPerVertex());
for (size_t i = 0; i < mdef->GetNumUVsPerVertex(); i++)
{
m_UVs[i].format = Renderer::Backend::Format::R32G32_SFLOAT;
m_Array.AddAttribute(&m_UVs[i]);
}
if (gpuSkinning)
{
// We can't use a lot of bones because it costs uniform memory. Recommended
// number of bones per model is 32.
// Add 1 to NumBones because of the special 'root' bone.
if (mdef->GetNumBones() + 1 > 64)
LOGERROR("Model '%s' has too many bones %zu/64", mdef->GetName().string8().c_str(), mdef->GetNumBones() + 1);
ENSURE(mdef->GetNumBones() + 1 <= 64);
m_BlendJoints.format = Renderer::Backend::Format::R8G8B8A8_UINT;
m_Array.AddAttribute(&m_BlendJoints);
m_BlendWeights.format = Renderer::Backend::Format::R8G8B8A8_UNORM;
m_Array.AddAttribute(&m_BlendWeights);
}
if (calculateTangents)
{
// Generate tangents for the geometry:-
m_Tangent.format = Renderer::Backend::Format::R32G32B32A32_SFLOAT;
m_Array.AddAttribute(&m_Tangent);
// floats per vertex; position + normal + tangent + UV*sets [+ GPUskinning]
int numVertexAttrs = 3 + 3 + 4 + 2 * mdef->GetNumUVsPerVertex();
if (gpuSkinning)
{
numVertexAttrs += 8;
}
// the tangent generation can increase the number of vertices temporarily
// so reserve a bit more memory to avoid reallocations in GenTangents (in most cases)
std::vector<float> newVertices;
newVertices.reserve(numVertexAttrs * numVertices * 2);
// Generate the tangents
ModelRenderer::GenTangents(mdef, newVertices, gpuSkinning);
// how many vertices do we have after generating tangents?
int newNumVert = newVertices.size() / numVertexAttrs;
std::vector<int> remapTable(newNumVert);
std::vector<float> vertexDataOut(newNumVert * numVertexAttrs);
// re-weld the mesh to remove duplicated vertices
int numVertices2 = WeldMesh(&remapTable[0], &vertexDataOut[0],
&newVertices[0], newNumVert, numVertexAttrs);
// Copy the model data to graphics memory:-
m_Array.SetNumberOfVertices(numVertices2);
m_Array.Layout();
VertexArrayIterator<CVector3D> Position = m_Position.GetIterator<CVector3D>();
VertexArrayIterator<CVector3D> Normal = m_Normal.GetIterator<CVector3D>();
VertexArrayIterator<CVector4D> Tangent = m_Tangent.GetIterator<CVector4D>();
VertexArrayIterator<u8[4]> BlendJoints;
VertexArrayIterator<u8[4]> BlendWeights;
if (gpuSkinning)
{
BlendJoints = m_BlendJoints.GetIterator<u8[4]>();
BlendWeights = m_BlendWeights.GetIterator<u8[4]>();
}
// copy everything into the vertex array
for (int i = 0; i < numVertices2; i++)
{
int q = numVertexAttrs * i;
Position[i] = CVector3D(vertexDataOut[q + 0], vertexDataOut[q + 1], vertexDataOut[q + 2]);
q += 3;
Normal[i] = CVector3D(vertexDataOut[q + 0], vertexDataOut[q + 1], vertexDataOut[q + 2]);
q += 3;
Tangent[i] = CVector4D(vertexDataOut[q + 0], vertexDataOut[q + 1], vertexDataOut[q + 2],
vertexDataOut[q + 3]);
q += 4;
if (gpuSkinning)
{
for (size_t j = 0; j < 4; ++j)
{
BlendJoints[i][j] = (u8)vertexDataOut[q + 0 + 2 * j];
BlendWeights[i][j] = (u8)vertexDataOut[q + 1 + 2 * j];
}
q += 8;
}
for (size_t j = 0; j < mdef->GetNumUVsPerVertex(); j++)
{
VertexArrayIterator<float[2]> UVit = m_UVs[j].GetIterator<float[2]>();
UVit[i][0] = vertexDataOut[q + 0 + 2 * j];
UVit[i][1] = vertexDataOut[q + 1 + 2 * j];
}
}
// upload vertex data
m_Array.Upload();
m_Array.FreeBackingStore();
m_IndexArray.SetNumberOfVertices(mdef->GetNumFaces() * 3);
m_IndexArray.Layout();
VertexArrayIterator<u16> Indices = m_IndexArray.GetIterator();
size_t idxidx = 0;
// reindex geometry and upload index
for (size_t j = 0; j < mdef->GetNumFaces(); ++j)
{
Indices[idxidx++] = remapTable[j * 3 + 0];
Indices[idxidx++] = remapTable[j * 3 + 1];
Indices[idxidx++] = remapTable[j * 3 + 2];
}
m_IndexArray.Upload();
m_IndexArray.FreeBackingStore();
}
else
{
// Upload model without calculating tangents:-
m_Array.SetNumberOfVertices(numVertices);
m_Array.Layout();
VertexArrayIterator<CVector3D> Position = m_Position.GetIterator<CVector3D>();
VertexArrayIterator<CVector3D> Normal = m_Normal.GetIterator<CVector3D>();
ModelRenderer::CopyPositionAndNormals(mdef, Position, Normal);
for (size_t i = 0; i < mdef->GetNumUVsPerVertex(); i++)
{
VertexArrayIterator<float[2]> UVit = m_UVs[i].GetIterator<float[2]>();
ModelRenderer::BuildUV(mdef, UVit, i);
}
if (gpuSkinning)
{
VertexArrayIterator<u8[4]> BlendJoints = m_BlendJoints.GetIterator<u8[4]>();
VertexArrayIterator<u8[4]> BlendWeights = m_BlendWeights.GetIterator<u8[4]>();
for (size_t i = 0; i < numVertices; ++i)
{
const SModelVertex& vtx = mdef->GetVertices()[i];
for (size_t j = 0; j < 4; ++j)
{
BlendJoints[i][j] = vtx.m_Blend.m_Bone[j];
BlendWeights[i][j] = (u8)(255.f * vtx.m_Blend.m_Weight[j]);
}
}
}
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();
}
const uint32_t stride = m_Array.GetStride();
constexpr size_t MAX_UV = 2;
PS::StaticVector<Renderer::Backend::SVertexAttributeFormat, 5 + MAX_UV> attributes{
{Renderer::Backend::VertexAttributeStream::POSITION,
m_Position.format, m_Position.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::NORMAL,
m_Normal.format, m_Normal.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
};
for (size_t uv = 0; uv < std::min(MAX_UV, mdef->GetNumUVsPerVertex()); ++uv)
{
const Renderer::Backend::VertexAttributeStream stream =
static_cast<Renderer::Backend::VertexAttributeStream>(
static_cast<int>(Renderer::Backend::VertexAttributeStream::UV0) + uv);
attributes.push_back({
stream, m_UVs[uv].format, m_UVs[uv].offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0});
}
// GPU skinning requires extra attributes to compute positions/normals.
if (gpuSkinning)
{
attributes.push_back({
Renderer::Backend::VertexAttributeStream::UV2,
m_BlendJoints.format, m_BlendJoints.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0});
attributes.push_back({
Renderer::Backend::VertexAttributeStream::UV3,
m_BlendWeights.format, m_BlendWeights.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0});
}
if (calculateTangents)
{
attributes.push_back({
Renderer::Backend::VertexAttributeStream::UV4,
m_Tangent.format, m_Tangent.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0});
}
m_VertexInputLayout = g_Renderer.GetVertexInputLayout({attributes.begin(), attributes.end()});
}
struct InstancingModelRendererInternals
{
bool gpuSkinning;
bool calculateTangents;
/// Previously prepared modeldef
IModelDef* imodeldef;
/// Index base for imodeldef
u8* imodeldefIndexBase;
};
// Construction and Destruction
InstancingModelRenderer::InstancingModelRenderer(bool gpuSkinning, bool calculateTangents)
{
m = new InstancingModelRendererInternals;
m->gpuSkinning = gpuSkinning;
m->calculateTangents = calculateTangents;
m->imodeldef = 0;
}
InstancingModelRenderer::~InstancingModelRenderer()
{
delete m;
}
// Build modeldef data if necessary - we have no per-CModel data
CModelRData* InstancingModelRenderer::CreateModelData(const void* key, CModel* model)
{
CModelDefPtr mdef = model->GetModelDef();
IModelDef* imodeldef = (IModelDef*)mdef->GetRenderData(m);
if (m->gpuSkinning)
ENSURE(model->IsSkinned());
else
ENSURE(!model->IsSkinned());
if (!imodeldef)
{
imodeldef = new IModelDef(mdef, m->gpuSkinning, m->calculateTangents);
mdef->SetRenderData(m, imodeldef);
}
return new CModelRData(key);
}
void InstancingModelRenderer::UpdateModelData(CModel* UNUSED(model), CModelRData* UNUSED(data), int UNUSED(updateflags))
{
// We have no per-CModel data
}
void InstancingModelRenderer::UploadModelData(
Renderer::Backend::IDeviceCommandContext* UNUSED(deviceCommandContext),
CModel* UNUSED(model), CModelRData* UNUSED(data))
{
// Data uploaded once during creation as we don't update it dynamically.
}
// Prepare UV coordinates for this modeldef
void InstancingModelRenderer::PrepareModelDef(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CModelDef& def)
{
m->imodeldef = (IModelDef*)def.GetRenderData(m);
ENSURE(m->imodeldef);
deviceCommandContext->SetVertexInputLayout(m->imodeldef->m_VertexInputLayout);
deviceCommandContext->SetIndexBuffer(m->imodeldef->m_IndexArray.GetBuffer());
const uint32_t stride = m->imodeldef->m_Array.GetStride();
const uint32_t firstVertexOffset = m->imodeldef->m_Array.GetOffset() * stride;
deviceCommandContext->SetVertexBuffer(
0, m->imodeldef->m_Array.GetBuffer(), firstVertexOffset);
}
// Render one model
void InstancingModelRenderer::RenderModel(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* shader, CModel* model, CModelRData* UNUSED(data))
{
const CModelDefPtr& mdldef = model->GetModelDef();
if (m->gpuSkinning)
{
// Bind matrices for current animation state.
// Add 1 to NumBones because of the special 'root' bone.
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_skinBlendMatrices),
PS::span<const float>(
model->GetAnimatedBoneMatrices()[0]._data,
model->GetAnimatedBoneMatrices()[0].AsFloatArray().size() * (mdldef->GetNumBones() + 1)));
}
// Render the lot.
const size_t numberOfFaces = mdldef->GetNumFaces();
deviceCommandContext->DrawIndexedInRange(
m->imodeldef->m_IndexArray.GetOffset(), numberOfFaces * 3, 0, m->imodeldef->m_Array.GetNumberOfVertices() - 1);
// Bump stats.
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_ModelTris += numberOfFaces;
}