0ad/source/renderer/HWLightingModelRenderer.cpp
2022-01-03 12:16:16 +00:00

242 lines
6.8 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "lib/bits.h"
#include "lib/ogl.h"
#include "lib/sysdep/rtl.h"
#include "maths/Vector3D.h"
#include "graphics/Color.h"
#include "graphics/LightEnv.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "graphics/ShaderProgram.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;
/// The number of UVs is determined by the model
std::vector<VertexArray::Attribute> m_UVs;
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_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.SetNumVertices(numVertices);
m_Array.Layout();
for (size_t i = 0; i < mdef->GetNumUVsPerVertex(); ++i)
{
VertexArrayIterator<float[2]> UVit = m_UVs[i].GetIterator<float[2]>();
ModelRenderer::BuildUV(mdef, UVit, i);
}
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 : 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(GL_DYNAMIC_DRAW) { }
};
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.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 ShaderModelVertexRenderer::UpdateModelData(CModel* model, CModelRData* data, int updateflags)
{
ShaderModel* shadermodel = static_cast<ShaderModel*>(data);
if (updateflags & RENDERDATA_UPDATE_VERTICES)
{
// build vertices
VertexArrayIterator<CVector3D> Position = shadermodel->m_Position.GetIterator<CVector3D>();
VertexArrayIterator<CVector3D> Normal = shadermodel->m_Normal.GetIterator<CVector3D>();
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(int UNUSED(streamflags))
{
CVertexBuffer::Unbind();
}
// Prepare UV coordinates for this modeldef
void ShaderModelVertexRenderer::PrepareModelDef(const CShaderProgramPtr& shader, int streamflags, const CModelDef& def)
{
m->shadermodeldef = (ShaderModelDef*)def.GetRenderData(m);
ENSURE(m->shadermodeldef);
u8* base = m->shadermodeldef->m_Array.Bind();
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(const CShaderProgramPtr& shader, int streamflags, CModel* model, CModelRData* data)
{
const CModelDefPtr& mdldef = model->GetModelDef();
ShaderModel* shadermodel = static_cast<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();
// Draw with DrawRangeElements where available, since it might be more efficient
#if CONFIG2_GLES
glDrawElements(GL_TRIANGLES, (GLsizei)numFaces*3, GL_UNSIGNED_SHORT, indexBase);
#else
glDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdldef->GetNumVertices()-1,
(GLsizei)numFaces*3, GL_UNSIGNED_SHORT, indexBase);
#endif
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_ModelTris += numFaces;
}