janwas
c0ed950657
this snowballed into a massive search+destroy of the hodgepodge of mostly equivalent types we had in use (int, uint, unsigned, unsigned int, i32, u32, ulong, uintN). it is more efficient to use 64-bit types in 64-bit mode, so the preferred default is size_t (for anything remotely resembling a size or index). tile coordinates are ssize_t to allow more efficient conversion to/from floating point. flags are int because we almost never need more than 15 distinct bits, bit test/set is not slower and int is fastest to type. finally, some data that is pretty much directly passed to OpenGL is now typed accordingly. after several hours, the code now requires fewer casts and less guesswork. other changes: - unit and player IDs now have an "invalid id" constant in the respective class to avoid casting and -1 - fix some endian/64-bit bugs in the map (un)packing. added a convenience function to write/read a size_t. - ia32: change CPUID interface to allow passing in ecx (required for cache topology detection, which I need at work). remove some unneeded functions from asm, replace with intrinsics where possible. This was SVN commit r5942.
467 lines
12 KiB
C++
467 lines
12 KiB
C++
/**
|
|
* =========================================================================
|
|
* File : ModelRenderer.cpp
|
|
* Project : Pyrogenesis
|
|
* Description : Implementation of ModelRenderer and BatchModelRenderer
|
|
* =========================================================================
|
|
*/
|
|
|
|
#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 "renderer/ModelRenderer.h"
|
|
#include "renderer/ModelVertexRenderer.h"
|
|
#include "renderer/Renderer.h"
|
|
#include "renderer/RenderModifiers.h"
|
|
|
|
#include <boost/weak_ptr.hpp>
|
|
|
|
#define LOG_CATEGORY "graphics"
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////
|
|
// ModelRenderer implementation
|
|
|
|
// Helper function to copy object-space position and normal vectors into arrays.
|
|
void ModelRenderer::CopyPositionAndNormals(
|
|
CModelDefPtr mdef,
|
|
VertexArrayIterator<CVector3D> Position,
|
|
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,
|
|
VertexArrayIterator<CVector3D> Position,
|
|
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
|
|
PROFILE( "skinning bones" );
|
|
|
|
// Avoid the noisy warnings that occur inside SkinPoint/SkinNormal in
|
|
// some broken situations
|
|
if (numVertices && vertices[0].m_Blend.m_Bone[0] == 0xff)
|
|
{
|
|
LOG_ONCE(CLogger::Error, LOG_CATEGORY, "Model %s is boned with unboned animation", mdef->GetName().c_str());
|
|
return;
|
|
}
|
|
|
|
for (size_t j=0; j<numVertices; j++)
|
|
{
|
|
Position[j] = CModelDef::SkinPoint(vertices[j], model->GetAnimatedBoneMatrices(), model->GetInverseBindBoneMatrices());
|
|
Normal[j] = CModelDef::SkinNormal(vertices[j], model->GetAnimatedBoneMatrices(), model->GetInverseBindBoneMatrices());
|
|
}
|
|
}
|
|
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,
|
|
VertexArrayIterator<CVector3D> Normal,
|
|
VertexArrayIterator<SColor4ub> Color,
|
|
bool onlyDiffuse)
|
|
{
|
|
PROFILE( "lighting vertices" );
|
|
|
|
CModelDefPtr mdef = model->GetModelDef();
|
|
size_t numVertices = mdef->GetNumVertices();
|
|
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
|
|
CColor shadingColor = model->GetShadingColor();
|
|
RGBColor tempcolor;
|
|
|
|
if (onlyDiffuse)
|
|
{
|
|
for (size_t j=0; j<numVertices; j++)
|
|
{
|
|
lightEnv.EvaluateDirect(Normal[j], tempcolor);
|
|
tempcolor.X *= shadingColor.r;
|
|
tempcolor.Y *= shadingColor.g;
|
|
tempcolor.Z *= shadingColor.b;
|
|
*(u32*)&Color[j] = ConvertRGBColorTo4ub(tempcolor);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (size_t j=0; j<numVertices; j++)
|
|
{
|
|
lightEnv.EvaluateUnit(Normal[j], tempcolor);
|
|
tempcolor.X *= shadingColor.r;
|
|
tempcolor.Y *= shadingColor.g;
|
|
tempcolor.Z *= shadingColor.b;
|
|
*(u32*)&Color[j] = ConvertRGBColorTo4ub(tempcolor);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Copy UV coordinates
|
|
void ModelRenderer::BuildUV(
|
|
CModelDefPtr mdef,
|
|
VertexArrayIterator<float[2]> UV)
|
|
{
|
|
size_t numVertices = mdef->GetNumVertices();
|
|
SModelVertex* vertices = mdef->GetVertices();
|
|
|
|
for (size_t j=0; j < numVertices; ++j, ++UV)
|
|
{
|
|
(*UV)[0] = vertices[j].m_U;
|
|
(*UV)[1] = 1.0-vertices[j].m_V;
|
|
}
|
|
}
|
|
|
|
|
|
// Build default indices array.
|
|
void ModelRenderer::BuildIndices(
|
|
CModelDefPtr mdef,
|
|
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];
|
|
}
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////
|
|
// BatchModelRenderer implementation
|
|
|
|
|
|
/// See BatchModelRendererInternals::phase
|
|
enum BMRPhase {
|
|
/// Currently allow calls to Submit and PrepareModels
|
|
BMRSubmit,
|
|
|
|
/// Allow calls to rendering and EndFrame
|
|
BMRRender
|
|
};
|
|
|
|
|
|
/**
|
|
* Struct BMRModelData: Per-CModel render data used by the BatchModelRenderer.
|
|
*/
|
|
struct BMRModelData : public CModelRData
|
|
{
|
|
BMRModelData(BatchModelRendererInternals* bmri, CModel* model)
|
|
: CModelRData(bmri, model), m_BMRI(bmri), m_Data(0), m_Next(0) { }
|
|
virtual ~BMRModelData();
|
|
|
|
/// Back-link to "our" modelrenderer
|
|
BatchModelRendererInternals* m_BMRI;
|
|
|
|
/// Private data created by derived class' CreateModelData
|
|
void* m_Data;
|
|
|
|
/// Next model in the per-ModelDefTracker-slot linked list.
|
|
BMRModelData* m_Next;
|
|
};
|
|
|
|
|
|
/**
|
|
* Class BMRModelDefTracker: Per-CModelDef data used by the BatchModelRenderer.
|
|
*
|
|
* Note that classes that derive from BatchModelRenderer should use
|
|
* their own per-CModelDef data if necessary.
|
|
*/
|
|
struct BMRModelDefTracker : public CModelDefRPrivate
|
|
{
|
|
BMRModelDefTracker(CModelDefPtr mdef)
|
|
: m_ModelDef(mdef), m_Next(0), m_Slots(0) { }
|
|
|
|
/// Back-link to the CModelDef object
|
|
boost::weak_ptr<CModelDef> m_ModelDef;
|
|
|
|
/// Pointer to the next ModelDefTracker that has submitted models.
|
|
BMRModelDefTracker* m_Next;
|
|
|
|
/// Number of slots used in m_ModelSlots
|
|
size_t m_Slots;
|
|
|
|
/// Each slot contains a linked list of model data objects, up to m_Slots-1
|
|
// At the end of the frame, m_Slots is reset to 0, but m_ModelSlots stays
|
|
// the same size (we assume the same number of slots is going to be used
|
|
// next frame)
|
|
std::vector<BMRModelData*> m_ModelSlots;
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
* Struct BatchModelRendererInternals: Internal data of the BatchModelRenderer
|
|
*
|
|
* Separated into the source file to increase implementation hiding (and to
|
|
* avoid some causes of recompiles).
|
|
*/
|
|
struct BatchModelRendererInternals
|
|
{
|
|
BatchModelRendererInternals(BatchModelRenderer* r) : m_Renderer(r) { }
|
|
|
|
/// Back-link to "our" renderer
|
|
BatchModelRenderer* m_Renderer;
|
|
|
|
/// ModelVertexRenderer used for vertex transformations
|
|
ModelVertexRendererPtr vertexRenderer;
|
|
|
|
/// Track the current "phase" of the frame (only for debugging purposes)
|
|
BMRPhase phase;
|
|
|
|
/// Linked list of ModelDefTrackers that have submitted models
|
|
BMRModelDefTracker* submissions;
|
|
|
|
/// Helper functions
|
|
void ThunkDestroyModelData(CModel* model, void* data)
|
|
{
|
|
vertexRenderer->DestroyModelData(model, data);
|
|
}
|
|
|
|
void RenderAllModels(RenderModifierPtr modifier, int filterflags, int pass, int streamflags);
|
|
};
|
|
|
|
BMRModelData::~BMRModelData()
|
|
{
|
|
m_BMRI->ThunkDestroyModelData(GetModel(), m_Data);
|
|
}
|
|
|
|
|
|
// Construction/Destruction
|
|
BatchModelRenderer::BatchModelRenderer(ModelVertexRendererPtr vertexrenderer)
|
|
{
|
|
m = new BatchModelRendererInternals(this);
|
|
m->vertexRenderer = vertexrenderer;
|
|
m->phase = BMRSubmit;
|
|
m->submissions = 0;
|
|
}
|
|
|
|
BatchModelRenderer::~BatchModelRenderer()
|
|
{
|
|
delete m;
|
|
}
|
|
|
|
// Submit one model.
|
|
void BatchModelRenderer::Submit(CModel* model)
|
|
{
|
|
debug_assert(m->phase == BMRSubmit);
|
|
|
|
ogl_WarnIfError();
|
|
|
|
CModelDefPtr mdef = model->GetModelDef();
|
|
BMRModelDefTracker* mdeftracker = (BMRModelDefTracker*)mdef->GetRenderData(m);
|
|
CModelRData* rdata = (CModelRData*)model->GetRenderData();
|
|
BMRModelData* bmrdata = 0;
|
|
|
|
// Ensure model def data and model data exist
|
|
if (!mdeftracker)
|
|
{
|
|
mdeftracker = new BMRModelDefTracker(mdef);
|
|
mdef->SetRenderData(m, mdeftracker);
|
|
}
|
|
|
|
if (rdata && rdata->GetKey() == m)
|
|
{
|
|
bmrdata = (BMRModelData*)rdata;
|
|
}
|
|
else
|
|
{
|
|
bmrdata = new BMRModelData(m, model);
|
|
bmrdata->m_Data = m->vertexRenderer->CreateModelData(model);
|
|
rdata = bmrdata;
|
|
model->SetRenderData(bmrdata);
|
|
model->SetDirty(~0u);
|
|
g_Renderer.LoadTexture(model->GetTexture(), GL_CLAMP_TO_EDGE);
|
|
}
|
|
|
|
// Add the model def tracker to the submission list if necessary
|
|
if (!mdeftracker->m_Slots)
|
|
{
|
|
mdeftracker->m_Next = m->submissions;
|
|
m->submissions = mdeftracker;
|
|
}
|
|
|
|
// Add the bmrdata to the modeldef list
|
|
Handle htex = model->GetTexture()->GetHandle();
|
|
size_t idx;
|
|
|
|
for(idx = 0; idx < mdeftracker->m_Slots; ++idx)
|
|
{
|
|
BMRModelData* in = mdeftracker->m_ModelSlots[idx];
|
|
|
|
if (in->GetModel()->GetTexture()->GetHandle() == htex)
|
|
break;
|
|
}
|
|
|
|
if (idx >= mdeftracker->m_Slots)
|
|
{
|
|
++mdeftracker->m_Slots;
|
|
if (mdeftracker->m_Slots > mdeftracker->m_ModelSlots.size())
|
|
{
|
|
mdeftracker->m_ModelSlots.push_back(0);
|
|
debug_assert(mdeftracker->m_ModelSlots.size() == mdeftracker->m_Slots);
|
|
}
|
|
mdeftracker->m_ModelSlots[idx] = 0;
|
|
}
|
|
|
|
bmrdata->m_Next = mdeftracker->m_ModelSlots[idx];
|
|
mdeftracker->m_ModelSlots[idx] = bmrdata;
|
|
|
|
ogl_WarnIfError();
|
|
}
|
|
|
|
|
|
// Call update for all submitted models and enter the rendering phase
|
|
void BatchModelRenderer::PrepareModels()
|
|
{
|
|
debug_assert(m->phase == BMRSubmit);
|
|
|
|
for(BMRModelDefTracker* mdeftracker = m->submissions; mdeftracker; mdeftracker = mdeftracker->m_Next)
|
|
{
|
|
for(size_t idx = 0; idx < mdeftracker->m_Slots; ++idx)
|
|
{
|
|
for(BMRModelData* bmrdata = mdeftracker->m_ModelSlots[idx]; bmrdata; bmrdata = bmrdata->m_Next)
|
|
{
|
|
CModel* model = bmrdata->GetModel();
|
|
|
|
debug_assert(model->GetRenderData() == bmrdata);
|
|
|
|
m->vertexRenderer->UpdateModelData(
|
|
model, bmrdata->m_Data,
|
|
bmrdata->m_UpdateFlags);
|
|
bmrdata->m_UpdateFlags = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
m->phase = BMRRender;
|
|
}
|
|
|
|
|
|
// Clear the submissions list
|
|
void BatchModelRenderer::EndFrame()
|
|
{
|
|
static size_t mostslots = 1;
|
|
|
|
for(BMRModelDefTracker* mdeftracker = m->submissions; mdeftracker; mdeftracker = mdeftracker->m_Next)
|
|
{
|
|
if (mdeftracker->m_Slots > mostslots)
|
|
{
|
|
mostslots = mdeftracker->m_Slots;
|
|
//debug_printf("BatchModelRenderer: SubmissionSlots maximum: %u\n", mostslots);
|
|
}
|
|
mdeftracker->m_Slots = 0;
|
|
}
|
|
m->submissions = 0;
|
|
|
|
m->phase = BMRSubmit;
|
|
}
|
|
|
|
|
|
// Return whether we models have been submitted this frame
|
|
bool BatchModelRenderer::HaveSubmissions()
|
|
{
|
|
return m->submissions != 0;
|
|
}
|
|
|
|
|
|
// Render models, outer loop for multi-passing
|
|
void BatchModelRenderer::Render(RenderModifierPtr modifier, int flags)
|
|
{
|
|
debug_assert(m->phase == BMRRender);
|
|
|
|
if (!HaveSubmissions())
|
|
return;
|
|
|
|
int pass = 0;
|
|
|
|
do
|
|
{
|
|
int streamflags = modifier->BeginPass(pass);
|
|
const CMatrix3D* texturematrix = 0;
|
|
|
|
if (streamflags & STREAM_TEXGENTOUV1)
|
|
texturematrix = modifier->GetTexGenMatrix(pass);
|
|
|
|
m->vertexRenderer->BeginPass(streamflags, texturematrix);
|
|
|
|
m->RenderAllModels(modifier, flags, pass, streamflags);
|
|
|
|
m->vertexRenderer->EndPass(streamflags);
|
|
} while(!modifier->EndPass(pass++));
|
|
}
|
|
|
|
|
|
// Render one frame worth of models
|
|
void BatchModelRendererInternals::RenderAllModels(
|
|
RenderModifierPtr modifier, int filterflags,
|
|
int pass, int streamflags)
|
|
{
|
|
for(BMRModelDefTracker* mdeftracker = submissions; mdeftracker; mdeftracker = mdeftracker->m_Next)
|
|
{
|
|
vertexRenderer->PrepareModelDef(streamflags, mdeftracker->m_ModelDef.lock());
|
|
|
|
for(size_t idx = 0; idx < mdeftracker->m_Slots; ++idx)
|
|
{
|
|
BMRModelData* bmrdata = mdeftracker->m_ModelSlots[idx];
|
|
|
|
modifier->PrepareTexture(pass, bmrdata->GetModel()->GetTexture());
|
|
|
|
for(; bmrdata; bmrdata = bmrdata->m_Next)
|
|
{
|
|
CModel* model = bmrdata->GetModel();
|
|
|
|
debug_assert(bmrdata->GetKey() == this);
|
|
|
|
if (filterflags && !(model->GetFlags()&filterflags))
|
|
continue;
|
|
|
|
modifier->PrepareModel(pass, model);
|
|
vertexRenderer->RenderModel(streamflags, model, bmrdata->m_Data);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|