0ad/source/renderer/DecalRData.cpp
Ykkrosh 555deea136 Fix conditional defines to not construct new CShaderDefines frequently
CShaderDefines is designed to be efficient to copy and compare, but not
to construct. Conditional defines were constructing new CShaderDefines
for many models every frame.

Precompute all the possible conditional combinations of CShaderDefines
when a material is first loaded, so they can be looked up at no cost
when rendering.

This was SVN commit r13902.
2013-09-29 00:30:58 +00:00

284 lines
8.0 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 "DecalRData.h"
#include "graphics/Decal.h"
#include "graphics/LightEnv.h"
#include "graphics/Model.h"
#include "graphics/ShaderManager.h"
#include "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "renderer/Renderer.h"
#include "renderer/TerrainRenderer.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpWaterManager.h"
// TODO: Currently each decal is a separate CDecalRData. We might want to use
// lots of decals for special effects like shadows, footprints, etc, in which
// case we should probably redesign this to batch them all together for more
// efficient rendering.
CDecalRData::CDecalRData(CModelDecal* decal, CSimulation2* simulation)
: m_Decal(decal), m_IndexArray(GL_STATIC_DRAW), m_Array(GL_STATIC_DRAW), m_Simulation(simulation)
{
m_Position.type = GL_FLOAT;
m_Position.elems = 3;
m_Array.AddAttribute(&m_Position);
m_DiffuseColor.type = GL_UNSIGNED_BYTE;
m_DiffuseColor.elems = 4;
m_Array.AddAttribute(&m_DiffuseColor);
m_UV.type = GL_FLOAT;
m_UV.elems = 2;
m_Array.AddAttribute(&m_UV);
BuildArrays();
}
CDecalRData::~CDecalRData()
{
}
void CDecalRData::Update(CSimulation2* simulation)
{
m_Simulation = simulation;
if (m_UpdateFlags != 0)
{
BuildArrays();
m_UpdateFlags = 0;
}
}
void CDecalRData::RenderDecals(std::vector<CDecalRData*>& decals, const CShaderDefines& context,
ShadowMap* shadow, bool isDummyShader, const CShaderProgramPtr& dummy)
{
CShaderDefines contextDecal = context;
contextDecal.Add("DECAL", "1");
for (size_t i = 0; i < decals.size(); ++i)
{
CDecalRData *decal = decals[i];
CMaterial &material = decal->m_Decal->m_Decal.m_Material;
if (material.GetShaderEffect().length() == 0)
{
LOGERROR(L"Terrain renderer failed to load shader effect.\n");
continue;
}
int numPasses = 1;
CShaderTechniquePtr techBase;
if (!isDummyShader)
{
techBase = g_Renderer.GetShaderManager().LoadEffect(
material.GetShaderEffect(), contextDecal, material.GetShaderDefines(0));
if (!techBase)
{
LOGERROR(L"Terrain renderer failed to load shader effect (%hs)\n",
material.GetShaderEffect().string().c_str());
continue;
}
numPasses = techBase->GetNumPasses();
}
for (int pass = 0; pass < numPasses; ++pass)
{
if (!isDummyShader)
{
techBase->BeginPass(pass);
TerrainRenderer::PrepareShader(techBase->GetShader(), shadow);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
const CShaderProgramPtr& shader = isDummyShader ? dummy : techBase->GetShader(pass);
if (material.GetSamplers().size() != 0)
{
CMaterial::SamplersVector samplers = material.GetSamplers();
size_t samplersNum = samplers.size();
for (size_t s = 0; s < samplersNum; ++s)
{
CMaterial::TextureSampler &samp = samplers[s];
shader->BindTexture(samp.Name.c_str(), samp.Sampler);
}
material.GetStaticUniforms().BindUniforms(shader);
// TODO: Need to handle floating decals correctly. In particular, we need
// to render non-floating before water and floating after water (to get
// the blending right), and we also need to apply the correct lighting in
// each case, which doesn't really seem possible with the current
// TerrainRenderer.
// Also, need to mark the decals as dirty when water height changes.
// glDisable(GL_TEXTURE_2D);
// m_Decal->GetBounds().Render();
// glEnable(GL_TEXTURE_2D);
u8* base = decal->m_Array.Bind();
GLsizei stride = (GLsizei)decal->m_Array.GetStride();
u8* indexBase = decal->m_IndexArray.Bind();
#if !CONFIG2_GLES
if (isDummyShader)
{
glColor3fv(decal->m_Decal->GetShadingColor().FloatArray());
}
else
#endif
{
shader->Uniform("shadingColor", decal->m_Decal->GetShadingColor());
}
shader->VertexPointer(3, GL_FLOAT, stride, base + decal->m_Position.offset);
shader->ColorPointer(4, GL_UNSIGNED_BYTE, stride, base + decal->m_DiffuseColor.offset);
shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, base + decal->m_UV.offset);
shader->AssertPointersBound();
if (!g_Renderer.m_SkipSubmit)
{
glDrawElements(GL_TRIANGLES, (GLsizei)decal->m_IndexArray.GetNumVertices(), GL_UNSIGNED_SHORT, indexBase);
}
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_TerrainTris += decal->m_IndexArray.GetNumVertices() / 3;
CVertexBuffer::Unbind();
}
if (!isDummyShader)
{
glDisable(GL_BLEND);
techBase->EndPass();
}
}
}
}
void CDecalRData::BuildArrays()
{
PROFILE("decal build");
const SDecal& decal = m_Decal->m_Decal;
// TODO: Currently this constructs an axis-aligned bounding rectangle around
// the decal. It would be more efficient for rendering if we excluded tiles
// that are outside the (non-axis-aligned) decal rectangle.
ssize_t i0, j0, i1, j1;
m_Decal->CalcVertexExtents(i0, j0, i1, j1);
// Construct vertex data arrays
CmpPtr<ICmpWaterManager> cmpWaterManager(*m_Simulation, SYSTEM_ENTITY);
m_Array.SetNumVertices((i1-i0+1)*(j1-j0+1));
m_Array.Layout();
VertexArrayIterator<CVector3D> Position = m_Position.GetIterator<CVector3D>();
VertexArrayIterator<SColor4ub> DiffuseColor = m_DiffuseColor.GetIterator<SColor4ub>();
VertexArrayIterator<float[2]> UV = m_UV.GetIterator<float[2]>();
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
bool cpuLighting = (g_Renderer.GetRenderPath() == CRenderer::RP_FIXED);
for (ssize_t j = j0; j <= j1; ++j)
{
for (ssize_t i = i0; i <= i1; ++i)
{
CVector3D pos;
m_Decal->m_Terrain->CalcPosition(i, j, pos);
if (decal.m_Floating && cmpWaterManager)
pos.Y = std::max(pos.Y, cmpWaterManager->GetExactWaterLevel(pos.X, pos.Z));
*Position = pos;
++Position;
CVector3D normal;
m_Decal->m_Terrain->CalcNormal(i, j, normal);
*DiffuseColor = cpuLighting ? lightEnv.EvaluateTerrainDiffuseScaled(normal) : lightEnv.EvaluateTerrainDiffuseFactor(normal);
++DiffuseColor;
// Map from world space back into decal texture space
CVector3D inv = m_Decal->GetInvTransform().Transform(pos);
(*UV)[0] = 0.5f + (inv.X - decal.m_OffsetX) / decal.m_SizeX;
(*UV)[1] = 0.5f - (inv.Z - decal.m_OffsetZ) / decal.m_SizeZ; // flip V to match our texture convention
++UV;
}
}
m_Array.Upload();
m_Array.FreeBackingStore();
// Construct index arrays for each terrain tile
m_IndexArray.SetNumVertices((i1-i0)*(j1-j0)*6);
m_IndexArray.Layout();
VertexArrayIterator<u16> Index = m_IndexArray.GetIterator();
u16 base = 0;
ssize_t w = i1-i0+1;
for (ssize_t dj = 0; dj < j1-j0; ++dj)
{
for (ssize_t di = 0; di < i1-i0; ++di)
{
bool dir = m_Decal->m_Terrain->GetTriangulationDir(i0+di, j0+dj);
if (dir)
{
*Index++ = u16(((dj+0)*w+(di+0))+base);
*Index++ = u16(((dj+0)*w+(di+1))+base);
*Index++ = u16(((dj+1)*w+(di+0))+base);
*Index++ = u16(((dj+0)*w+(di+1))+base);
*Index++ = u16(((dj+1)*w+(di+1))+base);
*Index++ = u16(((dj+1)*w+(di+0))+base);
}
else
{
*Index++ = u16(((dj+0)*w+(di+0))+base);
*Index++ = u16(((dj+0)*w+(di+1))+base);
*Index++ = u16(((dj+1)*w+(di+1))+base);
*Index++ = u16(((dj+1)*w+(di+1))+base);
*Index++ = u16(((dj+1)*w+(di+0))+base);
*Index++ = u16(((dj+0)*w+(di+0))+base);
}
}
}
m_IndexArray.Upload();
m_IndexArray.FreeBackingStore();
}