0ad/source/renderer/HWLightingModelRenderer.cpp
Ykkrosh a3f168b887 Initial support for GLSL generic vertex attributes in shader API, for GLES compatibility.
Specify GLSL version in shader files, for better error detection.

This was SVN commit r11040.
2012-02-09 17:55:25 +00:00

257 lines
6.6 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 "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<float[2]> UVit = m_UV.GetIterator<float[2]>();
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<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();
}
}
// 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;
}