0ad/source/renderer/HWLightingModelRenderer.cpp
janwas c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
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.
2008-05-11 18:48:32 +00:00

319 lines
7.8 KiB
C++

/**
* =========================================================================
* File : HWLightingModelRenderer.cpp
* Project : Pyrogenesis
* Description : Implementation of HWLightingModelRenderer
* =========================================================================
*/
#include "precompiled.h"
#include "lib/ogl.h"
#include "lib/res/graphics/ogl_shader.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "ps/CLogger.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/RenderPathVertexShader.h"
#include "renderer/VertexArray.h"
#define LOG_CATEGORY "graphics"
///////////////////////////////////////////////////////////////////////////////////////////////
// HWLightingModelRenderer implementation
struct HWLModelDef : public CModelDefRPrivate
{
/// Indices are the same for all models, so share them
u16* m_Indices;
HWLModelDef(CModelDefPtr mdef);
~HWLModelDef() { delete[] m_Indices; }
};
HWLModelDef::HWLModelDef(CModelDefPtr mdef)
{
m_Indices = new u16[mdef->GetNumFaces()*3];
ModelRenderer::BuildIndices(mdef, m_Indices);
}
struct HWLModel
{
/// 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;
/// UV is stored per-CModel in order to avoid space wastage due to alignment
VertexArray::Attribute m_UV;
HWLModel() : m_Array(true) { }
};
struct HWLightingModelRendererInternals
{
/// Currently used RenderModifier
RenderModifierPtr modifier;
/// Previously prepared modeldef
HWLModelDef* hwlmodeldef;
/// If true, primary color will only contain the diffuse term
bool colorIsDiffuseOnly;
};
// Construction and Destruction
HWLightingModelRenderer::HWLightingModelRenderer(bool colorIsDiffuseOnly)
{
m = new HWLightingModelRendererInternals;
m->hwlmodeldef = 0;
m->colorIsDiffuseOnly = colorIsDiffuseOnly;
}
HWLightingModelRenderer::~HWLightingModelRenderer()
{
delete m;
}
// Check hardware support
bool HWLightingModelRenderer::IsAvailable()
{
return g_Renderer.m_VertexShader != 0;
}
// Build model data (and modeldef data if necessary)
void* HWLightingModelRenderer::CreateModelData(CModel* model)
{
CModelDefPtr mdef = model->GetModelDef();
HWLModelDef* hwlmodeldef = (HWLModelDef*)mdef->GetRenderData(m);
if (!hwlmodeldef)
{
hwlmodeldef = new HWLModelDef(mdef);
mdef->SetRenderData(m, hwlmodeldef);
}
// Build the per-model data
HWLModel* hwlmodel = new HWLModel;
hwlmodel->m_Position.type = GL_FLOAT;
hwlmodel->m_Position.elems = 3;
hwlmodel->m_Array.AddAttribute(&hwlmodel->m_Position);
hwlmodel->m_UV.type = GL_FLOAT;
hwlmodel->m_UV.elems = 2;
hwlmodel->m_Array.AddAttribute(&hwlmodel->m_UV);
hwlmodel->m_Normal.type = GL_FLOAT;
hwlmodel->m_Normal.elems = 3;
hwlmodel->m_Array.AddAttribute(&hwlmodel->m_Normal);
hwlmodel->m_Array.SetNumVertices(mdef->GetNumVertices());
hwlmodel->m_Array.Layout();
// Fill in static UV coordinates
VertexArrayIterator<float[2]> UVit = hwlmodel->m_UV.GetIterator<float[2]>();
ModelRenderer::BuildUV(mdef, UVit);
return hwlmodel;
}
// Fill in and upload dynamic vertex array
void HWLightingModelRenderer::UpdateModelData(CModel* model, void* data, int updateflags)
{
HWLModel* hwlmodel = (HWLModel*)data;
if (updateflags & RENDERDATA_UPDATE_VERTICES)
{
// build vertices
VertexArrayIterator<CVector3D> Position = hwlmodel->m_Position.GetIterator<CVector3D>();
VertexArrayIterator<CVector3D> Normal = hwlmodel->m_Normal.GetIterator<CVector3D>();
ModelRenderer::BuildPositionAndNormals(model, Position, Normal);
// upload everything to vertex buffer
hwlmodel->m_Array.Upload();
}
}
// Cleanup per-model data.
// Note that per-CModelDef data is deleted by the CModelDef itself.
void HWLightingModelRenderer::DestroyModelData(CModel* UNUSED(model), void* data)
{
HWLModel* hwlmodel = (HWLModel*)data;
delete hwlmodel;
}
// Setup one rendering pass
void HWLightingModelRenderer::BeginPass(int streamflags, const CMatrix3D* texturematrix)
{
debug_assert(streamflags == (streamflags & (STREAM_POS|STREAM_UV0|STREAM_COLOR|STREAM_TEXGENTOUV1)));
glEnableClientState(GL_VERTEX_ARRAY);
if (streamflags & STREAM_UV0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (streamflags & STREAM_COLOR)
{
RenderPathVertexShader* rpvs = g_Renderer.m_VertexShader;
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
VS_GlobalLight* lightConfig;
if (streamflags & STREAM_TEXGENTOUV1)
{
ogl_program_use(rpvs->m_ModelLightP);
lightConfig = &rpvs->m_ModelLightP_Light;
rpvs->m_ModelLightP_PosToUV1.SetMatrix(*texturematrix);
}
else
{
ogl_program_use(rpvs->m_ModelLight);
lightConfig = &rpvs->m_ModelLight_Light;
}
if (m->colorIsDiffuseOnly)
lightConfig->SetAmbient(RGBColor(0,0,0));
else
lightConfig->SetAmbient(lightEnv.m_UnitsAmbientColor);
lightConfig->SetSunDir(lightEnv.GetSunDir());
lightConfig->SetSunColor(lightEnv.m_SunColor);
glEnableClientState(GL_NORMAL_ARRAY);
}
else
{
if (streamflags & STREAM_TEXGENTOUV1)
{
pglActiveTextureARB(GL_TEXTURE1);
float tmp[4];
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
tmp[0] = texturematrix->_11;
tmp[1] = texturematrix->_12;
tmp[2] = texturematrix->_13;
tmp[3] = texturematrix->_14;
glTexGenfv(GL_S, GL_OBJECT_PLANE, tmp);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
tmp[0] = texturematrix->_21;
tmp[1] = texturematrix->_22;
tmp[2] = texturematrix->_23;
tmp[3] = texturematrix->_24;
glTexGenfv(GL_T, GL_OBJECT_PLANE, tmp);
glEnable(GL_TEXTURE_GEN_R);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
tmp[0] = texturematrix->_31;
tmp[1] = texturematrix->_32;
tmp[2] = texturematrix->_33;
tmp[3] = texturematrix->_34;
glTexGenfv(GL_R, GL_OBJECT_PLANE, tmp);
pglActiveTextureARB(GL_TEXTURE0);
}
}
}
// Cleanup one rendering pass
void HWLightingModelRenderer::EndPass(int streamflags)
{
if (streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (streamflags & STREAM_COLOR)
{
pglUseProgramObjectARB(0);
glDisableClientState(GL_NORMAL_ARRAY);
}
else
{
if (streamflags & STREAM_TEXGENTOUV1)
{
pglActiveTextureARB(GL_TEXTURE1);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
pglActiveTextureARB(GL_TEXTURE0);
}
}
glDisableClientState(GL_VERTEX_ARRAY);
}
// Prepare UV coordinates for this modeldef
void HWLightingModelRenderer::PrepareModelDef(int UNUSED(streamflags), CModelDefPtr def)
{
m->hwlmodeldef = (HWLModelDef*)def->GetRenderData(m);
debug_assert(m->hwlmodeldef);
}
// Render one model
void HWLightingModelRenderer::RenderModel(int streamflags, CModel* model, void* data)
{
CModelDefPtr mdldef = model->GetModelDef();
HWLModel* hwlmodel = (HWLModel*)data;
u8* base = hwlmodel->m_Array.Bind();
GLsizei stride = (GLsizei)hwlmodel->m_Array.GetStride();
glVertexPointer(3, GL_FLOAT, stride, base + hwlmodel->m_Position.offset);
if (streamflags & STREAM_COLOR)
{
CColor sc = model->GetShadingColor();
glColor3f(sc.r, sc.g, sc.b);
glNormalPointer(GL_FLOAT, stride, base + hwlmodel->m_Normal.offset);
}
if (streamflags & STREAM_UV0)
{
glTexCoordPointer(2, GL_FLOAT, stride, base + hwlmodel->m_UV.offset);
}
// render the lot
size_t numFaces = mdldef->GetNumFaces();
if (!g_Renderer.m_SkipSubmit) {
pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdldef->GetNumVertices(),
(GLsizei)numFaces*3, GL_UNSIGNED_SHORT, m->hwlmodeldef->m_Indices);
}
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_ModelTris += numFaces;
}