Ykkrosh
f4625e69af
Remove unnecessary VM allocation (which seemingly causes problems on Android due to mmap during static initialization). Allow building without NVTT. This was SVN commit r11074.
244 lines
6.4 KiB
C++
244 lines
6.4 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "lib/ogl.h"
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#include "maths/Vector3D.h"
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#include "maths/Vector4D.h"
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#include "graphics/Color.h"
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#include "graphics/LightEnv.h"
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#include "graphics/Model.h"
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#include "graphics/ModelDef.h"
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#include "renderer/HWLightingModelRenderer.h"
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#include "renderer/Renderer.h"
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#include "renderer/RenderModifiers.h"
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#include "renderer/VertexArray.h"
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struct ShaderModelDef : public CModelDefRPrivate
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{
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/// Indices are the same for all models, so share them
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VertexIndexArray m_IndexArray;
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/// Static per-CModelDef vertex array
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VertexArray m_Array;
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/// UV coordinates are stored in the static array
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VertexArray::Attribute m_UV;
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ShaderModelDef(const CModelDefPtr& mdef);
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};
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ShaderModelDef::ShaderModelDef(const CModelDefPtr& mdef)
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: m_IndexArray(GL_STATIC_DRAW), m_Array(GL_STATIC_DRAW)
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{
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size_t numVertices = mdef->GetNumVertices();
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m_UV.type = GL_FLOAT;
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m_UV.elems = 2;
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m_Array.AddAttribute(&m_UV);
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m_Array.SetNumVertices(numVertices);
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m_Array.Layout();
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VertexArrayIterator<float[2]> UVit = m_UV.GetIterator<float[2]>();
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ModelRenderer::BuildUV(mdef, UVit);
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m_Array.Upload();
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m_Array.FreeBackingStore();
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m_IndexArray.SetNumVertices(mdef->GetNumFaces()*3);
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m_IndexArray.Layout();
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ModelRenderer::BuildIndices(mdef, m_IndexArray.GetIterator());
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m_IndexArray.Upload();
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m_IndexArray.FreeBackingStore();
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}
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struct ShaderModel
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{
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/// Dynamic per-CModel vertex array
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VertexArray m_Array;
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/// Position and normals are recalculated on CPU every frame
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VertexArray::Attribute m_Position;
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VertexArray::Attribute m_Normal;
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ShaderModel() : m_Array(GL_DYNAMIC_DRAW) { }
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};
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struct ShaderModelRendererInternals
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{
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/// Previously prepared modeldef
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ShaderModelDef* shadermodeldef;
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};
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// Construction and Destruction
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ShaderModelRenderer::ShaderModelRenderer()
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{
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m = new ShaderModelRendererInternals;
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m->shadermodeldef = 0;
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}
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ShaderModelRenderer::~ShaderModelRenderer()
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{
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delete m;
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}
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// Build model data (and modeldef data if necessary)
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void* ShaderModelRenderer::CreateModelData(CModel* model)
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{
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CModelDefPtr mdef = model->GetModelDef();
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ShaderModelDef* shadermodeldef = (ShaderModelDef*)mdef->GetRenderData(m);
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if (!shadermodeldef)
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{
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shadermodeldef = new ShaderModelDef(mdef);
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mdef->SetRenderData(m, shadermodeldef);
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}
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// Build the per-model data
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ShaderModel* shadermodel = new ShaderModel;
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// Positions and normals must be 16-byte aligned for SSE writes.
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shadermodel->m_Position.type = GL_FLOAT;
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shadermodel->m_Position.elems = 4;
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shadermodel->m_Array.AddAttribute(&shadermodel->m_Position);
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shadermodel->m_Normal.type = GL_FLOAT;
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shadermodel->m_Normal.elems = 4;
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shadermodel->m_Array.AddAttribute(&shadermodel->m_Normal);
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shadermodel->m_Array.SetNumVertices(mdef->GetNumVertices());
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shadermodel->m_Array.Layout();
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// Verify alignment
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ENSURE(shadermodel->m_Position.offset % 16 == 0);
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ENSURE(shadermodel->m_Normal.offset % 16 == 0);
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ENSURE(shadermodel->m_Array.GetStride() % 16 == 0);
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return shadermodel;
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}
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// Fill in and upload dynamic vertex array
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void ShaderModelRenderer::UpdateModelData(CModel* model, void* data, int updateflags)
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{
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ShaderModel* shadermodel = (ShaderModel*)data;
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if (updateflags & RENDERDATA_UPDATE_VERTICES)
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{
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// build vertices
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VertexArrayIterator<CVector3D> Position = shadermodel->m_Position.GetIterator<CVector3D>();
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VertexArrayIterator<CVector3D> Normal = shadermodel->m_Normal.GetIterator<CVector3D>();
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ModelRenderer::BuildPositionAndNormals(model, Position, Normal);
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// upload everything to vertex buffer
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shadermodel->m_Array.Upload();
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}
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}
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// Cleanup per-model data.
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// Note that per-CModelDef data is deleted by the CModelDef itself.
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void ShaderModelRenderer::DestroyModelData(CModel* UNUSED(model), void* data)
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{
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ShaderModel* shadermodel = (ShaderModel*)data;
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delete shadermodel;
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}
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// Setup one rendering pass
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void ShaderModelRenderer::BeginPass(int streamflags)
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{
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ENSURE(streamflags == (streamflags & (STREAM_POS|STREAM_NORMAL|STREAM_UV0)));
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}
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// Cleanup one rendering pass
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void ShaderModelRenderer::EndPass(int UNUSED(streamflags))
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{
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CVertexBuffer::Unbind();
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}
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// Prepare UV coordinates for this modeldef
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void ShaderModelRenderer::PrepareModelDef(CShaderProgramPtr& shader, int streamflags, const CModelDefPtr& def)
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{
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m->shadermodeldef = (ShaderModelDef*)def->GetRenderData(m);
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ENSURE(m->shadermodeldef);
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if (streamflags & STREAM_UV0)
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{
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u8* base = m->shadermodeldef->m_Array.Bind();
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GLsizei stride = (GLsizei)m->shadermodeldef->m_Array.GetStride();
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shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, base + m->shadermodeldef->m_UV.offset);
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}
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}
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// Render one model
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void ShaderModelRenderer::RenderModel(CShaderProgramPtr& shader, int streamflags, CModel* model, void* data)
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{
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CModelDefPtr mdldef = model->GetModelDef();
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ShaderModel* shadermodel = (ShaderModel*)data;
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u8* base = shadermodel->m_Array.Bind();
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GLsizei stride = (GLsizei)shadermodel->m_Array.GetStride();
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u8* indexBase = m->shadermodeldef->m_IndexArray.Bind();
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if (streamflags & STREAM_POS)
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shader->VertexPointer(3, GL_FLOAT, stride, base + shadermodel->m_Position.offset);
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if (streamflags & STREAM_NORMAL)
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shader->NormalPointer(GL_FLOAT, stride, base + shadermodel->m_Normal.offset);
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shader->AssertPointersBound();
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// render the lot
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size_t numFaces = mdldef->GetNumFaces();
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if (!g_Renderer.m_SkipSubmit)
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{
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// Draw with DrawRangeElements where available, since it might be more efficient
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#if CONFIG2_GLES
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glDrawElements(GL_TRIANGLES, (GLsizei)numFaces*3, GL_UNSIGNED_SHORT, indexBase);
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#else
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pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdldef->GetNumVertices()-1,
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(GLsizei)numFaces*3, GL_UNSIGNED_SHORT, indexBase);
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#endif
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}
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// bump stats
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g_Renderer.m_Stats.m_DrawCalls++;
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g_Renderer.m_Stats.m_ModelTris += numFaces;
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}
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