0ad/source/renderer/ModelRenderer.h
Ykkrosh b1b96a89d6 Fix culling for shadows and reflections.
Previously we had a single culling frustum based on the main camera, and
any object outside the frustum would never get rendered, even if it
should actually contribute to shadows or reflections/refractions. This
caused ugly pop-in effects in the shadows and reflections while
scrolling.

Extend the renderer to support multiple cull groups, each with a
separate frustum and with separate lists of submitted objects, so that
shadows and reflections will render the correctly culled sets of
objects.

Update the shadow map generation to compute the (hopefully) correct
bounds and matrices for this new scheme.

Include terrain patches in the shadow bounds, so hills can cast shadows
correctly.

Remove the code that tried to render objects slightly outside the camera
frustum in order to reduce the pop-in effect, since that was a
workaround for the lack of a proper fix.

Remove the model/patch filtering code, which was used to cull objects
that were in the normal camera frustum but should be excluded from
reflections/refractions, since that's redundant now too.

Inline DistanceToPlane to save a few hundred usecs per frame inside
CCmpUnitRenderer::RenderSubmit.

Fixes #504, #579.

This was SVN commit r15445.
2014-06-25 01:11:10 +00:00

277 lines
9.0 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/>.
*/
/*
* Home to the ModelRenderer class, an abstract base class that manages
* a per-frame list of submitted models, as well as simple helper
* classes.
*/
#ifndef INCLUDED_MODELRENDERER
#define INCLUDED_MODELRENDERER
#include <boost/shared_ptr.hpp>
#include "graphics/MeshManager.h"
#include "graphics/RenderableObject.h"
#include "graphics/SColor.h"
#include "renderer/VertexArray.h"
class RenderModifier;
typedef shared_ptr<RenderModifier> RenderModifierPtr;
class LitRenderModifier;
typedef shared_ptr<LitRenderModifier> LitRenderModifierPtr;
class ModelVertexRenderer;
typedef shared_ptr<ModelVertexRenderer> ModelVertexRendererPtr;
class ModelRenderer;
typedef shared_ptr<ModelRenderer> ModelRendererPtr;
class CModel;
class CShaderDefines;
/**
* Class CModelRData: Render data that is maintained per CModel.
* ModelRenderer implementations may derive from this class to store
* per-CModel data.
*
* The main purpose of this class over CRenderData is to track which
* ModelRenderer the render data belongs to (via the key that is passed
* to the constructor). When a model changes the renderer it uses
* (e.g. via run-time modification of the renderpath configuration),
* the old ModelRenderer's render data is supposed to be replaced by
* the new data.
*/
class CModelRData : public CRenderData
{
public:
CModelRData(const void* key) : m_Key(key) { }
/**
* GetKey: Retrieve the key that can be used to identify the
* ModelRenderer that created this data.
*
* @return The opaque key that was passed to the constructor.
*/
const void* GetKey() const { return m_Key; }
private:
/// The key for model renderer identification
const void* m_Key;
};
/**
* Class ModelRenderer: Abstract base class for all model renders.
*
* A ModelRenderer manages a per-frame list of models.
*
* It is supposed to be derived in order to create new ways in which
* the per-frame list of models can be managed (for batching, for
* transparent rendering, etc.) or potentially for rarely used special
* effects.
*
* A typical ModelRenderer will delegate vertex transformation/setup
* to a ModelVertexRenderer.
* It will delegate fragment stage setup to a RenderModifier.
*
* For most purposes, you should use a BatchModelRenderer with
* specialized ModelVertexRenderer and RenderModifier implementations.
*
* It is suggested that a derived class implement the provided generic
* Render function, however in some cases it may be necessary to supply
* a Render function with a different prototype.
*
* ModelRenderer also contains a number of static helper functions
* for building vertex arrays.
*/
class ModelRenderer
{
public:
ModelRenderer() { }
virtual ~ModelRenderer() { }
/**
* Initialise global settings.
* Should be called before using the class.
*/
static void Init();
/**
* Submit: Submit a model for rendering this frame.
*
* preconditions : The model must not have been submitted to any
* ModelRenderer in this frame. Submit may only be called
* after EndFrame and before PrepareModels.
*
* @param model The model that will be added to the list of models
* submitted this frame.
*/
virtual void Submit(int cullGroup, CModel* model) = 0;
/**
* PrepareModels: Calculate renderer data for all previously
* submitted models.
*
* Must be called before any rendering calls and after all models
* for this frame have been submitted.
*/
virtual void PrepareModels() = 0;
/**
* EndFrame: Remove all models from the list of submitted
* models.
*/
virtual void EndFrame() = 0;
/**
* Render: Render submitted models, using the given RenderModifier to setup
* the fragment stage.
*
* @note It is suggested that derived model renderers implement and use
* this Render functions. However, a highly specialized model renderer
* may need to "disable" this function and provide its own Render function
* with a different prototype.
*
* preconditions : PrepareModels must be called after all models have been
* submitted and before calling Render.
*
* @param modifier The RenderModifier that specifies the fragment stage.
* @param flags If flags is 0, all submitted models are rendered.
* If flags is non-zero, only models that contain flags in their
* CModel::GetFlags() are rendered.
*/
virtual void Render(const RenderModifierPtr& modifier, const CShaderDefines& context, int cullGroup, int flags) = 0;
/**
* CopyPositionAndNormals: Copy unanimated object-space vertices and
* normals into the given vertex array.
*
* @param mdef The underlying CModelDef that contains mesh data.
* @param Position Points to the array that will receive
* position vectors. The array behind the iterator
* must be large enough to hold model->GetModelDef()->GetNumVertices()
* vertices.
* @param Normal Points to the array that will receive normal vectors.
* The array behind the iterator must be as large as the Position array.
*/
static void CopyPositionAndNormals(
const CModelDefPtr& mdef,
const VertexArrayIterator<CVector3D>& Position,
const VertexArrayIterator<CVector3D>& Normal);
/**
* BuildPositionAndNormals: Build animated vertices and normals,
* transformed into world space.
*
* @param model The model that is to be transformed.
* @param Position Points to the array that will receive
* transformed position vectors. The array behind the iterator
* must be large enough to hold model->GetModelDef()->GetNumVertices()
* vertices. It must allow 16 bytes to be written to each element
* (i.e. provide 4 bytes of padding after each CVector3D).
* @param Normal Points to the array that will receive transformed
* normal vectors. The array behind the iterator must be as large as
* the Position array.
*/
static void BuildPositionAndNormals(
CModel* model,
const VertexArrayIterator<CVector3D>& Position,
const VertexArrayIterator<CVector3D>& Normal);
/**
* BuildColor4ub: Build lighting colors for the given model,
* based on previously calculated world space normals.
*
* @param model The model that is to be lit.
* @param Normal Array of the model's normal vectors, animated and
* transformed into world space.
* @param Color Points to the array that will receive the lit vertex color.
* The array behind the iterator must large enough to hold
* model->GetModelDef()->GetNumVertices() vertices.
*/
static void BuildColor4ub(
CModel* model,
const VertexArrayIterator<CVector3D>& Normal,
const VertexArrayIterator<SColor4ub>& Color);
/**
* BuildUV: Copy UV coordinates into the given vertex array.
*
* @param mdef The model def.
* @param UV Points to the array that will receive UV coordinates.
* The array behind the iterator must large enough to hold
* mdef->GetNumVertices() vertices.
*/
static void BuildUV(
const CModelDefPtr& mdef,
const VertexArrayIterator<float[2]>& UV,
int UVset);
/**
* BuildIndices: Create the indices array for the given CModelDef.
*
* @param mdef The model definition object.
* @param Indices The index array, must be able to hold
* mdef->GetNumFaces()*3 elements.
*/
static void BuildIndices(
const CModelDefPtr& mdef,
const VertexArrayIterator<u16>& Indices);
/**
* GenTangents: Generate tangents for the given CModelDef.
*
* @param mdef The model definition object.
* @param newVertices An out vector of the unindexed vertices with tangents added.
* The new vertices cannot be used with existing face index and must be welded/reindexed.
*/
static void GenTangents(const CModelDefPtr& mdef, std::vector<float>& newVertices, bool gpuSkinning);
};
struct ShaderModelRendererInternals;
/**
* Implementation of ModelRenderer that loads the appropriate shaders for
* rendering each model, and that batches by shader (and by mesh and texture).
*
* Note that the term "Shader" is somewhat misleading, as this handled
* fixed-function rendering using the same API as real GLSL/ARB shaders.
*/
class ShaderModelRenderer : public ModelRenderer
{
friend struct ShaderModelRendererInternals;
public:
ShaderModelRenderer(ModelVertexRendererPtr vertexrender);
virtual ~ShaderModelRenderer();
// Batching implementations
virtual void Submit(int cullGroup, CModel* model);
virtual void PrepareModels();
virtual void EndFrame();
virtual void Render(const RenderModifierPtr& modifier, const CShaderDefines& context, int cullGroup, int flags);
private:
ShaderModelRendererInternals* m;
};
#endif // INCLUDED_MODELRENDERER