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0ad/source/renderer/InstancingModelRenderer.cpp

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/* Copyright (C) 2009 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/>.
*/
/*
* Implementation of InstancingModelRenderer
*/
#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/InstancingModelRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
#include "renderer/RenderPathVertexShader.h"
#include "renderer/VertexArray.h"
///////////////////////////////////////////////////////////////////////////////////////////////
// InstancingModelRenderer implementation
struct IModelDef : public CModelDefRPrivate
{
/// Static per-CModel vertex array
VertexArray m_Array;
/// Position, normals and UV are all static
VertexArray::Attribute m_Position;
VertexArray::Attribute m_Normal;
VertexArray::Attribute m_UV;
/// Indices are the same for all models, so share them
VertexIndexArray m_IndexArray;
IModelDef(const CModelDefPtr& mdef);
};
IModelDef::IModelDef(const CModelDefPtr& mdef)
: m_IndexArray(GL_STATIC_DRAW), m_Array(GL_STATIC_DRAW)
{
size_t numVertices = mdef->GetNumVertices();
m_Position.type = GL_FLOAT;
m_Position.elems = 3;
m_Array.AddAttribute(&m_Position);
m_Normal.type = GL_FLOAT;
m_Normal.elems = 3;
m_Array.AddAttribute(&m_Normal);
m_UV.type = GL_FLOAT;
m_UV.elems = 2;
m_Array.AddAttribute(&m_UV);
m_Array.SetNumVertices(numVertices);
m_Array.Layout();
VertexArrayIterator<CVector3D> Position = m_Position.GetIterator<CVector3D>();
VertexArrayIterator<CVector3D> Normal = m_Normal.GetIterator<CVector3D>();
VertexArrayIterator<float[2]> UVit = m_UV.GetIterator<float[2]>();
ModelRenderer::CopyPositionAndNormals(mdef, Position, Normal);
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 InstancingModelRendererInternals
{
/// Currently used RenderModifier
RenderModifierPtr modifier;
/// Previously prepared modeldef
IModelDef* imodeldef;
/// Index base for imodeldef
u8* imodeldefIndexBase;
/// If true, primary color will only contain the diffuse term
bool colorIsDiffuseOnly;
/// After BeginPass, this points to the instancing matrix interface
VS_Instancing* instancingConfig;
};
// Construction and Destruction
InstancingModelRenderer::InstancingModelRenderer(bool colorIsDiffuseOnly)
{
m = new InstancingModelRendererInternals;
m->imodeldef = 0;
m->colorIsDiffuseOnly = colorIsDiffuseOnly;
}
InstancingModelRenderer::~InstancingModelRenderer()
{
delete m;
}
// Check hardware support
bool InstancingModelRenderer::IsAvailable()
{
return g_Renderer.m_VertexShader != 0;
}
// Build modeldef data if necessary - we have no per-CModel data
void* InstancingModelRenderer::CreateModelData(CModel* model)
{
CModelDefPtr mdef = model->GetModelDef();
IModelDef* imodeldef = (IModelDef*)mdef->GetRenderData(m);
debug_assert(!model->IsSkinned());
if (!imodeldef)
{
imodeldef = new IModelDef(mdef);
mdef->SetRenderData(m, imodeldef);
}
return NULL;
}
void InstancingModelRenderer::UpdateModelData(CModel* UNUSED(model), void* UNUSED(data), int UNUSED(updateflags))
{
// We have no per-CModel data
}
void InstancingModelRenderer::DestroyModelData(CModel* UNUSED(model), void* UNUSED(data))
{
// We have no per-CModel data, and per-CModelDef data is deleted by the CModelDef
}
// Setup one rendering pass.
void InstancingModelRenderer::BeginPass(int streamflags, const CMatrix3D* texturematrix)
{
debug_assert(streamflags == (streamflags & (STREAM_POS|STREAM_UV0|STREAM_COLOR|STREAM_TEXGENTOUV1)));
RenderPathVertexShader* rpvs = g_Renderer.m_VertexShader;
glEnableClientState(GL_VERTEX_ARRAY);
if (streamflags & STREAM_UV0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (streamflags & STREAM_COLOR)
{
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
VS_GlobalLight* lightConfig;
if (streamflags & STREAM_TEXGENTOUV1)
{
ogl_program_use(rpvs->m_InstancingLightP);
lightConfig = &rpvs->m_InstancingLightP_Light;
m->instancingConfig = &rpvs->m_InstancingLightP_Instancing;
rpvs->m_InstancingLightP_PosToUV1.SetMatrix(*texturematrix);
}
else
{
ogl_program_use(rpvs->m_InstancingLight);
lightConfig = &rpvs->m_InstancingLight_Light;
m->instancingConfig = &rpvs->m_InstancingLight_Instancing;
}
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)
{
ogl_program_use(rpvs->m_InstancingP);
m->instancingConfig = &rpvs->m_InstancingP_Instancing;
rpvs->m_InstancingP_PosToUV1.SetMatrix(*texturematrix);
}
else
{
ogl_program_use(rpvs->m_Instancing);
m->instancingConfig = &rpvs->m_Instancing_Instancing;
}
}
}
// Cleanup rendering pass.
void InstancingModelRenderer::EndPass(int streamflags)
{
if (streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (streamflags & STREAM_COLOR) glDisableClientState(GL_NORMAL_ARRAY);
pglUseProgramObjectARB(0);
glDisableClientState(GL_VERTEX_ARRAY);
CVertexBuffer::Unbind();
}
// Prepare UV coordinates for this modeldef
void InstancingModelRenderer::PrepareModelDef(int streamflags, const CModelDefPtr& def)
{
m->imodeldef = (IModelDef*)def->GetRenderData(m);
debug_assert(m->imodeldef);
u8* base = m->imodeldef->m_Array.Bind();
GLsizei stride = (GLsizei)m->imodeldef->m_Array.GetStride();
m->imodeldefIndexBase = m->imodeldef->m_IndexArray.Bind();
glVertexPointer(3, GL_FLOAT, stride, base + m->imodeldef->m_Position.offset);
if (streamflags & STREAM_COLOR)
{
glNormalPointer(GL_FLOAT, stride, base + m->imodeldef->m_Normal.offset);
}
if (streamflags & STREAM_UV0)
{
glTexCoordPointer(2, GL_FLOAT, stride, base + m->imodeldef->m_UV.offset);
}
}
// Render one model
void InstancingModelRenderer::RenderModel(int streamflags, CModel* model, void* UNUSED(data))
{
CModelDefPtr mdldef = model->GetModelDef();
const CMatrix3D& mat = model->GetTransform();
if (streamflags & STREAM_COLOR)
{
CColor sc = model->GetShadingColor();
glColor3f(sc.r, sc.g, sc.b);
}
m->instancingConfig->SetMatrix(mat);
// 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, m->imodeldefIndexBase);
}
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_ModelTris += numFaces;
}