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forked from 0ad/0ad
0ad/source/renderer/HWLightingModelRenderer.cpp
vladislavbelov b9fd6f18f0 Adds proper IBuffer usage instead of dynamic flag.
Comments By: phosit
Differential Revision: https://code.wildfiregames.com/D5281
This was SVN commit r28107.
2024-06-10 19:31:41 +00:00

278 lines
8.7 KiB
C++

/* Copyright (C) 2024 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 "renderer/HWLightingModelRenderer.h"
#include "graphics/Color.h"
#include "graphics/LightEnv.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "graphics/ShaderProgram.h"
#include "lib/bits.h"
#include "lib/sysdep/rtl.h"
#include "maths/Vector3D.h"
#include "ps/containers/StaticVector.h"
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
#include "renderer/VertexArray.h"
namespace
{
constexpr uint32_t MODEL_VERTEX_ATTRIBUTE_STRIDE = 32;
constexpr uint32_t MODEL_VERTEX_ATTRIBUTE_POSITION_OFFSET = 16;
constexpr uint32_t MODEL_VERTEX_ATTRIBUTE_NORMAL_OFFSET = 0;
} // anonymous namespace
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;
/// The number of UVs is determined by the model
std::vector<VertexArray::Attribute> m_UVs;
Renderer::Backend::IVertexInputLayout* m_VertexInputLayout = nullptr;
ShaderModelDef(const CModelDefPtr& mdef);
};
ShaderModelDef::ShaderModelDef(const CModelDefPtr& mdef)
: m_IndexArray(Renderer::Backend::IBuffer::Usage::TRANSFER_DST),
m_Array(Renderer::Backend::IBuffer::Type::VERTEX,
Renderer::Backend::IBuffer::Usage::TRANSFER_DST)
{
size_t numVertices = mdef->GetNumVertices();
m_UVs.resize(mdef->GetNumUVsPerVertex());
for (size_t i = 0; i < mdef->GetNumUVsPerVertex(); ++i)
{
m_UVs[i].format = Renderer::Backend::Format::R32G32_SFLOAT;
m_Array.AddAttribute(&m_UVs[i]);
}
m_Array.SetNumberOfVertices(numVertices);
m_Array.Layout();
for (size_t i = 0; i < mdef->GetNumUVsPerVertex(); ++i)
{
VertexArrayIterator<float[2]> UVit = m_UVs[i].GetIterator<float[2]>();
ModelRenderer::BuildUV(mdef, UVit, i);
}
m_Array.Upload();
m_Array.FreeBackingStore();
m_IndexArray.SetNumberOfVertices(mdef->GetNumFaces()*3);
m_IndexArray.Layout();
ModelRenderer::BuildIndices(mdef, m_IndexArray.GetIterator());
m_IndexArray.Upload();
m_IndexArray.FreeBackingStore();
const uint32_t stride = m_Array.GetStride();
PS::StaticVector<Renderer::Backend::SVertexAttributeFormat, 4> attributes{
{Renderer::Backend::VertexAttributeStream::UV0,
m_UVs[0].format, m_UVs[0].offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT,
MODEL_VERTEX_ATTRIBUTE_POSITION_OFFSET, MODEL_VERTEX_ATTRIBUTE_STRIDE,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1},
{Renderer::Backend::VertexAttributeStream::NORMAL,
Renderer::Backend::Format::R32G32B32_SFLOAT,
MODEL_VERTEX_ATTRIBUTE_NORMAL_OFFSET, MODEL_VERTEX_ATTRIBUTE_STRIDE,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1}
};
if (mdef->GetNumUVsPerVertex() >= 2)
{
attributes.push_back({
Renderer::Backend::VertexAttributeStream::UV1,
m_UVs[1].format, m_UVs[1].offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0});
}
m_VertexInputLayout = g_Renderer.GetVertexInputLayout({attributes.begin(), attributes.end()});
}
struct ShaderModel : public CModelRData
{
/// Dynamic per-CModel vertex array
VertexArray m_Array;
/// Position and normals/lighting are recalculated on CPU every frame
VertexArray::Attribute m_Position;
VertexArray::Attribute m_Normal;
ShaderModel(const void* key)
: CModelRData(key),
m_Array(Renderer::Backend::IBuffer::Type::VERTEX,
Renderer::Backend::IBuffer::Usage::DYNAMIC | Renderer::Backend::IBuffer::Usage::TRANSFER_DST)
{}
};
struct ShaderModelVertexRenderer::ShaderModelRendererInternals
{
/// Previously prepared modeldef
ShaderModelDef* shadermodeldef;
};
// Construction and Destruction
ShaderModelVertexRenderer::ShaderModelVertexRenderer()
{
m = new ShaderModelRendererInternals;
m->shadermodeldef = nullptr;
}
ShaderModelVertexRenderer::~ShaderModelVertexRenderer()
{
delete m;
}
// Build model data (and modeldef data if necessary)
CModelRData* ShaderModelVertexRenderer::CreateModelData(const void* key, 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(key);
// Positions and normals must be 16-byte aligned for SSE writes.
shadermodel->m_Position.format = Renderer::Backend::Format::R32G32B32A32_SFLOAT;
shadermodel->m_Array.AddAttribute(&shadermodel->m_Position);
shadermodel->m_Normal.format = Renderer::Backend::Format::R32G32B32A32_SFLOAT;
shadermodel->m_Array.AddAttribute(&shadermodel->m_Normal);
shadermodel->m_Array.SetNumberOfVertices(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);
// We assume that the vertex input layout is the same for all models with the
// same ShaderModelDef.
// TODO: we need a more strict way to guarantee that.
ENSURE(shadermodel->m_Array.GetStride() == MODEL_VERTEX_ATTRIBUTE_STRIDE);
ENSURE(shadermodel->m_Position.offset == MODEL_VERTEX_ATTRIBUTE_POSITION_OFFSET);
ENSURE(shadermodel->m_Normal.offset == MODEL_VERTEX_ATTRIBUTE_NORMAL_OFFSET);
return shadermodel;
}
// Fill in and upload dynamic vertex array
void ShaderModelVertexRenderer::UpdateModelData(CModel* model, CModelRData* data, int updateflags)
{
ShaderModel* shadermodel = static_cast<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();
}
shadermodel->m_Array.PrepareForRendering();
}
void ShaderModelVertexRenderer::UploadModelData(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
CModel* model, CModelRData* data)
{
ShaderModelDef* shaderModelDef = static_cast<ShaderModelDef*>(model->GetModelDef()->GetRenderData(m));
ENSURE(shaderModelDef);
shaderModelDef->m_Array.UploadIfNeeded(deviceCommandContext);
shaderModelDef->m_IndexArray.UploadIfNeeded(deviceCommandContext);
ShaderModel* shaderModel = static_cast<ShaderModel*>(data);
shaderModel->m_Array.UploadIfNeeded(deviceCommandContext);
}
// Prepare UV coordinates for this modeldef
void ShaderModelVertexRenderer::PrepareModelDef(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CModelDef& def)
{
m->shadermodeldef = (ShaderModelDef*)def.GetRenderData(m);
ENSURE(m->shadermodeldef);
deviceCommandContext->SetVertexInputLayout(m->shadermodeldef->m_VertexInputLayout);
const uint32_t stride = m->shadermodeldef->m_Array.GetStride();
const uint32_t firstVertexOffset = m->shadermodeldef->m_Array.GetOffset() * stride;
deviceCommandContext->SetVertexBuffer(
0, m->shadermodeldef->m_Array.GetBuffer(), firstVertexOffset);
}
// Render one model
void ShaderModelVertexRenderer::RenderModel(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* UNUSED(shader), CModel* model, CModelRData* data)
{
const CModelDefPtr& mdldef = model->GetModelDef();
ShaderModel* shadermodel = static_cast<ShaderModel*>(data);
const uint32_t stride = shadermodel->m_Array.GetStride();
const uint32_t firstVertexOffset = shadermodel->m_Array.GetOffset() * stride;
deviceCommandContext->SetVertexBuffer(
1, shadermodel->m_Array.GetBuffer(), firstVertexOffset);
deviceCommandContext->SetIndexBuffer(m->shadermodeldef->m_IndexArray.GetBuffer());
// Render the lot.
const size_t numberOfFaces = mdldef->GetNumFaces();
deviceCommandContext->DrawIndexedInRange(
m->shadermodeldef->m_IndexArray.GetOffset(), numberOfFaces * 3, 0, mdldef->GetNumVertices() - 1);
// Bump stats.
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_ModelTris += numberOfFaces;
}