1
0
forked from 0ad/0ad
0ad/source/renderer/FixedFunctionModelRenderer.cpp
Ykkrosh 2f28b07356 Support storing index data in VBOs.
Use index VBOs in model renderers, for performance.
Be more explicit about static/dynamic VBOs.
Add VBO usage to renderer stats.
Clean up some obsolete unused code.

This was SVN commit r9052.
2011-03-13 18:58:09 +00:00

298 lines
7.9 KiB
C++

/* 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 FixedFunctionModelRenderer
*/
#include "precompiled.h"
#include "lib/ogl.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "ps/CLogger.h"
#include "graphics/SColor.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "renderer/FixedFunctionModelRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
#include "renderer/VertexArray.h"
///////////////////////////////////////////////////////////////////////////////////////////////
// FixedFunctionModelRenderer implementation
struct FFModelDef : public CModelDefRPrivate
{
/// Indices are the same for all models, so share them
VertexIndexArray m_IndexArray;
/// Static per-CModelDef vertex array
VertexArray m_Array;
/// UV coordinates are stored in the static array
VertexArray::Attribute m_UV;
FFModelDef(const CModelDefPtr& mdef);
};
FFModelDef::FFModelDef(const CModelDefPtr& mdef)
: m_IndexArray(GL_STATIC_DRAW), m_Array(GL_STATIC_DRAW)
{
size_t numVertices = mdef->GetNumVertices();
m_UV.type = GL_FLOAT;
m_UV.elems = 2;
m_Array.AddAttribute(&m_UV);
m_Array.SetNumVertices(numVertices);
m_Array.Layout();
VertexArrayIterator<float[2]> UVit = m_UV.GetIterator<float[2]>();
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 FFModel
{
/// Dynamic per-CModel vertex array
VertexArray m_Array;
/// Position and lighting are recalculated on CPU every frame
VertexArray::Attribute m_Position;
VertexArray::Attribute m_Color;
FFModel() : m_Array(GL_DYNAMIC_DRAW) { }
};
struct FixedFunctionModelRendererInternals
{
/// Transformed vertex normals - required for recalculating lighting on skinned models
std::vector<CVector3D> normals;
/// Previously prepared modeldef
FFModelDef* ffmodeldef;
/// If true, primary color will only contain the diffuse term
bool colorIsDiffuseOnly;
};
// Construction and Destruction
FixedFunctionModelRenderer::FixedFunctionModelRenderer(bool colorIsDiffuseOnly)
{
m = new FixedFunctionModelRendererInternals;
m->ffmodeldef = 0;
m->colorIsDiffuseOnly = colorIsDiffuseOnly;
}
FixedFunctionModelRenderer::~FixedFunctionModelRenderer()
{
delete m;
}
// Build model data (and modeldef data if necessary)
void* FixedFunctionModelRenderer::CreateModelData(CModel* model)
{
CModelDefPtr mdef = model->GetModelDef();
FFModelDef* ffmodeldef = (FFModelDef*)mdef->GetRenderData(m);
if (!ffmodeldef)
{
ffmodeldef = new FFModelDef(mdef);
mdef->SetRenderData(m, ffmodeldef);
}
// Build the per-model data
FFModel* ffmodel = new FFModel;
ffmodel->m_Position.type = GL_FLOAT;
ffmodel->m_Position.elems = 3;
ffmodel->m_Array.AddAttribute(&ffmodel->m_Position);
ffmodel->m_Color.type = GL_UNSIGNED_BYTE;
ffmodel->m_Color.elems = 4;
ffmodel->m_Array.AddAttribute(&ffmodel->m_Color);
ffmodel->m_Array.SetNumVertices(mdef->GetNumVertices());
ffmodel->m_Array.Layout();
return ffmodel;
}
// Fill in and upload dynamic vertex array
void FixedFunctionModelRenderer::UpdateModelData(CModel* model, void* data, int updateflags)
{
FFModel* ffmodel = (FFModel*)data;
if (updateflags & (RENDERDATA_UPDATE_VERTICES|RENDERDATA_UPDATE_COLOR))
{
CModelDefPtr mdef = model->GetModelDef();
size_t numVertices = mdef->GetNumVertices();
// build vertices
if (m->normals.size() < numVertices)
m->normals.resize(numVertices);
VertexArrayIterator<CVector3D> Position = ffmodel->m_Position.GetIterator<CVector3D>();
VertexArrayIterator<CVector3D> Normal = VertexArrayIterator<CVector3D>((char*)&m->normals[0], sizeof(CVector3D));
ModelRenderer::BuildPositionAndNormals(model, Position, Normal);
VertexArrayIterator<SColor4ub> Color = ffmodel->m_Color.GetIterator<SColor4ub>();
ModelRenderer::BuildColor4ub(model, Normal, Color, m->colorIsDiffuseOnly);
// upload everything to vertex buffer
ffmodel->m_Array.Upload();
}
}
// Cleanup per-model data.
// Note that per-CModelDef data is deleted by the CModelDef itself.
void FixedFunctionModelRenderer::DestroyModelData(CModel* UNUSED(model), void* data)
{
FFModel* ffmodel = (FFModel*)data;
delete ffmodel;
}
// Setup one rendering pass
void FixedFunctionModelRenderer::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) glEnableClientState(GL_COLOR_ARRAY);
if (streamflags & STREAM_TEXGENTOUV1)
{
pglActiveTextureARB(GL_TEXTURE1);
pglClientActiveTextureARB(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(&texturematrix->_11);
glMatrixMode(GL_MODELVIEW);
pglActiveTextureARB(GL_TEXTURE0);
pglClientActiveTextureARB(GL_TEXTURE0);
}
}
// Cleanup one rendering pass
void FixedFunctionModelRenderer::EndPass(int streamflags)
{
if (streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (streamflags & STREAM_COLOR) glDisableClientState(GL_COLOR_ARRAY);
if (streamflags & STREAM_TEXGENTOUV1)
{
pglActiveTextureARB(GL_TEXTURE1);
pglClientActiveTextureARB(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
pglActiveTextureARB(GL_TEXTURE0);
pglClientActiveTextureARB(GL_TEXTURE0);
}
glDisableClientState(GL_VERTEX_ARRAY);
CVertexBuffer::Unbind();
}
// Prepare UV coordinates for this modeldef
void FixedFunctionModelRenderer::PrepareModelDef(int streamflags, const CModelDefPtr& def)
{
m->ffmodeldef = (FFModelDef*)def->GetRenderData(m);
debug_assert(m->ffmodeldef);
if (streamflags & STREAM_UV0)
{
u8* base = m->ffmodeldef->m_Array.Bind();
GLsizei stride = (GLsizei)m->ffmodeldef->m_Array.GetStride();
glTexCoordPointer(2, GL_FLOAT, stride, base + m->ffmodeldef->m_UV.offset);
}
}
// Render one model
void FixedFunctionModelRenderer::RenderModel(int streamflags, CModel* model, void* data)
{
CModelDefPtr mdldef = model->GetModelDef();
FFModel* ffmodel = (FFModel*)data;
u8* base = ffmodel->m_Array.Bind();
GLsizei stride = (GLsizei)ffmodel->m_Array.GetStride();
u8* indexBase = m->ffmodeldef->m_IndexArray.Bind();
glVertexPointer(3, GL_FLOAT, stride, base + ffmodel->m_Position.offset);
if (streamflags & STREAM_COLOR)
glColorPointer(3, ffmodel->m_Color.type, stride, base + ffmodel->m_Color.offset);
if (streamflags & STREAM_TEXGENTOUV1)
{
pglClientActiveTextureARB(GL_TEXTURE1);
pglActiveTextureARB(GL_TEXTURE1);
glTexCoordPointer(3, GL_FLOAT, stride, base + ffmodel->m_Position.offset);
pglClientActiveTextureARB(GL_TEXTURE0);
pglActiveTextureARB(GL_TEXTURE0);
}
// 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, indexBase);
}
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_ModelTris += numFaces;
}