Matei
207d1367ec
- The server will no longer send a new turn until the previous one has been "acknowledged". (TODO: this may create lag between turns in its current form; investigate and possibly allow executing two turns while the third is being negotiated). - Mutexes are now being used in NetServer and NetClient to ensure commands go into the right batches. - Commented out some orders in the GUI code that should not be there and are not 100% working anyway (they were part of the follow/formation system). - Units that spawn or are created by scripts now have net-safe position and orientation. - Added a debug flag that can be turned on to print details about when commands are received and executed (DEBUG_SYNCHRONIZATION). This is especially useful if you diff the stdouts of two running games. There should be no differences if everything is in synch. This was SVN commit r5463.
467 lines
12 KiB
C++
467 lines
12 KiB
C++
/**
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* =========================================================================
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* File : ModelRenderer.cpp
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* Project : Pyrogenesis
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* Description : Implementation of ModelRenderer and BatchModelRenderer
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* =========================================================================
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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 "ps/CLogger.h"
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#include "ps/Profile.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/ModelRenderer.h"
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#include "renderer/ModelVertexRenderer.h"
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#include "renderer/Renderer.h"
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#include "renderer/RenderModifiers.h"
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#include <boost/weak_ptr.hpp>
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#define LOG_CATEGORY "graphics"
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///////////////////////////////////////////////////////////////////////////////////////////////
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// ModelRenderer implementation
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// Helper function to copy object-space position and normal vectors into arrays.
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void ModelRenderer::CopyPositionAndNormals(
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CModelDefPtr mdef,
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VertexArrayIterator<CVector3D> Position,
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VertexArrayIterator<CVector3D> Normal)
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{
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size_t numVertices = mdef->GetNumVertices();
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SModelVertex* vertices = mdef->GetVertices();
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for(size_t j = 0; j < numVertices; ++j)
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{
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Position[j] = vertices[j].m_Coords;
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Normal[j] = vertices[j].m_Norm;
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}
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}
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// Helper function to transform position and normal vectors into world-space.
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void ModelRenderer::BuildPositionAndNormals(
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CModel* model,
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VertexArrayIterator<CVector3D> Position,
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VertexArrayIterator<CVector3D> Normal)
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{
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CModelDefPtr mdef = model->GetModelDef();
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size_t numVertices = mdef->GetNumVertices();
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SModelVertex* vertices=mdef->GetVertices();
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if (model->IsSkinned())
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{
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// boned model - calculate skinned vertex positions/normals
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PROFILE( "skinning bones" );
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// Avoid the noisy warnings that occur inside SkinPoint/SkinNormal in
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// some broken situations
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if (numVertices && vertices[0].m_Blend.m_Bone[0] == 0xff)
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{
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LOG_ONCE(ERROR, LOG_CATEGORY, "Model %s is boned with unboned animation", mdef->GetName().c_str());
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return;
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}
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for (size_t j=0; j<numVertices; j++)
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{
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Position[j] = CModelDef::SkinPoint(vertices[j], model->GetAnimatedBoneMatrices(), model->GetInverseBindBoneMatrices());
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Normal[j] = CModelDef::SkinNormal(vertices[j], model->GetAnimatedBoneMatrices(), model->GetInverseBindBoneMatrices());
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}
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}
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else
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{
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PROFILE( "software transform" );
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// just copy regular positions, transform normals to world space
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const CMatrix3D& transform = model->GetTransform();
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const CMatrix3D& invtransform = model->GetInvTransform();
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for (uint j=0; j<numVertices; j++)
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{
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transform.Transform(vertices[j].m_Coords,Position[j]);
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invtransform.RotateTransposed(vertices[j].m_Norm,Normal[j]);
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}
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}
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}
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// Helper function for lighting
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void ModelRenderer::BuildColor4ub(
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CModel* model,
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VertexArrayIterator<CVector3D> Normal,
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VertexArrayIterator<SColor4ub> Color,
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bool onlyDiffuse)
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{
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PROFILE( "lighting vertices" );
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CModelDefPtr mdef = model->GetModelDef();
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size_t numVertices = mdef->GetNumVertices();
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const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
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CColor shadingColor = model->GetShadingColor();
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RGBColor tempcolor;
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if (onlyDiffuse)
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{
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for (uint j=0; j<numVertices; j++)
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{
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lightEnv.EvaluateDirect(Normal[j], tempcolor);
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tempcolor.X *= shadingColor.r;
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tempcolor.Y *= shadingColor.g;
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tempcolor.Z *= shadingColor.b;
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*(u32*)&Color[j] = ConvertRGBColorTo4ub(tempcolor);
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}
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}
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else
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{
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for (uint j=0; j<numVertices; j++)
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{
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lightEnv.EvaluateUnit(Normal[j], tempcolor);
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tempcolor.X *= shadingColor.r;
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tempcolor.Y *= shadingColor.g;
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tempcolor.Z *= shadingColor.b;
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*(u32*)&Color[j] = ConvertRGBColorTo4ub(tempcolor);
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}
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}
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}
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// Copy UV coordinates
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void ModelRenderer::BuildUV(
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CModelDefPtr mdef,
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VertexArrayIterator<float[2]> UV)
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{
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size_t numVertices = mdef->GetNumVertices();
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SModelVertex* vertices = mdef->GetVertices();
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for (uint j=0; j < numVertices; ++j, ++UV)
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{
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(*UV)[0] = vertices[j].m_U;
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(*UV)[1] = 1.0-vertices[j].m_V;
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}
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}
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// Build default indices array.
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void ModelRenderer::BuildIndices(
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CModelDefPtr mdef,
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u16* Indices)
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{
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u32 idxidx = 0;
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SModelFace* faces = mdef->GetFaces();
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for (size_t j = 0; j < mdef->GetNumFaces(); ++j) {
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SModelFace& face=faces[j];
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Indices[idxidx++]=face.m_Verts[0];
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Indices[idxidx++]=face.m_Verts[1];
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Indices[idxidx++]=face.m_Verts[2];
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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// BatchModelRenderer implementation
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/// See BatchModelRendererInternals::phase
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enum BMRPhase {
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/// Currently allow calls to Submit and PrepareModels
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BMRSubmit,
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/// Allow calls to rendering and EndFrame
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BMRRender
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};
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/**
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* Struct BMRModelData: Per-CModel render data used by the BatchModelRenderer.
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*/
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struct BMRModelData : public CModelRData
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{
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BMRModelData(BatchModelRendererInternals* bmri, CModel* model)
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: CModelRData(bmri, model), m_BMRI(bmri), m_Data(0), m_Next(0) { }
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virtual ~BMRModelData();
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/// Back-link to "our" modelrenderer
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BatchModelRendererInternals* m_BMRI;
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/// Private data created by derived class' CreateModelData
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void* m_Data;
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/// Next model in the per-ModelDefTracker-slot linked list.
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BMRModelData* m_Next;
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};
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/**
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* Class BMRModelDefTracker: Per-CModelDef data used by the BatchModelRenderer.
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*
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* Note that classes that derive from BatchModelRenderer should use
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* their own per-CModelDef data if necessary.
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*/
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struct BMRModelDefTracker : public CModelDefRPrivate
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{
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BMRModelDefTracker(CModelDefPtr mdef)
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: m_ModelDef(mdef), m_Next(0), m_Slots(0) { }
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/// Back-link to the CModelDef object
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boost::weak_ptr<CModelDef> m_ModelDef;
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/// Pointer to the next ModelDefTracker that has submitted models.
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BMRModelDefTracker* m_Next;
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/// Number of slots used in m_ModelSlots
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uint m_Slots;
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/// Each slot contains a linked list of model data objects, up to m_Slots-1
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// At the end of the frame, m_Slots is reset to 0, but m_ModelSlots stays
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// the same size (we assume the same number of slots is going to be used
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// next frame)
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std::vector<BMRModelData*> m_ModelSlots;
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};
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/**
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* Struct BatchModelRendererInternals: Internal data of the BatchModelRenderer
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*
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* Separated into the source file to increase implementation hiding (and to
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* avoid some causes of recompiles).
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*/
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struct BatchModelRendererInternals
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{
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BatchModelRendererInternals(BatchModelRenderer* r) : m_Renderer(r) { }
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/// Back-link to "our" renderer
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BatchModelRenderer* m_Renderer;
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/// ModelVertexRenderer used for vertex transformations
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ModelVertexRendererPtr vertexRenderer;
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/// Track the current "phase" of the frame (only for debugging purposes)
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BMRPhase phase;
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/// Linked list of ModelDefTrackers that have submitted models
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BMRModelDefTracker* submissions;
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/// Helper functions
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void ThunkDestroyModelData(CModel* model, void* data)
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{
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vertexRenderer->DestroyModelData(model, data);
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}
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void RenderAllModels(RenderModifierPtr modifier, u32 filterflags, uint pass, uint streamflags);
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};
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BMRModelData::~BMRModelData()
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{
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m_BMRI->ThunkDestroyModelData(GetModel(), m_Data);
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}
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// Construction/Destruction
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BatchModelRenderer::BatchModelRenderer(ModelVertexRendererPtr vertexrenderer)
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{
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m = new BatchModelRendererInternals(this);
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m->vertexRenderer = vertexrenderer;
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m->phase = BMRSubmit;
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m->submissions = 0;
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}
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BatchModelRenderer::~BatchModelRenderer()
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{
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delete m;
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}
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// Submit one model.
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void BatchModelRenderer::Submit(CModel* model)
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{
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debug_assert(m->phase == BMRSubmit);
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ogl_WarnIfError();
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CModelDefPtr mdef = model->GetModelDef();
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BMRModelDefTracker* mdeftracker = (BMRModelDefTracker*)mdef->GetRenderData(m);
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CModelRData* rdata = (CModelRData*)model->GetRenderData();
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BMRModelData* bmrdata = 0;
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// Ensure model def data and model data exist
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if (!mdeftracker)
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{
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mdeftracker = new BMRModelDefTracker(mdef);
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mdef->SetRenderData(m, mdeftracker);
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}
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if (rdata && rdata->GetKey() == m)
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{
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bmrdata = (BMRModelData*)rdata;
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}
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else
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{
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bmrdata = new BMRModelData(m, model);
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bmrdata->m_Data = m->vertexRenderer->CreateModelData(model);
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rdata = bmrdata;
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model->SetRenderData(bmrdata);
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model->SetDirty(~0u);
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g_Renderer.LoadTexture(model->GetTexture(), GL_CLAMP_TO_EDGE);
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}
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// Add the model def tracker to the submission list if necessary
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if (!mdeftracker->m_Slots)
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{
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mdeftracker->m_Next = m->submissions;
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m->submissions = mdeftracker;
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}
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// Add the bmrdata to the modeldef list
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Handle htex = model->GetTexture()->GetHandle();
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uint idx;
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for(idx = 0; idx < mdeftracker->m_Slots; ++idx)
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{
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BMRModelData* in = mdeftracker->m_ModelSlots[idx];
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if (in->GetModel()->GetTexture()->GetHandle() == htex)
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break;
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}
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if (idx >= mdeftracker->m_Slots)
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{
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++mdeftracker->m_Slots;
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if (mdeftracker->m_Slots > mdeftracker->m_ModelSlots.size())
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{
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mdeftracker->m_ModelSlots.push_back(0);
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debug_assert(mdeftracker->m_ModelSlots.size() == mdeftracker->m_Slots);
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}
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mdeftracker->m_ModelSlots[idx] = 0;
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}
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bmrdata->m_Next = mdeftracker->m_ModelSlots[idx];
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mdeftracker->m_ModelSlots[idx] = bmrdata;
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ogl_WarnIfError();
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}
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// Call update for all submitted models and enter the rendering phase
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void BatchModelRenderer::PrepareModels()
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{
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debug_assert(m->phase == BMRSubmit);
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for(BMRModelDefTracker* mdeftracker = m->submissions; mdeftracker; mdeftracker = mdeftracker->m_Next)
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{
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for(uint idx = 0; idx < mdeftracker->m_Slots; ++idx)
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{
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for(BMRModelData* bmrdata = mdeftracker->m_ModelSlots[idx]; bmrdata; bmrdata = bmrdata->m_Next)
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{
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CModel* model = bmrdata->GetModel();
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debug_assert(model->GetRenderData() == bmrdata);
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m->vertexRenderer->UpdateModelData(
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model, bmrdata->m_Data,
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bmrdata->m_UpdateFlags);
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bmrdata->m_UpdateFlags = 0;
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}
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}
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}
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m->phase = BMRRender;
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}
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// Clear the submissions list
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void BatchModelRenderer::EndFrame()
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{
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static uint mostslots = 1;
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for(BMRModelDefTracker* mdeftracker = m->submissions; mdeftracker; mdeftracker = mdeftracker->m_Next)
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{
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if (mdeftracker->m_Slots > mostslots)
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{
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mostslots = mdeftracker->m_Slots;
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//debug_printf("BatchModelRenderer: SubmissionSlots maximum: %u\n", mostslots);
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}
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mdeftracker->m_Slots = 0;
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}
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m->submissions = 0;
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m->phase = BMRSubmit;
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}
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// Return whether we models have been submitted this frame
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bool BatchModelRenderer::HaveSubmissions()
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{
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return m->submissions != 0;
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}
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// Render models, outer loop for multi-passing
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void BatchModelRenderer::Render(RenderModifierPtr modifier, u32 flags)
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{
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debug_assert(m->phase == BMRRender);
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if (!HaveSubmissions())
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return;
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uint pass = 0;
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do
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{
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uint streamflags = modifier->BeginPass(pass);
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const CMatrix3D* texturematrix = 0;
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if (streamflags & STREAM_TEXGENTOUV1)
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texturematrix = modifier->GetTexGenMatrix(pass);
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m->vertexRenderer->BeginPass(streamflags, texturematrix);
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m->RenderAllModels(modifier, flags, pass, streamflags);
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m->vertexRenderer->EndPass(streamflags);
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} while(!modifier->EndPass(pass++));
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}
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// Render one frame worth of models
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void BatchModelRendererInternals::RenderAllModels(
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RenderModifierPtr modifier, u32 filterflags,
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uint pass, uint streamflags)
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{
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for(BMRModelDefTracker* mdeftracker = submissions; mdeftracker; mdeftracker = mdeftracker->m_Next)
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{
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vertexRenderer->PrepareModelDef(streamflags, mdeftracker->m_ModelDef.lock());
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for(uint idx = 0; idx < mdeftracker->m_Slots; ++idx)
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{
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BMRModelData* bmrdata = mdeftracker->m_ModelSlots[idx];
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modifier->PrepareTexture(pass, bmrdata->GetModel()->GetTexture());
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for(; bmrdata; bmrdata = bmrdata->m_Next)
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{
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CModel* model = bmrdata->GetModel();
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debug_assert(bmrdata->GetKey() == this);
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if (filterflags && !(model->GetFlags()&filterflags))
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continue;
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modifier->PrepareModel(pass, model);
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vertexRenderer->RenderModel(streamflags, model, bmrdata->m_Data);
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}
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}
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}
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}
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