0ad/source/renderer/HWLightingModelRenderer.cpp
Ykkrosh 7dca91f26b # Various changes to the text rendering system.
Rewrite font builder tool to be much simpler and to support more text
effects.
Change GUI to use new set of fonts.
Switch font textures from TGA to PNG so they're easier for the font
builder to create.
Support RGBA font textures (for e.g. stroked text).
Greatly improve text rendering performance by using vertex arrays.
Fix rendering code leaving vertex buffers bound.
Add 'clip' property to GUI text objects, to disable clipping when
rendering.
Delete part of unused console function registration system.

This was SVN commit r7595.
2010-05-30 13:42:56 +00:00

334 lines
8.3 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 HWLightingModelRenderer
*/
#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/HWLightingModelRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
#include "renderer/RenderPathVertexShader.h"
#include "renderer/VertexArray.h"
#define LOG_CATEGORY L"graphics"
///////////////////////////////////////////////////////////////////////////////////////////////
// HWLightingModelRenderer implementation
struct HWLModelDef : public CModelDefRPrivate
{
/// Indices are the same for all models, so share them
u16* m_Indices;
HWLModelDef(const CModelDefPtr& mdef);
~HWLModelDef() { delete[] m_Indices; }
};
HWLModelDef::HWLModelDef(const CModelDefPtr& mdef)
{
m_Indices = new u16[mdef->GetNumFaces()*3];
ModelRenderer::BuildIndices(mdef, m_Indices);
}
struct HWLModel
{
/// Dynamic per-CModel vertex array
VertexArray m_Array;
/// Position and normals are recalculated on CPU every frame
VertexArray::Attribute m_Position;
VertexArray::Attribute m_Normal;
/// UV is stored per-CModel in order to avoid space wastage due to alignment
VertexArray::Attribute m_UV;
HWLModel() : m_Array(true) { }
};
struct HWLightingModelRendererInternals
{
/// Currently used RenderModifier
RenderModifierPtr modifier;
/// Previously prepared modeldef
HWLModelDef* hwlmodeldef;
/// If true, primary color will only contain the diffuse term
bool colorIsDiffuseOnly;
};
// Construction and Destruction
HWLightingModelRenderer::HWLightingModelRenderer(bool colorIsDiffuseOnly)
{
m = new HWLightingModelRendererInternals;
m->hwlmodeldef = 0;
m->colorIsDiffuseOnly = colorIsDiffuseOnly;
}
HWLightingModelRenderer::~HWLightingModelRenderer()
{
delete m;
}
// Check hardware support
bool HWLightingModelRenderer::IsAvailable()
{
return g_Renderer.m_VertexShader != 0;
}
// Build model data (and modeldef data if necessary)
void* HWLightingModelRenderer::CreateModelData(CModel* model)
{
CModelDefPtr mdef = model->GetModelDef();
HWLModelDef* hwlmodeldef = (HWLModelDef*)mdef->GetRenderData(m);
if (!hwlmodeldef)
{
hwlmodeldef = new HWLModelDef(mdef);
mdef->SetRenderData(m, hwlmodeldef);
}
// Build the per-model data
HWLModel* hwlmodel = new HWLModel;
hwlmodel->m_Position.type = GL_FLOAT;
hwlmodel->m_Position.elems = 3;
hwlmodel->m_Array.AddAttribute(&hwlmodel->m_Position);
hwlmodel->m_UV.type = GL_FLOAT;
hwlmodel->m_UV.elems = 2;
hwlmodel->m_Array.AddAttribute(&hwlmodel->m_UV);
hwlmodel->m_Normal.type = GL_FLOAT;
hwlmodel->m_Normal.elems = 3;
hwlmodel->m_Array.AddAttribute(&hwlmodel->m_Normal);
hwlmodel->m_Array.SetNumVertices(mdef->GetNumVertices());
hwlmodel->m_Array.Layout();
// Fill in static UV coordinates
VertexArrayIterator<float[2]> UVit = hwlmodel->m_UV.GetIterator<float[2]>();
ModelRenderer::BuildUV(mdef, UVit);
return hwlmodel;
}
// Fill in and upload dynamic vertex array
void HWLightingModelRenderer::UpdateModelData(CModel* model, void* data, int updateflags)
{
HWLModel* hwlmodel = (HWLModel*)data;
if (updateflags & RENDERDATA_UPDATE_VERTICES)
{
// build vertices
VertexArrayIterator<CVector3D> Position = hwlmodel->m_Position.GetIterator<CVector3D>();
VertexArrayIterator<CVector3D> Normal = hwlmodel->m_Normal.GetIterator<CVector3D>();
ModelRenderer::BuildPositionAndNormals(model, Position, Normal);
// upload everything to vertex buffer
hwlmodel->m_Array.Upload();
}
}
// Cleanup per-model data.
// Note that per-CModelDef data is deleted by the CModelDef itself.
void HWLightingModelRenderer::DestroyModelData(CModel* UNUSED(model), void* data)
{
HWLModel* hwlmodel = (HWLModel*)data;
delete hwlmodel;
}
// Setup one rendering pass
void HWLightingModelRenderer::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)
{
RenderPathVertexShader* rpvs = g_Renderer.m_VertexShader;
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
VS_GlobalLight* lightConfig;
if (streamflags & STREAM_TEXGENTOUV1)
{
ogl_program_use(rpvs->m_ModelLightP);
lightConfig = &rpvs->m_ModelLightP_Light;
rpvs->m_ModelLightP_PosToUV1.SetMatrix(*texturematrix);
}
else
{
ogl_program_use(rpvs->m_ModelLight);
lightConfig = &rpvs->m_ModelLight_Light;
}
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)
{
pglActiveTextureARB(GL_TEXTURE1);
float tmp[4];
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
tmp[0] = texturematrix->_11;
tmp[1] = texturematrix->_12;
tmp[2] = texturematrix->_13;
tmp[3] = texturematrix->_14;
glTexGenfv(GL_S, GL_OBJECT_PLANE, tmp);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
tmp[0] = texturematrix->_21;
tmp[1] = texturematrix->_22;
tmp[2] = texturematrix->_23;
tmp[3] = texturematrix->_24;
glTexGenfv(GL_T, GL_OBJECT_PLANE, tmp);
glEnable(GL_TEXTURE_GEN_R);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
tmp[0] = texturematrix->_31;
tmp[1] = texturematrix->_32;
tmp[2] = texturematrix->_33;
tmp[3] = texturematrix->_34;
glTexGenfv(GL_R, GL_OBJECT_PLANE, tmp);
pglActiveTextureARB(GL_TEXTURE0);
}
}
}
// Cleanup one rendering pass
void HWLightingModelRenderer::EndPass(int streamflags)
{
if (streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (streamflags & STREAM_COLOR)
{
pglUseProgramObjectARB(0);
glDisableClientState(GL_NORMAL_ARRAY);
}
else
{
if (streamflags & STREAM_TEXGENTOUV1)
{
pglActiveTextureARB(GL_TEXTURE1);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
pglActiveTextureARB(GL_TEXTURE0);
}
}
glDisableClientState(GL_VERTEX_ARRAY);
CVertexBuffer::Unbind();
}
// Prepare UV coordinates for this modeldef
void HWLightingModelRenderer::PrepareModelDef(int UNUSED(streamflags), const CModelDefPtr& def)
{
m->hwlmodeldef = (HWLModelDef*)def->GetRenderData(m);
debug_assert(m->hwlmodeldef);
}
// Render one model
void HWLightingModelRenderer::RenderModel(int streamflags, CModel* model, void* data)
{
CModelDefPtr mdldef = model->GetModelDef();
HWLModel* hwlmodel = (HWLModel*)data;
u8* base = hwlmodel->m_Array.Bind();
GLsizei stride = (GLsizei)hwlmodel->m_Array.GetStride();
glVertexPointer(3, GL_FLOAT, stride, base + hwlmodel->m_Position.offset);
if (streamflags & STREAM_COLOR)
{
CColor sc = model->GetShadingColor();
glColor3f(sc.r, sc.g, sc.b);
glNormalPointer(GL_FLOAT, stride, base + hwlmodel->m_Normal.offset);
}
if (streamflags & STREAM_UV0)
{
glTexCoordPointer(2, GL_FLOAT, stride, base + hwlmodel->m_UV.offset);
}
// render the lot
size_t numFaces = mdldef->GetNumFaces();
if (!g_Renderer.m_SkipSubmit) {
pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdldef->GetNumVertices(),
(GLsizei)numFaces*3, GL_UNSIGNED_SHORT, m->hwlmodeldef->m_Indices);
}
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_ModelTris += numFaces;
}