forked from 0ad/0ad
janwas
8c76dc34af
fix W4 warnings (unused param and type conversion mostly) This was SVN commit r3068.
273 lines
6.5 KiB
C++
273 lines
6.5 KiB
C++
/**
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* =========================================================================
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* File : HWLightingModelRenderer.cpp
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* Project : Pyrogenesis
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* Description : Implementation of HWLightingModelRenderer
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*
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* @author Nicolai Hähnle <nicolai@wildfiregames.com>
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* =========================================================================
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*/
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#include "precompiled.h"
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#include "ogl.h"
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#include "lib/res/graphics/ogl_shader.h"
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#include "Vector3D.h"
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#include "Vector4D.h"
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#include "ps/CLogger.h"
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#include "graphics/Color.h"
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#include "graphics/Model.h"
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#include "graphics/ModelDef.h"
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#include "renderer/HWLightingModelRenderer.h"
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#include "renderer/Renderer.h"
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#include "renderer/RenderModifiers.h"
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#include "renderer/RenderPathVertexShader.h"
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#include "renderer/SHCoeffs.h"
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#include "renderer/VertexArray.h"
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#define LOG_CATEGORY "graphics"
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///////////////////////////////////////////////////////////////////////////////////////////////
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// HWLightingModelRenderer implementation
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struct HWLModelDef : public CModelDefRPrivate
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{
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/// Indices are the same for all models, so share them
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u16* m_Indices;
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HWLModelDef(CModelDefPtr mdef);
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~HWLModelDef() { delete[] m_Indices; }
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};
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HWLModelDef::HWLModelDef(CModelDefPtr mdef)
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{
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m_Indices = new u16[mdef->GetNumFaces()*3];
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ModelRenderer::BuildIndices(mdef, m_Indices);
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}
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struct HWLModel
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{
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/// Dynamic per-CModel vertex array
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VertexArray m_Array;
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/// Position and normals are recalculated on CPU every frame
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VertexArray::Attribute m_Position;
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VertexArray::Attribute m_Normal;
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/// UV is stored per-CModel in order to avoid space wastage due to alignment
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VertexArray::Attribute m_UV;
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HWLModel() : m_Array(true) { }
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};
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struct HWLightingModelRendererInternals
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{
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/// Currently used RenderModifier
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RenderModifierPtr modifier;
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/// Current rendering pass
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uint pass;
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/// Streamflags required in this pass
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uint streamflags;
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/// Previously prepared modeldef
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HWLModelDef* hwlmodeldef;
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};
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// Construction and Destruction
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HWLightingModelRenderer::HWLightingModelRenderer()
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{
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m = new HWLightingModelRendererInternals;
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}
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HWLightingModelRenderer::~HWLightingModelRenderer()
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{
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delete m;
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}
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// Check hardware support
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bool HWLightingModelRenderer::IsAvailable()
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{
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return g_Renderer.m_VertexShader != 0;
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}
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// Render submitted models.
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void HWLightingModelRenderer::Render(RenderModifierPtr modifier, u32 flags)
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{
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if (!HaveSubmissions())
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return;
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// Save for later
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m->modifier = modifier;
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glEnableClientState(GL_VERTEX_ARRAY);
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m->pass = 0;
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do
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{
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m->streamflags = modifier->BeginPass(m->pass);
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if (m->streamflags & STREAM_UV0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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if (m->streamflags & STREAM_COLOR)
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{
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const RGBColor* coeffs = g_Renderer.m_SHCoeffsUnits.GetCoefficients();
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int idx;
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ogl_program_use(g_Renderer.m_VertexShader->m_ModelLight);
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idx = g_Renderer.m_VertexShader->m_ModelLight_SHCoefficients;
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pglUniform3fvARB(idx, 9, (float*)coeffs);
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glEnableClientState(GL_NORMAL_ARRAY);
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}
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RenderAllModels(flags);
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if (m->streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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if (m->streamflags & STREAM_COLOR)
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{
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pglUseProgramObjectARB(0);
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glDisableClientState(GL_NORMAL_ARRAY);
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}
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} while(!modifier->EndPass(m->pass++));
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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// Build model data (and modeldef data if necessary)
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void* HWLightingModelRenderer::CreateModelData(CModel* model)
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{
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CModelDefPtr mdef = model->GetModelDef();
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HWLModelDef* hwlmodeldef = (HWLModelDef*)mdef->GetRenderData(m);
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if (!hwlmodeldef)
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{
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hwlmodeldef = new HWLModelDef(mdef);
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mdef->SetRenderData(m, hwlmodeldef);
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}
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// Build the per-model data
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HWLModel* hwlmodel = new HWLModel;
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hwlmodel->m_Position.type = GL_FLOAT;
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hwlmodel->m_Position.elems = 3;
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hwlmodel->m_Array.AddAttribute(&hwlmodel->m_Position);
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hwlmodel->m_UV.type = GL_FLOAT;
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hwlmodel->m_UV.elems = 2;
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hwlmodel->m_Array.AddAttribute(&hwlmodel->m_UV);
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hwlmodel->m_Normal.type = GL_FLOAT;
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hwlmodel->m_Normal.elems = 3;
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hwlmodel->m_Array.AddAttribute(&hwlmodel->m_Normal);
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hwlmodel->m_Array.SetNumVertices(mdef->GetNumVertices());
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hwlmodel->m_Array.Layout();
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// Fill in static UV coordinates
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VertexArrayIterator<float[2]> UVit = hwlmodel->m_UV.GetIterator<float[2]>();
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ModelRenderer::BuildUV(mdef, UVit);
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return hwlmodel;
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}
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// Fill in and upload dynamic vertex array
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void HWLightingModelRenderer::UpdateModelData(CModel* model, void* data, u32 updateflags)
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{
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HWLModel* hwlmodel = (HWLModel*)data;
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if (updateflags & RENDERDATA_UPDATE_VERTICES)
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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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UNUSED2(numVertices);
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// build vertices
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VertexArrayIterator<CVector3D> Position = hwlmodel->m_Position.GetIterator<CVector3D>();
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VertexArrayIterator<CVector3D> Normal = hwlmodel->m_Normal.GetIterator<CVector3D>();
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BuildPositionAndNormals(model, Position, Normal);
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// upload everything to vertex buffer
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hwlmodel->m_Array.Upload();
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}
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}
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// Cleanup per-model data.
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// Note that per-CModelDef data is deleted by the CModelDef itself.
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void HWLightingModelRenderer::DestroyModelData(CModel* UNUSED(model), void* data)
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{
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HWLModel* hwlmodel = (HWLModel*)data;
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delete hwlmodel;
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}
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// Prepare UV coordinates for this modeldef
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void HWLightingModelRenderer::PrepareModelDef(CModelDefPtr def)
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{
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m->hwlmodeldef = (HWLModelDef*)def->GetRenderData(m);
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debug_assert(m->hwlmodeldef);
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}
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// Call the modifier to prepare the given texture
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void HWLightingModelRenderer::PrepareTexture(CTexture* texture)
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{
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m->modifier->PrepareTexture(m->pass, texture);
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}
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// Render one model
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void HWLightingModelRenderer::RenderModel(CModel* model, void* data)
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{
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m->modifier->PrepareModel(m->pass, model);
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CModelDefPtr mdldef = model->GetModelDef();
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HWLModel* hwlmodel = (HWLModel*)data;
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u8* base = hwlmodel->m_Array.Bind();
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GLsizei stride = (GLsizei)hwlmodel->m_Array.GetStride();
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glVertexPointer(3, GL_FLOAT, stride, base + hwlmodel->m_Position.offset);
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if (m->streamflags & STREAM_COLOR)
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{
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CColor sc = model->GetShadingColor();
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glColor3f(sc.r, sc.g, sc.b);
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glNormalPointer(GL_FLOAT, stride, base + hwlmodel->m_Normal.offset);
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}
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if (m->streamflags & STREAM_UV0)
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{
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glTexCoordPointer(2, GL_FLOAT, stride, base + hwlmodel->m_UV.offset);
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}
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// render the lot
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size_t numFaces = mdldef->GetNumFaces();
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pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdldef->GetNumVertices(),
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(GLsizei)numFaces*3, GL_UNSIGNED_SHORT, m->hwlmodeldef->m_Indices);
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// bump stats
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g_Renderer.m_Stats.m_DrawCalls++;
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g_Renderer.m_Stats.m_ModelTris += numFaces;
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}
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