/** * ========================================================================= * File : InstancingModelRenderer.cpp * Project : Pyrogenesis * Description : Implementation of InstancingModelRenderer * * @author Nicolai Hähnle * ========================================================================= */ #include "precompiled.h" #include "ogl.h" #include "lib/res/graphics/ogl_shader.h" #include "Vector3D.h" #include "Vector4D.h" #include "ps/CLogger.h" #include "graphics/Color.h" #include "graphics/LightEnv.h" #include "graphics/Model.h" #include "graphics/ModelDef.h" #include "renderer/InstancingModelRenderer.h" #include "renderer/Renderer.h" #include "renderer/RenderModifiers.h" #include "renderer/RenderPathVertexShader.h" #include "renderer/VertexArray.h" #define LOG_CATEGORY "graphics" /////////////////////////////////////////////////////////////////////////////////////////////// // InstancingModelRenderer implementation struct IModelDef : public CModelDefRPrivate { /// Static per-CModel vertex array VertexArray m_Array; /// Position, normals and UV are all static VertexArray::Attribute m_Position; VertexArray::Attribute m_Normal; VertexArray::Attribute m_UV; /// Indices are the same for all models, so share them u16* m_Indices; IModelDef(CModelDefPtr mdef); ~IModelDef() { delete[] m_Indices; } }; IModelDef::IModelDef(CModelDefPtr mdef) : m_Array(false) { size_t numVertices = mdef->GetNumVertices(); m_Position.type = GL_FLOAT; m_Position.elems = 3; m_Array.AddAttribute(&m_Position); m_Normal.type = GL_FLOAT; m_Normal.elems = 3; m_Array.AddAttribute(&m_Normal); m_UV.type = GL_FLOAT; m_UV.elems = 2; m_Array.AddAttribute(&m_UV); m_Array.SetNumVertices(numVertices); m_Array.Layout(); VertexArrayIterator Position = m_Position.GetIterator(); VertexArrayIterator Normal = m_Normal.GetIterator(); VertexArrayIterator UVit = m_UV.GetIterator(); ModelRenderer::CopyPositionAndNormals(mdef, Position, Normal); ModelRenderer::BuildUV(mdef, UVit); m_Array.Upload(); m_Array.FreeBackingStore(); m_Indices = new u16[mdef->GetNumFaces()*3]; ModelRenderer::BuildIndices(mdef, m_Indices); } struct InstancingModelRendererInternals { /// Currently used RenderModifier RenderModifierPtr modifier; /// Previously prepared modeldef IModelDef* imodeldef; }; // Construction and Destruction InstancingModelRenderer::InstancingModelRenderer() { m = new InstancingModelRendererInternals; m->imodeldef = 0; } InstancingModelRenderer::~InstancingModelRenderer() { delete m; } // Check hardware support bool InstancingModelRenderer::IsAvailable() { return g_Renderer.m_VertexShader != 0; } // Build modeldef data if necessary - we have no per-CModel data void* InstancingModelRenderer::CreateModelData(CModel* model) { CModelDefPtr mdef = model->GetModelDef(); IModelDef* imodeldef = (IModelDef*)mdef->GetRenderData(m); debug_assert(!model->GetBoneMatrices()); if (!imodeldef) { imodeldef = new IModelDef(mdef); mdef->SetRenderData(m, imodeldef); } return NULL; } void InstancingModelRenderer::UpdateModelData(CModel* UNUSED(model), void* UNUSED(data), u32 UNUSED(updateflags)) { // We have no per-CModel data } void InstancingModelRenderer::DestroyModelData(CModel* UNUSED(model), void* UNUSED(data)) { // We have no per-CModel data, and per-CModelDef data is deleted by the CModelDef } // Setup one rendering pass. void InstancingModelRenderer::BeginPass(uint streamflags) { glEnableClientState(GL_VERTEX_ARRAY); if (streamflags & STREAM_UV0) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (streamflags & STREAM_COLOR) { const CLightEnv& lightEnv = g_Renderer.GetLightEnv(); int idx; ogl_program_use(g_Renderer.m_VertexShader->m_InstancingLight); idx = g_Renderer.m_VertexShader->m_InstancingLight_Ambient; pglUniform3fvARB(idx, 1, &lightEnv.m_UnitsAmbientColor.X); idx = g_Renderer.m_VertexShader->m_InstancingLight_SunDir; pglUniform3fvARB(idx, 1, &lightEnv.m_SunDir.X); idx = g_Renderer.m_VertexShader->m_InstancingLight_SunColor; pglUniform3fvARB(idx, 1, &lightEnv.m_SunColor.X); glEnableClientState(GL_NORMAL_ARRAY); } else { ogl_program_use(g_Renderer.m_VertexShader->m_Instancing); } } // Cleanup rendering pass. void InstancingModelRenderer::EndPass(uint streamflags) { if (streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY); if (streamflags & STREAM_COLOR) glDisableClientState(GL_NORMAL_ARRAY); pglUseProgramObjectARB(0); glDisableClientState(GL_VERTEX_ARRAY); } // Prepare UV coordinates for this modeldef void InstancingModelRenderer::PrepareModelDef(uint streamflags, CModelDefPtr def) { m->imodeldef = (IModelDef*)def->GetRenderData(m); debug_assert(m->imodeldef); u8* base = m->imodeldef->m_Array.Bind(); GLsizei stride = (GLsizei)m->imodeldef->m_Array.GetStride(); glVertexPointer(3, GL_FLOAT, stride, base + m->imodeldef->m_Position.offset); if (streamflags & STREAM_COLOR) { glNormalPointer(GL_FLOAT, stride, base + m->imodeldef->m_Normal.offset); } if (streamflags & STREAM_UV0) { glTexCoordPointer(2, GL_FLOAT, stride, base + m->imodeldef->m_UV.offset); } } // Render one model void InstancingModelRenderer::RenderModel(uint streamflags, CModel* model, void* UNUSED(data)) { CModelDefPtr mdldef = model->GetModelDef(); const CMatrix3D& mat = model->GetTransform(); RenderPathVertexShader* rpvs = g_Renderer.m_VertexShader; if (streamflags & STREAM_COLOR) { CColor sc = model->GetShadingColor(); glColor3f(sc.r, sc.g, sc.b); pglVertexAttrib4fARB(rpvs->m_InstancingLight_Instancing1, mat._11, mat._12, mat._13, mat._14); pglVertexAttrib4fARB(rpvs->m_InstancingLight_Instancing2, mat._21, mat._22, mat._23, mat._24); pglVertexAttrib4fARB(rpvs->m_InstancingLight_Instancing3, mat._31, mat._32, mat._33, mat._34); } else { pglVertexAttrib4fARB(rpvs->m_Instancing_Instancing1, mat._11, mat._12, mat._13, mat._14); pglVertexAttrib4fARB(rpvs->m_Instancing_Instancing2, mat._21, mat._22, mat._23, mat._24); pglVertexAttrib4fARB(rpvs->m_Instancing_Instancing3, mat._31, mat._32, mat._33, mat._34); } // render the lot size_t numFaces = mdldef->GetNumFaces(); pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdldef->GetNumVertices(), (GLsizei)numFaces*3, GL_UNSIGNED_SHORT, m->imodeldef->m_Indices); // bump stats g_Renderer.m_Stats.m_DrawCalls++; g_Renderer.m_Stats.m_ModelTris += numFaces; }