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forked from 0ad/0ad
0ad/source/graphics/Model.cpp
Ykkrosh b08e142193 Graphics optimisations and features from eihrul.
Add shadow filtering (PCF) option.
Fix ugly shadow saturation in old lighting mode.
Fix fancy water shader.
Fix camera matrix computation.
Support scissoring of camera frustum.
Optimise vertex skinning.
Inline various matrix functions.
Support filtering of the list of submitted models before a rendering
pass, for more precise culling.
Optimise water renderer (fixes #721, based on patch by ortalo).
Use scissoring when generating reflection/refraction textures.
Skip reflection/refraction texture generation when no water is visible.
Render alpha-blended objects differently (fixes #434).
Reduce shadow swimming effects.

This was SVN commit r9814.
2011-07-12 23:48:05 +00:00

538 lines
15 KiB
C++

/* Copyright (C) 2011 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/>.
*/
/*
* Mesh object with texture and skinning information
*/
#include "precompiled.h"
#include "Model.h"
#include "ModelDef.h"
#include "maths/Quaternion.h"
#include "maths/Bound.h"
#include "SkeletonAnim.h"
#include "SkeletonAnimDef.h"
#include "SkeletonAnimManager.h"
#include "MeshManager.h"
#include "ObjectEntry.h"
#include "lib/res/graphics/ogl_tex.h"
#include "lib/res/h_mgr.h"
#include "ps/Profile.h"
#include "ps/CLogger.h"
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Constructor
CModel::CModel(CSkeletonAnimManager& skeletonAnimManager)
: m_Flags(0), m_Anim(NULL), m_AnimTime(0),
m_BoneMatrices(NULL), m_InverseBindBoneMatrices(NULL),
m_AmmoPropPoint(NULL), m_AmmoLoadedProp(0),
m_SkeletonAnimManager(skeletonAnimManager)
{
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Destructor
CModel::~CModel()
{
ReleaseData();
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// ReleaseData: delete anything allocated by the model
void CModel::ReleaseData()
{
delete[] m_BoneMatrices;
delete[] m_InverseBindBoneMatrices;
for (size_t i = 0; i < m_Props.size(); ++i)
delete m_Props[i].m_Model;
m_Props.clear();
m_pModelDef = CModelDefPtr();
m_Texture.reset();
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// InitModel: setup model from given geometry
bool CModel::InitModel(const CModelDefPtr& modeldef)
{
// clean up any existing data first
ReleaseData();
m_pModelDef = modeldef;
size_t numBones = modeldef->GetNumBones();
if (numBones != 0)
{
size_t numBlends = modeldef->GetNumBlends();
// allocate matrices for bone transformations
m_BoneMatrices = new CMatrix3D[numBones + numBlends];
for (size_t i = 0; i < numBones + numBlends; ++i)
{
m_BoneMatrices[i].SetIdentity();
}
m_InverseBindBoneMatrices = new CMatrix3D[numBones];
// store default pose until animation assigned
CBoneState* defpose = modeldef->GetBones();
for (size_t i = 0; i < numBones; ++i)
{
m_InverseBindBoneMatrices[i].SetIdentity();
m_InverseBindBoneMatrices[i].Translate(-defpose[i].m_Translation);
m_InverseBindBoneMatrices[i].Rotate(defpose[i].m_Rotation.GetInverse());
}
}
m_PositionValid = true;
return true;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// CalcBound: calculate the world space bounds of this model
void CModel::CalcBounds()
{
// Need to calculate the object bounds first, if that hasn't already been done
if (! (m_Anim && m_Anim->m_AnimDef))
{
if (m_ObjectBounds.IsEmpty())
CalcObjectBounds();
}
else
{
if (m_Anim->m_ObjectBounds.IsEmpty())
CalcAnimatedObjectBound(m_Anim->m_AnimDef, m_Anim->m_ObjectBounds);
ENSURE(! m_Anim->m_ObjectBounds.IsEmpty()); // (if this happens, it'll be recalculating the bounds every time)
m_ObjectBounds = m_Anim->m_ObjectBounds;
}
// Ensure the transform is set correctly before we use it
ValidatePosition();
m_ObjectBounds.Transform(GetTransform(), m_Bounds);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// CalcObjectBounds: calculate object space bounds of this model, based solely on vertex positions
void CModel::CalcObjectBounds()
{
m_ObjectBounds.SetEmpty();
size_t numverts=m_pModelDef->GetNumVertices();
SModelVertex* verts=m_pModelDef->GetVertices();
for (size_t i=0;i<numverts;i++) {
m_ObjectBounds+=verts[i].m_Coords;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// CalcAnimatedObjectBound: calculate bounds encompassing all vertex positions for given animation
void CModel::CalcAnimatedObjectBound(CSkeletonAnimDef* anim,CBound& result)
{
result.SetEmpty();
// Set the current animation on which to perform calculations (if it's necessary)
if (anim != m_Anim->m_AnimDef)
{
CSkeletonAnim dummyanim;
dummyanim.m_AnimDef=anim;
if (!SetAnimation(&dummyanim)) return;
}
size_t numverts=m_pModelDef->GetNumVertices();
SModelVertex* verts=m_pModelDef->GetVertices();
// Remove any transformations, so that we calculate the bounding box
// at the origin. The box is later re-transformed onto the object, without
// having to recalculate the size of the box.
CMatrix3D transform, oldtransform = GetTransform();
CModelAbstract* oldparent = m_Parent;
m_Parent = 0;
transform.SetIdentity();
CRenderableObject::SetTransform(transform);
// Following seems to stomp over the current animation time - which, unsurprisingly,
// introduces artefacts in the currently playing animation. Save it here and restore it
// at the end.
float AnimTime = m_AnimTime;
// iterate through every frame of the animation
for (size_t j=0;j<anim->GetNumFrames();j++) {
m_PositionValid = false;
ValidatePosition();
// extend bounds by vertex positions at the frame
for (size_t i=0;i<numverts;i++)
{
result += CModelDef::SkinPoint(verts[i], GetAnimatedBoneMatrices());
}
// advance to next frame
m_AnimTime += anim->GetFrameTime();
}
m_PositionValid = false;
m_Parent = oldparent;
SetTransform(oldtransform);
m_AnimTime = AnimTime;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
const CBound CModel::GetBoundsRec()
{
CBound bounds = GetBounds();
for (size_t i = 0; i < m_Props.size(); ++i)
bounds += m_Props[i].m_Model->GetBoundsRec();
return bounds;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// BuildAnimation: load raw animation frame animation from given file, and build a
// animation specific to this model
CSkeletonAnim* CModel::BuildAnimation(const VfsPath& pathname, const CStr& name, float speed, float actionpos, float actionpos2)
{
CSkeletonAnimDef* def = m_SkeletonAnimManager.GetAnimation(pathname);
if (!def)
return NULL;
CSkeletonAnim* anim = new CSkeletonAnim();
anim->m_Name = name;
anim->m_AnimDef = def;
anim->m_Speed = speed;
if (actionpos == -1.f)
anim->m_ActionPos = -1.f;
else
anim->m_ActionPos = actionpos * anim->m_AnimDef->GetDuration();
if (actionpos2 == -1.f)
anim->m_ActionPos2 = -1.f;
else
anim->m_ActionPos2 = actionpos2 * anim->m_AnimDef->GetDuration();
anim->m_ObjectBounds.SetEmpty();
InvalidateBounds();
return anim;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Update: update this model to the given time, in msec
void CModel::UpdateTo(float time)
{
// update animation time, but don't calculate bone matrices - do that (lazily) when
// something requests them; that saves some calculation work for offscreen models,
// and also assures the world space, inverted bone matrices (required for normal
// skinning) are up to date with respect to m_Transform
m_AnimTime = time;
// mark vertices as dirty
SetDirty(RENDERDATA_UPDATE_VERTICES);
// mark matrices as dirty
InvalidatePosition();
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// InvalidatePosition
void CModel::InvalidatePosition()
{
m_PositionValid = false;
for (size_t i = 0; i < m_Props.size(); ++i)
m_Props[i].m_Model->InvalidatePosition();
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// ValidatePosition: ensure that current transform and bone matrices are both uptodate
void CModel::ValidatePosition()
{
if (m_PositionValid)
{
ENSURE(!m_Parent || m_Parent->m_PositionValid);
return;
}
if (m_Parent && !m_Parent->m_PositionValid)
{
// Make sure we don't base our calculations on
// a parent animation state that is out of date.
m_Parent->ValidatePosition();
// Parent will recursively call our validation.
ENSURE(m_PositionValid);
return;
}
if (m_Anim && m_BoneMatrices)
{
// PROFILE( "generating bone matrices" );
ENSURE(m_pModelDef->GetNumBones() == m_Anim->m_AnimDef->GetNumKeys());
m_Anim->m_AnimDef->BuildBoneMatrices(m_AnimTime, m_BoneMatrices, !(m_Flags & MODELFLAG_NOLOOPANIMATION));
const CMatrix3D& transform = GetTransform();
for (size_t i = 0; i < m_pModelDef->GetNumBones(); i++)
m_BoneMatrices[i].Concatenate(transform);
}
else if (m_BoneMatrices)
{
// Bones but no animation - probably a buggy actor forgot to set up the animation,
// so just render it in its bind pose
const CMatrix3D& transform = GetTransform();
for (size_t i = 0; i < m_pModelDef->GetNumBones(); i++)
{
m_BoneMatrices[i].SetIdentity();
m_BoneMatrices[i].Rotate(m_pModelDef->GetBones()[i].m_Rotation);
m_BoneMatrices[i].Translate(m_pModelDef->GetBones()[i].m_Translation);
m_BoneMatrices[i].Concatenate(transform);
}
}
m_PositionValid = true;
// re-position and validate all props
for (size_t j = 0; j < m_Props.size(); ++j)
{
const Prop& prop=m_Props[j];
CMatrix3D proptransform = prop.m_Point->m_Transform;;
if (prop.m_Point->m_BoneIndex != 0xff)
proptransform.Concatenate(m_BoneMatrices[prop.m_Point->m_BoneIndex]);
else
proptransform.Concatenate(m_Transform);
prop.m_Model->SetTransform(proptransform);
prop.m_Model->ValidatePosition();
}
if (m_BoneMatrices)
{
for (size_t i = 0; i < m_pModelDef->GetNumBones(); i++)
{
m_BoneMatrices[i] = m_BoneMatrices[i] * m_InverseBindBoneMatrices[i];
}
m_pModelDef->BlendBoneMatrices(m_BoneMatrices);
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SetAnimation: set the given animation as the current animation on this model;
// return false on error, else true
bool CModel::SetAnimation(CSkeletonAnim* anim, bool once)
{
m_Anim = NULL; // in case something fails
if (anim)
{
m_Flags &= ~MODELFLAG_NOLOOPANIMATION;
if (once)
m_Flags |= MODELFLAG_NOLOOPANIMATION;
if (!m_BoneMatrices && anim->m_AnimDef)
{
// not boned, can't animate
return false;
}
if (m_BoneMatrices && !anim->m_AnimDef)
{
// boned, but animation isn't valid
// (e.g. the default (static) idle animation on an animated unit)
return false;
}
if (anim->m_AnimDef && anim->m_AnimDef->GetNumKeys() != m_pModelDef->GetNumBones())
{
// mismatch between model's skeleton and animation's skeleton
LOGERROR(L"Mismatch between model's skeleton and animation's skeleton (%lu model bones != %lu animation keys)",
(unsigned long)m_pModelDef->GetNumBones(), (unsigned long)anim->m_AnimDef->GetNumKeys());
return false;
}
// reset the cached bounds when the animation is changed
m_ObjectBounds.SetEmpty();
InvalidateBounds();
// start anim from beginning
m_AnimTime = 0;
}
m_Anim = anim;
return true;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// CopyAnimation
void CModel::CopyAnimationFrom(CModel* source)
{
m_Anim = source->m_Anim;
m_AnimTime = source->m_AnimTime;
m_Flags &= ~MODELFLAG_CASTSHADOWS;
if (source->m_Flags & MODELFLAG_CASTSHADOWS)
m_Flags |= MODELFLAG_CASTSHADOWS;
m_ObjectBounds.SetEmpty();
InvalidateBounds();
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// AddProp: add a prop to the model on the given point
void CModel::AddProp(const SPropPoint* point, CModelAbstract* model, CObjectEntry* objectentry)
{
// position model according to prop point position
model->SetTransform(point->m_Transform);
model->m_Parent = this;
Prop prop;
prop.m_Point = point;
prop.m_Model = model;
prop.m_ObjectEntry = objectentry;
m_Props.push_back(prop);
}
void CModel::AddAmmoProp(const SPropPoint* point, CModelAbstract* model, CObjectEntry* objectentry)
{
AddProp(point, model, objectentry);
m_AmmoPropPoint = point;
m_AmmoLoadedProp = m_Props.size() - 1;
m_Props[m_AmmoLoadedProp].m_Hidden = true;
}
void CModel::ShowAmmoProp()
{
if (m_AmmoPropPoint == NULL)
return;
// Show the ammo prop, hide all others on the same prop point
for (size_t i = 0; i < m_Props.size(); ++i)
if (m_Props[i].m_Point == m_AmmoPropPoint)
m_Props[i].m_Hidden = (i != m_AmmoLoadedProp);
}
void CModel::HideAmmoProp()
{
if (m_AmmoPropPoint == NULL)
return;
// Hide the ammo prop, show all others on the same prop point
for (size_t i = 0; i < m_Props.size(); ++i)
if (m_Props[i].m_Point == m_AmmoPropPoint)
m_Props[i].m_Hidden = (i == m_AmmoLoadedProp);
}
CModelAbstract* CModel::FindFirstAmmoProp()
{
if (m_AmmoPropPoint)
return m_Props[m_AmmoLoadedProp].m_Model;
for (size_t i = 0; i < m_Props.size(); ++i)
{
CModel* propModel = m_Props[i].m_Model->ToCModel();
if (propModel)
{
CModelAbstract* model = propModel->FindFirstAmmoProp();
if (model)
return model;
}
}
return NULL;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Clone: return a clone of this model
CModelAbstract* CModel::Clone() const
{
CModel* clone = new CModel(m_SkeletonAnimManager);
clone->m_ObjectBounds = m_ObjectBounds;
clone->InitModel(m_pModelDef);
clone->SetTexture(m_Texture);
clone->SetMaterial(m_Material);
clone->SetAnimation(m_Anim);
clone->SetFlags(m_Flags);
for (size_t i = 0; i < m_Props.size(); i++)
{
// eek! TODO, RC - need to investigate shallow clone here
if (m_AmmoPropPoint && i == m_AmmoLoadedProp)
clone->AddAmmoProp(m_Props[i].m_Point, m_Props[i].m_Model->Clone(), m_Props[i].m_ObjectEntry);
else
clone->AddProp(m_Props[i].m_Point, m_Props[i].m_Model->Clone(), m_Props[i].m_ObjectEntry);
}
return clone;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SetTransform: set the transform on this object, and reorientate props accordingly
void CModel::SetTransform(const CMatrix3D& transform)
{
// call base class to set transform on this object
CRenderableObject::SetTransform(transform);
InvalidatePosition();
}
//////////////////////////////////////////////////////////////////////////
void CModel::AddFlagsRec(int flags)
{
m_Flags |= flags;
for (size_t i = 0; i < m_Props.size(); ++i)
if (m_Props[i].m_Model->ToCModel())
m_Props[i].m_Model->ToCModel()->AddFlagsRec(flags);
}
void CModel::SetMaterial(const CMaterial &material)
{
m_Material = material;
}
void CModel::SetPlayerID(player_id_t id)
{
CModelAbstract::SetPlayerID(id);
if (id != INVALID_PLAYER)
m_Material.SetPlayerID(id);
for (std::vector<Prop>::iterator it = m_Props.begin(); it != m_Props.end(); ++it)
it->m_Model->SetPlayerID(id);
}
void CModel::SetShadingColor(const CColor& colour)
{
CModelAbstract::SetShadingColor(colour);
for (std::vector<Prop>::iterator it = m_Props.begin(); it != m_Props.end(); ++it)
it->m_Model->SetShadingColor(colour);
}