janwas
c0ed950657
this snowballed into a massive search+destroy of the hodgepodge of mostly equivalent types we had in use (int, uint, unsigned, unsigned int, i32, u32, ulong, uintN). it is more efficient to use 64-bit types in 64-bit mode, so the preferred default is size_t (for anything remotely resembling a size or index). tile coordinates are ssize_t to allow more efficient conversion to/from floating point. flags are int because we almost never need more than 15 distinct bits, bit test/set is not slower and int is fastest to type. finally, some data that is pretty much directly passed to OpenGL is now typed accordingly. after several hours, the code now requires fewer casts and less guesswork. other changes: - unit and player IDs now have an "invalid id" constant in the respective class to avoid casting and -1 - fix some endian/64-bit bugs in the map (un)packing. added a convenience function to write/read a size_t. - ia32: change CPUID interface to allow passing in ecx (required for cache topology detection, which I need at work). remove some unneeded functions from asm, replace with intrinsics where possible. This was SVN commit r5942.
274 lines
6.8 KiB
C++
274 lines
6.8 KiB
C++
/**
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* =========================================================================
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* File : InstancingModelRenderer.cpp
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* Project : Pyrogenesis
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* Description : Implementation of InstancingModelRenderer
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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 "lib/res/graphics/ogl_shader.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 "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/InstancingModelRenderer.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/VertexArray.h"
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#define LOG_CATEGORY "graphics"
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///////////////////////////////////////////////////////////////////////////////////////////////
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// InstancingModelRenderer implementation
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struct IModelDef : public CModelDefRPrivate
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{
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/// Static per-CModel vertex array
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VertexArray m_Array;
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/// Position, normals and UV are all static
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VertexArray::Attribute m_Position;
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VertexArray::Attribute m_Normal;
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VertexArray::Attribute m_UV;
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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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IModelDef(CModelDefPtr mdef);
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~IModelDef() { delete[] m_Indices; }
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};
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IModelDef::IModelDef(CModelDefPtr mdef)
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: m_Array(false)
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{
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size_t numVertices = mdef->GetNumVertices();
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m_Position.type = GL_FLOAT;
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m_Position.elems = 3;
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m_Array.AddAttribute(&m_Position);
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m_Normal.type = GL_FLOAT;
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m_Normal.elems = 3;
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m_Array.AddAttribute(&m_Normal);
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m_UV.type = GL_FLOAT;
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m_UV.elems = 2;
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m_Array.AddAttribute(&m_UV);
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m_Array.SetNumVertices(numVertices);
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m_Array.Layout();
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VertexArrayIterator<CVector3D> Position = m_Position.GetIterator<CVector3D>();
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VertexArrayIterator<CVector3D> Normal = m_Normal.GetIterator<CVector3D>();
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VertexArrayIterator<float[2]> UVit = m_UV.GetIterator<float[2]>();
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ModelRenderer::CopyPositionAndNormals(mdef, Position, Normal);
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ModelRenderer::BuildUV(mdef, UVit);
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m_Array.Upload();
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m_Array.FreeBackingStore();
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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 InstancingModelRendererInternals
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{
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/// Currently used RenderModifier
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RenderModifierPtr modifier;
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/// Previously prepared modeldef
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IModelDef* imodeldef;
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/// If true, primary color will only contain the diffuse term
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bool colorIsDiffuseOnly;
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/// After BeginPass, this points to the instancing matrix interface
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VS_Instancing* instancingConfig;
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};
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// Construction and Destruction
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InstancingModelRenderer::InstancingModelRenderer(bool colorIsDiffuseOnly)
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{
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m = new InstancingModelRendererInternals;
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m->imodeldef = 0;
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m->colorIsDiffuseOnly = colorIsDiffuseOnly;
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}
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InstancingModelRenderer::~InstancingModelRenderer()
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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 InstancingModelRenderer::IsAvailable()
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{
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return g_Renderer.m_VertexShader != 0;
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}
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// Build modeldef data if necessary - we have no per-CModel data
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void* InstancingModelRenderer::CreateModelData(CModel* model)
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{
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CModelDefPtr mdef = model->GetModelDef();
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IModelDef* imodeldef = (IModelDef*)mdef->GetRenderData(m);
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debug_assert(!model->IsSkinned());
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if (!imodeldef)
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{
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imodeldef = new IModelDef(mdef);
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mdef->SetRenderData(m, imodeldef);
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}
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return NULL;
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}
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void InstancingModelRenderer::UpdateModelData(CModel* UNUSED(model), void* UNUSED(data), int UNUSED(updateflags))
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{
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// We have no per-CModel data
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}
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void InstancingModelRenderer::DestroyModelData(CModel* UNUSED(model), void* UNUSED(data))
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{
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// We have no per-CModel data, and per-CModelDef data is deleted by the CModelDef
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}
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// Setup one rendering pass.
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void InstancingModelRenderer::BeginPass(int streamflags, const CMatrix3D* texturematrix)
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{
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debug_assert(streamflags == (streamflags & (STREAM_POS|STREAM_UV0|STREAM_COLOR|STREAM_TEXGENTOUV1)));
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RenderPathVertexShader* rpvs = g_Renderer.m_VertexShader;
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glEnableClientState(GL_VERTEX_ARRAY);
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if (streamflags & STREAM_UV0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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if (streamflags & STREAM_COLOR)
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{
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const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
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VS_GlobalLight* lightConfig;
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if (streamflags & STREAM_TEXGENTOUV1)
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{
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ogl_program_use(rpvs->m_InstancingLightP);
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lightConfig = &rpvs->m_InstancingLightP_Light;
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m->instancingConfig = &rpvs->m_InstancingLightP_Instancing;
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rpvs->m_InstancingLightP_PosToUV1.SetMatrix(*texturematrix);
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}
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else
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{
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ogl_program_use(rpvs->m_InstancingLight);
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lightConfig = &rpvs->m_InstancingLight_Light;
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m->instancingConfig = &rpvs->m_InstancingLight_Instancing;
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}
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if (m->colorIsDiffuseOnly)
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lightConfig->SetAmbient(RGBColor(0,0,0));
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else
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lightConfig->SetAmbient(lightEnv.m_UnitsAmbientColor);
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lightConfig->SetSunDir(lightEnv.GetSunDir());
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lightConfig->SetSunColor(lightEnv.m_SunColor);
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glEnableClientState(GL_NORMAL_ARRAY);
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}
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else
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{
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if (streamflags & STREAM_TEXGENTOUV1)
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{
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ogl_program_use(rpvs->m_InstancingP);
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m->instancingConfig = &rpvs->m_InstancingP_Instancing;
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rpvs->m_InstancingP_PosToUV1.SetMatrix(*texturematrix);
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}
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else
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{
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ogl_program_use(rpvs->m_Instancing);
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m->instancingConfig = &rpvs->m_Instancing_Instancing;
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}
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}
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}
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// Cleanup rendering pass.
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void InstancingModelRenderer::EndPass(int streamflags)
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{
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if (streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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if (streamflags & STREAM_COLOR) glDisableClientState(GL_NORMAL_ARRAY);
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pglUseProgramObjectARB(0);
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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// Prepare UV coordinates for this modeldef
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void InstancingModelRenderer::PrepareModelDef(int streamflags, CModelDefPtr def)
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{
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m->imodeldef = (IModelDef*)def->GetRenderData(m);
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debug_assert(m->imodeldef);
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u8* base = m->imodeldef->m_Array.Bind();
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GLsizei stride = (GLsizei)m->imodeldef->m_Array.GetStride();
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glVertexPointer(3, GL_FLOAT, stride, base + m->imodeldef->m_Position.offset);
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if (streamflags & STREAM_COLOR)
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{
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glNormalPointer(GL_FLOAT, stride, base + m->imodeldef->m_Normal.offset);
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}
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if (streamflags & STREAM_UV0)
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{
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glTexCoordPointer(2, GL_FLOAT, stride, base + m->imodeldef->m_UV.offset);
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}
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}
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// Render one model
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void InstancingModelRenderer::RenderModel(int streamflags, CModel* model, void* UNUSED(data))
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{
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CModelDefPtr mdldef = model->GetModelDef();
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const CMatrix3D& mat = model->GetTransform();
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if (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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}
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m->instancingConfig->SetMatrix(mat);
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// render the lot
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size_t numFaces = mdldef->GetNumFaces();
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if (!g_Renderer.m_SkipSubmit) {
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pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdldef->GetNumVertices(),
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(GLsizei)numFaces*3, GL_UNSIGNED_SHORT, m->imodeldef->m_Indices);
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}
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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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