322 lines
7.9 KiB
C++
322 lines
7.9 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 Haehnle <nicolai@wildfiregames.com>
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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/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/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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/// Previously prepared modeldef
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HWLModelDef* hwlmodeldef;
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/// If true, primary color will only contain the diffuse term
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bool colorIsDiffuseOnly;
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};
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// Construction and Destruction
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HWLightingModelRenderer::HWLightingModelRenderer(bool colorIsDiffuseOnly)
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{
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m = new HWLightingModelRendererInternals;
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m->hwlmodeldef = 0;
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m->colorIsDiffuseOnly = colorIsDiffuseOnly;
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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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// 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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// 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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ModelRenderer::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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// Setup one rendering pass
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void HWLightingModelRenderer::BeginPass(uint 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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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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RenderPathVertexShader* rpvs = g_Renderer.m_VertexShader;
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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_ModelLightP);
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lightConfig = &rpvs->m_ModelLightP_Light;
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rpvs->m_ModelLightP_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_ModelLight);
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lightConfig = &rpvs->m_ModelLight_Light;
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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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pglActiveTextureARB(GL_TEXTURE1);
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float tmp[4];
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glEnable(GL_TEXTURE_GEN_S);
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
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tmp[0] = texturematrix->_11;
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tmp[1] = texturematrix->_12;
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tmp[2] = texturematrix->_13;
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tmp[3] = texturematrix->_14;
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glTexGenfv(GL_S, GL_OBJECT_PLANE, tmp);
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glEnable(GL_TEXTURE_GEN_T);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
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tmp[0] = texturematrix->_21;
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tmp[1] = texturematrix->_22;
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tmp[2] = texturematrix->_23;
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tmp[3] = texturematrix->_24;
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glTexGenfv(GL_T, GL_OBJECT_PLANE, tmp);
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glEnable(GL_TEXTURE_GEN_R);
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glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
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tmp[0] = texturematrix->_31;
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tmp[1] = texturematrix->_32;
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tmp[2] = texturematrix->_33;
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tmp[3] = texturematrix->_34;
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glTexGenfv(GL_R, GL_OBJECT_PLANE, tmp);
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pglActiveTextureARB(GL_TEXTURE0);
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}
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}
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}
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// Cleanup one rendering pass
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void HWLightingModelRenderer::EndPass(uint 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)
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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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else
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{
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if (streamflags & STREAM_TEXGENTOUV1)
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{
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pglActiveTextureARB(GL_TEXTURE1);
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_R);
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pglActiveTextureARB(GL_TEXTURE0);
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}
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}
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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 HWLightingModelRenderer::PrepareModelDef(uint UNUSED(streamflags), 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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// Render one model
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void HWLightingModelRenderer::RenderModel(uint streamflags, CModel* model, void* data)
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{
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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 (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 (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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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->hwlmodeldef->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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