/* Copyright (C) 2023 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 . */ #include "precompiled.h" #include "renderer/InstancingModelRenderer.h" #include "graphics/Color.h" #include "graphics/LightEnv.h" #include "graphics/Model.h" #include "graphics/ModelDef.h" #include "maths/Vector3D.h" #include "maths/Vector4D.h" #include "ps/CLogger.h" #include "ps/containers/StaticVector.h" #include "ps/CStrInternStatic.h" #include "renderer/Renderer.h" #include "renderer/RenderModifiers.h" #include "renderer/VertexArray.h" #include "third_party/mikktspace/weldmesh.h" struct IModelDef : public CModelDefRPrivate { /// Static per-CModel vertex array VertexArray m_Array; /// Position and normals are static VertexArray::Attribute m_Position; VertexArray::Attribute m_Normal; VertexArray::Attribute m_Tangent; VertexArray::Attribute m_BlendJoints; // valid iff gpuSkinning == true VertexArray::Attribute m_BlendWeights; // valid iff gpuSkinning == true /// The number of UVs is determined by the model std::vector m_UVs; Renderer::Backend::IVertexInputLayout* m_VertexInputLayout = nullptr; /// Indices are the same for all models, so share them VertexIndexArray m_IndexArray; IModelDef(const CModelDefPtr& mdef, bool gpuSkinning, bool calculateTangents); }; IModelDef::IModelDef(const CModelDefPtr& mdef, bool gpuSkinning, bool calculateTangents) : m_IndexArray(false), m_Array(Renderer::Backend::IBuffer::Type::VERTEX, false) { size_t numVertices = mdef->GetNumVertices(); m_Position.format = Renderer::Backend::Format::R32G32B32_SFLOAT; m_Array.AddAttribute(&m_Position); m_Normal.format = Renderer::Backend::Format::R32G32B32_SFLOAT; m_Array.AddAttribute(&m_Normal); m_UVs.resize(mdef->GetNumUVsPerVertex()); for (size_t i = 0; i < mdef->GetNumUVsPerVertex(); i++) { m_UVs[i].format = Renderer::Backend::Format::R32G32_SFLOAT; m_Array.AddAttribute(&m_UVs[i]); } if (gpuSkinning) { // We can't use a lot of bones because it costs uniform memory. Recommended // number of bones per model is 32. // Add 1 to NumBones because of the special 'root' bone. if (mdef->GetNumBones() + 1 > 64) LOGERROR("Model '%s' has too many bones %zu/64", mdef->GetName().string8().c_str(), mdef->GetNumBones() + 1); ENSURE(mdef->GetNumBones() + 1 <= 64); m_BlendJoints.format = Renderer::Backend::Format::R8G8B8A8_UINT; m_Array.AddAttribute(&m_BlendJoints); m_BlendWeights.format = Renderer::Backend::Format::R8G8B8A8_UNORM; m_Array.AddAttribute(&m_BlendWeights); } if (calculateTangents) { // Generate tangents for the geometry:- m_Tangent.format = Renderer::Backend::Format::R32G32B32A32_SFLOAT; m_Array.AddAttribute(&m_Tangent); // floats per vertex; position + normal + tangent + UV*sets [+ GPUskinning] int numVertexAttrs = 3 + 3 + 4 + 2 * mdef->GetNumUVsPerVertex(); if (gpuSkinning) { numVertexAttrs += 8; } // the tangent generation can increase the number of vertices temporarily // so reserve a bit more memory to avoid reallocations in GenTangents (in most cases) std::vector newVertices; newVertices.reserve(numVertexAttrs * numVertices * 2); // Generate the tangents ModelRenderer::GenTangents(mdef, newVertices, gpuSkinning); // how many vertices do we have after generating tangents? int newNumVert = newVertices.size() / numVertexAttrs; std::vector remapTable(newNumVert); std::vector vertexDataOut(newNumVert * numVertexAttrs); // re-weld the mesh to remove duplicated vertices int numVertices2 = WeldMesh(&remapTable[0], &vertexDataOut[0], &newVertices[0], newNumVert, numVertexAttrs); // Copy the model data to graphics memory:- m_Array.SetNumberOfVertices(numVertices2); m_Array.Layout(); VertexArrayIterator Position = m_Position.GetIterator(); VertexArrayIterator Normal = m_Normal.GetIterator(); VertexArrayIterator Tangent = m_Tangent.GetIterator(); VertexArrayIterator BlendJoints; VertexArrayIterator BlendWeights; if (gpuSkinning) { BlendJoints = m_BlendJoints.GetIterator(); BlendWeights = m_BlendWeights.GetIterator(); } // copy everything into the vertex array for (int i = 0; i < numVertices2; i++) { int q = numVertexAttrs * i; Position[i] = CVector3D(vertexDataOut[q + 0], vertexDataOut[q + 1], vertexDataOut[q + 2]); q += 3; Normal[i] = CVector3D(vertexDataOut[q + 0], vertexDataOut[q + 1], vertexDataOut[q + 2]); q += 3; Tangent[i] = CVector4D(vertexDataOut[q + 0], vertexDataOut[q + 1], vertexDataOut[q + 2], vertexDataOut[q + 3]); q += 4; if (gpuSkinning) { for (size_t j = 0; j < 4; ++j) { BlendJoints[i][j] = (u8)vertexDataOut[q + 0 + 2 * j]; BlendWeights[i][j] = (u8)vertexDataOut[q + 1 + 2 * j]; } q += 8; } for (size_t j = 0; j < mdef->GetNumUVsPerVertex(); j++) { VertexArrayIterator UVit = m_UVs[j].GetIterator(); UVit[i][0] = vertexDataOut[q + 0 + 2 * j]; UVit[i][1] = vertexDataOut[q + 1 + 2 * j]; } } // upload vertex data m_Array.Upload(); m_Array.FreeBackingStore(); m_IndexArray.SetNumberOfVertices(mdef->GetNumFaces() * 3); m_IndexArray.Layout(); VertexArrayIterator Indices = m_IndexArray.GetIterator(); size_t idxidx = 0; // reindex geometry and upload index for (size_t j = 0; j < mdef->GetNumFaces(); ++j) { Indices[idxidx++] = remapTable[j * 3 + 0]; Indices[idxidx++] = remapTable[j * 3 + 1]; Indices[idxidx++] = remapTable[j * 3 + 2]; } m_IndexArray.Upload(); m_IndexArray.FreeBackingStore(); } else { // Upload model without calculating tangents:- m_Array.SetNumberOfVertices(numVertices); m_Array.Layout(); VertexArrayIterator Position = m_Position.GetIterator(); VertexArrayIterator Normal = m_Normal.GetIterator(); ModelRenderer::CopyPositionAndNormals(mdef, Position, Normal); for (size_t i = 0; i < mdef->GetNumUVsPerVertex(); i++) { VertexArrayIterator UVit = m_UVs[i].GetIterator(); ModelRenderer::BuildUV(mdef, UVit, i); } if (gpuSkinning) { VertexArrayIterator BlendJoints = m_BlendJoints.GetIterator(); VertexArrayIterator BlendWeights = m_BlendWeights.GetIterator(); for (size_t i = 0; i < numVertices; ++i) { const SModelVertex& vtx = mdef->GetVertices()[i]; for (size_t j = 0; j < 4; ++j) { BlendJoints[i][j] = vtx.m_Blend.m_Bone[j]; BlendWeights[i][j] = (u8)(255.f * vtx.m_Blend.m_Weight[j]); } } } m_Array.Upload(); m_Array.FreeBackingStore(); m_IndexArray.SetNumberOfVertices(mdef->GetNumFaces()*3); m_IndexArray.Layout(); ModelRenderer::BuildIndices(mdef, m_IndexArray.GetIterator()); m_IndexArray.Upload(); m_IndexArray.FreeBackingStore(); } const uint32_t stride = m_Array.GetStride(); constexpr size_t MAX_UV = 2; PS::StaticVector attributes{ {Renderer::Backend::VertexAttributeStream::POSITION, m_Position.format, m_Position.offset, stride, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}, {Renderer::Backend::VertexAttributeStream::NORMAL, m_Normal.format, m_Normal.offset, stride, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0} }; for (size_t uv = 0; uv < std::min(MAX_UV, mdef->GetNumUVsPerVertex()); ++uv) { const Renderer::Backend::VertexAttributeStream stream = static_cast( static_cast(Renderer::Backend::VertexAttributeStream::UV0) + uv); attributes.push_back({ stream, m_UVs[uv].format, m_UVs[uv].offset, stride, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}); } // GPU skinning requires extra attributes to compute positions/normals. if (gpuSkinning) { attributes.push_back({ Renderer::Backend::VertexAttributeStream::UV2, m_BlendJoints.format, m_BlendJoints.offset, stride, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}); attributes.push_back({ Renderer::Backend::VertexAttributeStream::UV3, m_BlendWeights.format, m_BlendWeights.offset, stride, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}); } if (calculateTangents) { attributes.push_back({ Renderer::Backend::VertexAttributeStream::UV4, m_Tangent.format, m_Tangent.offset, stride, Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}); } m_VertexInputLayout = g_Renderer.GetVertexInputLayout({attributes.begin(), attributes.end()}); } struct InstancingModelRendererInternals { bool gpuSkinning; bool calculateTangents; /// Previously prepared modeldef IModelDef* imodeldef; /// Index base for imodeldef u8* imodeldefIndexBase; }; // Construction and Destruction InstancingModelRenderer::InstancingModelRenderer(bool gpuSkinning, bool calculateTangents) { m = new InstancingModelRendererInternals; m->gpuSkinning = gpuSkinning; m->calculateTangents = calculateTangents; m->imodeldef = 0; } InstancingModelRenderer::~InstancingModelRenderer() { delete m; } // Build modeldef data if necessary - we have no per-CModel data CModelRData* InstancingModelRenderer::CreateModelData(const void* key, CModel* model) { CModelDefPtr mdef = model->GetModelDef(); IModelDef* imodeldef = (IModelDef*)mdef->GetRenderData(m); if (m->gpuSkinning) ENSURE(model->IsSkinned()); else ENSURE(!model->IsSkinned()); if (!imodeldef) { imodeldef = new IModelDef(mdef, m->gpuSkinning, m->calculateTangents); mdef->SetRenderData(m, imodeldef); } return new CModelRData(key); } void InstancingModelRenderer::UpdateModelData(CModel* UNUSED(model), CModelRData* UNUSED(data), int UNUSED(updateflags)) { // We have no per-CModel data } void InstancingModelRenderer::UploadModelData( Renderer::Backend::IDeviceCommandContext* UNUSED(deviceCommandContext), CModel* UNUSED(model), CModelRData* UNUSED(data)) { // Data uploaded once during creation as we don't update it dynamically. } // Prepare UV coordinates for this modeldef void InstancingModelRenderer::PrepareModelDef( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const CModelDef& def) { m->imodeldef = (IModelDef*)def.GetRenderData(m); ENSURE(m->imodeldef); deviceCommandContext->SetVertexInputLayout(m->imodeldef->m_VertexInputLayout); deviceCommandContext->SetIndexBuffer(m->imodeldef->m_IndexArray.GetBuffer()); const uint32_t stride = m->imodeldef->m_Array.GetStride(); const uint32_t firstVertexOffset = m->imodeldef->m_Array.GetOffset() * stride; deviceCommandContext->SetVertexBuffer( 0, m->imodeldef->m_Array.GetBuffer(), firstVertexOffset); } // Render one model void InstancingModelRenderer::RenderModel( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, Renderer::Backend::IShaderProgram* shader, CModel* model, CModelRData* UNUSED(data)) { const CModelDefPtr& mdldef = model->GetModelDef(); if (m->gpuSkinning) { // Bind matrices for current animation state. // Add 1 to NumBones because of the special 'root' bone. deviceCommandContext->SetUniform( shader->GetBindingSlot(str_skinBlendMatrices), PS::span( model->GetAnimatedBoneMatrices()[0]._data, model->GetAnimatedBoneMatrices()[0].AsFloatArray().size() * (mdldef->GetNumBones() + 1))); } // Render the lot. const size_t numberOfFaces = mdldef->GetNumFaces(); deviceCommandContext->DrawIndexedInRange( m->imodeldef->m_IndexArray.GetOffset(), numberOfFaces * 3, 0, m->imodeldef->m_Array.GetNumberOfVertices() - 1); // Bump stats. g_Renderer.m_Stats.m_DrawCalls++; g_Renderer.m_Stats.m_ModelTris += numberOfFaces; }