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forked from 0ad/0ad
0ad/source/renderer/HWLightingModelRenderer.cpp
Ykkrosh 6bc33fe8bd Update renderer design to be more flexible and data-driven based on material and shader definitions.
Support conditional expressions in shader effect XML files.
Consolidate fixed-function model rendering into the shader system.
Remove lots of now-obsolete renderer code.
Move shader defines from std::map to new class with interned data, for
performance.
Move texture from model into material.
Alleviate singletonitis.
Remove obsolete lodbias setting.
Remove unused terrain shadow transparency.

This was SVN commit r11423.
2012-04-03 18:44:46 +00:00

305 lines
8.6 KiB
C++

/* Copyright (C) 2012 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/>.
*/
#include "precompiled.h"
#include "lib/bits.h"
#include "lib/ogl.h"
#include "lib/sysdep/rtl.h"
#include "maths/Vector3D.h"
#include "graphics/Color.h"
#include "graphics/LightEnv.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "renderer/HWLightingModelRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
#include "renderer/VertexArray.h"
struct ShaderModelDef : public CModelDefRPrivate
{
/// Indices are the same for all models, so share them
VertexIndexArray m_IndexArray;
/// Static per-CModelDef vertex array
VertexArray m_Array;
/// UV coordinates are stored in the static array
VertexArray::Attribute m_UV;
ShaderModelDef(const CModelDefPtr& mdef);
};
ShaderModelDef::ShaderModelDef(const CModelDefPtr& mdef)
: m_IndexArray(GL_STATIC_DRAW), m_Array(GL_STATIC_DRAW)
{
size_t numVertices = mdef->GetNumVertices();
m_UV.type = GL_FLOAT;
m_UV.elems = 2;
m_Array.AddAttribute(&m_UV);
m_Array.SetNumVertices(numVertices);
m_Array.Layout();
VertexArrayIterator<float[2]> UVit = m_UV.GetIterator<float[2]>();
ModelRenderer::BuildUV(mdef, UVit);
m_Array.Upload();
m_Array.FreeBackingStore();
m_IndexArray.SetNumVertices(mdef->GetNumFaces()*3);
m_IndexArray.Layout();
ModelRenderer::BuildIndices(mdef, m_IndexArray.GetIterator());
m_IndexArray.Upload();
m_IndexArray.FreeBackingStore();
}
struct ShaderModel : public CModelRData
{
/// Dynamic per-CModel vertex array
VertexArray m_Array;
/// Position and normals/lighting are recalculated on CPU every frame
VertexArray::Attribute m_Position;
VertexArray::Attribute m_Normal; // valid iff cpuLighting == false
VertexArray::Attribute m_Color; // valid iff cpuLighting == true
ShaderModel(const void* key) : CModelRData(key), m_Array(GL_DYNAMIC_DRAW) { }
};
struct ShaderModelRendererInternals
{
bool cpuLighting;
/**
* Scratch space for normal vector calculation.
* Only used if cpuLighting == true.
* Space is reserved so we don't have to do frequent reallocations.
* Allocated with rtl_AllocateAligned(normalsNumVertices*16, 16) for SSE writes.
*/
char* normals;
size_t normalsNumVertices;
/// Previously prepared modeldef
ShaderModelDef* shadermodeldef;
};
// Construction and Destruction
ShaderModelVertexRenderer::ShaderModelVertexRenderer(bool cpuLighting)
{
m = new ShaderModelRendererInternals;
m->cpuLighting = cpuLighting;
m->normals = NULL;
m->normalsNumVertices = 0;
m->shadermodeldef = NULL;
}
ShaderModelVertexRenderer::~ShaderModelVertexRenderer()
{
rtl_FreeAligned(m->normals);
delete m;
}
// Build model data (and modeldef data if necessary)
CModelRData* ShaderModelVertexRenderer::CreateModelData(const void* key, CModel* model)
{
CModelDefPtr mdef = model->GetModelDef();
ShaderModelDef* shadermodeldef = (ShaderModelDef*)mdef->GetRenderData(m);
if (!shadermodeldef)
{
shadermodeldef = new ShaderModelDef(mdef);
mdef->SetRenderData(m, shadermodeldef);
}
// Build the per-model data
ShaderModel* shadermodel = new ShaderModel(key);
if (m->cpuLighting)
{
// Positions must be 16-byte aligned for SSE writes.
// We can pack the color after the position; it will be corrupted by
// BuildPositionAndNormals, but that's okay since we'll recompute the
// colors afterwards.
shadermodel->m_Color.type = GL_UNSIGNED_BYTE;
shadermodel->m_Color.elems = 4;
shadermodel->m_Array.AddAttribute(&shadermodel->m_Color);
shadermodel->m_Position.type = GL_FLOAT;
shadermodel->m_Position.elems = 3;
shadermodel->m_Array.AddAttribute(&shadermodel->m_Position);
}
else
{
// Positions and normals must be 16-byte aligned for SSE writes.
shadermodel->m_Position.type = GL_FLOAT;
shadermodel->m_Position.elems = 4;
shadermodel->m_Array.AddAttribute(&shadermodel->m_Position);
shadermodel->m_Normal.type = GL_FLOAT;
shadermodel->m_Normal.elems = 4;
shadermodel->m_Array.AddAttribute(&shadermodel->m_Normal);
}
shadermodel->m_Array.SetNumVertices(mdef->GetNumVertices());
shadermodel->m_Array.Layout();
// Verify alignment
ENSURE(shadermodel->m_Position.offset % 16 == 0);
if (!m->cpuLighting)
ENSURE(shadermodel->m_Normal.offset % 16 == 0);
ENSURE(shadermodel->m_Array.GetStride() % 16 == 0);
return shadermodel;
}
// Fill in and upload dynamic vertex array
void ShaderModelVertexRenderer::UpdateModelData(CModel* model, CModelRData* data, int updateflags)
{
ShaderModel* shadermodel = static_cast<ShaderModel*>(data);
if (!m->cpuLighting && (updateflags & RENDERDATA_UPDATE_VERTICES))
{
// build vertices
VertexArrayIterator<CVector3D> Position = shadermodel->m_Position.GetIterator<CVector3D>();
VertexArrayIterator<CVector3D> Normal = shadermodel->m_Normal.GetIterator<CVector3D>();
ModelRenderer::BuildPositionAndNormals(model, Position, Normal);
// upload everything to vertex buffer
shadermodel->m_Array.Upload();
}
if (m->cpuLighting && (updateflags & (RENDERDATA_UPDATE_VERTICES|RENDERDATA_UPDATE_COLOR)))
{
CModelDefPtr mdef = model->GetModelDef();
size_t numVertices = mdef->GetNumVertices();
// allocate working space for computing normals
if (numVertices > m->normalsNumVertices)
{
rtl_FreeAligned(m->normals);
size_t newSize = round_up_to_pow2(numVertices);
m->normals = (char*)rtl_AllocateAligned(newSize*16, 16);
m->normalsNumVertices = newSize;
}
VertexArrayIterator<CVector3D> Position = shadermodel->m_Position.GetIterator<CVector3D>();
VertexArrayIterator<CVector3D> Normal = VertexArrayIterator<CVector3D>(m->normals, 16);
ModelRenderer::BuildPositionAndNormals(model, Position, Normal);
VertexArrayIterator<SColor4ub> Color = shadermodel->m_Color.GetIterator<SColor4ub>();
ModelRenderer::BuildColor4ub(model, Normal, Color);
// upload everything to vertex buffer
shadermodel->m_Array.Upload();
}
}
// Setup one rendering pass
void ShaderModelVertexRenderer::BeginPass(int streamflags)
{
if (m->cpuLighting)
ENSURE(streamflags == (streamflags & (STREAM_POS | STREAM_UV0 | STREAM_COLOR)));
else
ENSURE(streamflags == (streamflags & (STREAM_POS | STREAM_UV0 | STREAM_NORMAL)));
}
// Cleanup one rendering pass
void ShaderModelVertexRenderer::EndPass(int UNUSED(streamflags))
{
CVertexBuffer::Unbind();
}
// Prepare UV coordinates for this modeldef
void ShaderModelVertexRenderer::PrepareModelDef(const CShaderProgramPtr& shader, int streamflags, const CModelDef& def)
{
m->shadermodeldef = (ShaderModelDef*)def.GetRenderData(m);
ENSURE(m->shadermodeldef);
if (streamflags & STREAM_UV0)
{
u8* base = m->shadermodeldef->m_Array.Bind();
GLsizei stride = (GLsizei)m->shadermodeldef->m_Array.GetStride();
shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, base + m->shadermodeldef->m_UV.offset);
}
}
// Render one model
void ShaderModelVertexRenderer::RenderModel(const CShaderProgramPtr& shader, int streamflags, CModel* model, CModelRData* data)
{
CModelDefPtr mdldef = model->GetModelDef();
ShaderModel* shadermodel = static_cast<ShaderModel*>(data);
u8* base = shadermodel->m_Array.Bind();
GLsizei stride = (GLsizei)shadermodel->m_Array.GetStride();
u8* indexBase = m->shadermodeldef->m_IndexArray.Bind();
if (streamflags & STREAM_POS)
shader->VertexPointer(3, GL_FLOAT, stride, base + shadermodel->m_Position.offset);
if (streamflags & STREAM_NORMAL)
shader->NormalPointer(GL_FLOAT, stride, base + shadermodel->m_Normal.offset);
if (streamflags & STREAM_COLOR)
shader->ColorPointer(3, GL_UNSIGNED_BYTE, stride, base + shadermodel->m_Color.offset);
shader->AssertPointersBound();
// render the lot
size_t numFaces = mdldef->GetNumFaces();
if (!g_Renderer.m_SkipSubmit)
{
// Draw with DrawRangeElements where available, since it might be more efficient
#if CONFIG2_GLES
glDrawElements(GL_TRIANGLES, (GLsizei)numFaces*3, GL_UNSIGNED_SHORT, indexBase);
#else
pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdldef->GetNumVertices()-1,
(GLsizei)numFaces*3, GL_UNSIGNED_SHORT, indexBase);
#endif
}
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_ModelTris += numFaces;
}