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forked from 0ad/0ad
0ad/source/renderer/ModelRenderer.cpp
Ykkrosh a3f168b887 Initial support for GLSL generic vertex attributes in shader API, for GLES compatibility.
Specify GLSL version in shader files, for better error detection.

This was SVN commit r11040.
2012-02-09 17:55:25 +00:00

503 lines
13 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/>.
*/
/*
* Implementation of ModelRenderer and BatchModelRenderer
*/
#include "precompiled.h"
#include "lib/ogl.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "ps/CLogger.h"
#include "ps/Profile.h"
#include "graphics/Color.h"
#include "graphics/LightEnv.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "graphics/TextureManager.h"
#include "renderer/ModelRenderer.h"
#include "renderer/ModelVertexRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
#include <boost/weak_ptr.hpp>
#if ARCH_X86_X64
# include "lib/sysdep/arch/x86_x64/x86_x64.h"
#endif
///////////////////////////////////////////////////////////////////////////////////////////////
// ModelRenderer implementation
static bool g_EnableSSE = false;
void ModelRenderer::Init()
{
#if ARCH_X86_X64
if (x86_x64::Cap(x86_x64::CAP_SSE))
g_EnableSSE = true;
#endif
}
// Helper function to copy object-space position and normal vectors into arrays.
void ModelRenderer::CopyPositionAndNormals(
const CModelDefPtr& mdef,
const VertexArrayIterator<CVector3D>& Position,
const VertexArrayIterator<CVector3D>& Normal)
{
size_t numVertices = mdef->GetNumVertices();
SModelVertex* vertices = mdef->GetVertices();
for(size_t j = 0; j < numVertices; ++j)
{
Position[j] = vertices[j].m_Coords;
Normal[j] = vertices[j].m_Norm;
}
}
// Helper function to transform position and normal vectors into world-space.
void ModelRenderer::BuildPositionAndNormals(
CModel* model,
const VertexArrayIterator<CVector3D>& Position,
const VertexArrayIterator<CVector3D>& Normal)
{
CModelDefPtr mdef = model->GetModelDef();
size_t numVertices = mdef->GetNumVertices();
SModelVertex* vertices=mdef->GetVertices();
if (model->IsSkinned())
{
// boned model - calculate skinned vertex positions/normals
PROFILE( "skinning bones" );
// Avoid the noisy warnings that occur inside SkinPoint/SkinNormal in
// some broken situations
if (numVertices && vertices[0].m_Blend.m_Bone[0] == 0xff)
{
LOGERROR(L"Model %ls is boned with unboned animation", mdef->GetName().string().c_str());
return;
}
if (g_EnableSSE)
CModelDef::SkinPointsAndNormals_SSE(numVertices, Position, Normal, vertices, mdef->GetBlendIndices(), model->GetAnimatedBoneMatrices());
else
CModelDef::SkinPointsAndNormals(numVertices, Position, Normal, vertices, mdef->GetBlendIndices(), model->GetAnimatedBoneMatrices());
}
else
{
PROFILE( "software transform" );
// just copy regular positions, transform normals to world space
const CMatrix3D& transform = model->GetTransform();
const CMatrix3D& invtransform = model->GetInvTransform();
for (size_t j=0; j<numVertices; j++)
{
transform.Transform(vertices[j].m_Coords,Position[j]);
invtransform.RotateTransposed(vertices[j].m_Norm,Normal[j]);
}
}
}
// Helper function for lighting
void ModelRenderer::BuildColor4ub(
CModel* model,
const VertexArrayIterator<CVector3D>& Normal,
const VertexArrayIterator<SColor4ub>& Color)
{
PROFILE( "lighting vertices" );
CModelDefPtr mdef = model->GetModelDef();
size_t numVertices = mdef->GetNumVertices();
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
CColor shadingColor = model->GetShadingColor();
RGBColor tempcolor;
for (size_t j=0; j<numVertices; j++)
{
lightEnv.EvaluateUnit(Normal[j], tempcolor);
tempcolor.X *= shadingColor.r;
tempcolor.Y *= shadingColor.g;
tempcolor.Z *= shadingColor.b;
Color[j] = ConvertRGBColorTo4ub(tempcolor);
}
}
// Copy UV coordinates
void ModelRenderer::BuildUV(
const CModelDefPtr& mdef,
const VertexArrayIterator<float[2]>& UV)
{
size_t numVertices = mdef->GetNumVertices();
SModelVertex* vertices = mdef->GetVertices();
for (size_t j=0; j < numVertices; ++j)
{
UV[j][0] = vertices[j].m_U;
UV[j][1] = 1.0-vertices[j].m_V;
}
}
// Build default indices array.
void ModelRenderer::BuildIndices(
const CModelDefPtr& mdef,
const VertexArrayIterator<u16>& Indices)
{
size_t idxidx = 0;
SModelFace* faces = mdef->GetFaces();
for (size_t j = 0; j < mdef->GetNumFaces(); ++j) {
SModelFace& face=faces[j];
Indices[idxidx++]=face.m_Verts[0];
Indices[idxidx++]=face.m_Verts[1];
Indices[idxidx++]=face.m_Verts[2];
}
}
///////////////////////////////////////////////////////////////////////////////////////////////
// BatchModelRenderer implementation
/// See BatchModelRendererInternals::phase
enum BMRPhase {
/// Currently allow calls to Submit and PrepareModels
BMRSubmit,
/// Allow calls to rendering and EndFrame
BMRRender
};
/**
* Struct BMRModelData: Per-CModel render data used by the BatchModelRenderer.
*/
struct BMRModelData : public CModelRData
{
BMRModelData(BatchModelRendererInternals* bmri, CModel* model)
: CModelRData(bmri, model), m_BMRI(bmri), m_Data(0), m_Next(0) { }
virtual ~BMRModelData();
/// Back-link to "our" modelrenderer
BatchModelRendererInternals* m_BMRI;
/// Private data created by derived class' CreateModelData
void* m_Data;
/// Next model in the per-ModelDefTracker-slot linked list.
BMRModelData* m_Next;
};
/**
* Class BMRModelDefTracker: Per-CModelDef data used by the BatchModelRenderer.
*
* Note that classes that derive from BatchModelRenderer should use
* their own per-CModelDef data if necessary.
*/
struct BMRModelDefTracker : public CModelDefRPrivate
{
BMRModelDefTracker(const CModelDefPtr& mdef)
: m_ModelDef(mdef), m_Next(0), m_Slots(0) { }
/// Back-link to the CModelDef object
boost::weak_ptr<CModelDef> m_ModelDef;
/// Pointer to the next ModelDefTracker that has submitted models.
BMRModelDefTracker* m_Next;
/// Number of slots used in m_ModelSlots
size_t m_Slots;
/// Each slot contains a linked list of model data objects, up to m_Slots-1
// At the end of the frame, m_Slots is reset to 0, but m_ModelSlots stays
// the same size (we assume the same number of slots is going to be used
// next frame)
std::vector<BMRModelData*> m_ModelSlots;
};
/**
* Struct BatchModelRendererInternals: Internal data of the BatchModelRenderer
*
* Separated into the source file to increase implementation hiding (and to
* avoid some causes of recompiles).
*/
struct BatchModelRendererInternals
{
BatchModelRendererInternals(BatchModelRenderer* r) : m_Renderer(r) { }
/// Back-link to "our" renderer
BatchModelRenderer* m_Renderer;
/// ModelVertexRenderer used for vertex transformations
ModelVertexRendererPtr vertexRenderer;
/// Track the current "phase" of the frame (only for debugging purposes)
BMRPhase phase;
/// Linked list of ModelDefTrackers that have submitted models
BMRModelDefTracker* submissions;
/// Helper functions
void ThunkDestroyModelData(CModel* model, void* data)
{
vertexRenderer->DestroyModelData(model, data);
}
void RenderAllModels(const RenderModifierPtr& modifier, int filterflags, int pass, int streamflags);
void FilterAllModels(CModelFilter& filter, int passed, int filterflags);
};
BMRModelData::~BMRModelData()
{
m_BMRI->ThunkDestroyModelData(GetModel(), m_Data);
}
// Construction/Destruction
BatchModelRenderer::BatchModelRenderer(ModelVertexRendererPtr vertexrenderer)
{
m = new BatchModelRendererInternals(this);
m->vertexRenderer = vertexrenderer;
m->phase = BMRSubmit;
m->submissions = 0;
}
BatchModelRenderer::~BatchModelRenderer()
{
delete m;
}
// Submit one model.
void BatchModelRenderer::Submit(CModel* model)
{
ENSURE(m->phase == BMRSubmit);
ogl_WarnIfError();
CModelDefPtr mdef = model->GetModelDef();
BMRModelDefTracker* mdeftracker = (BMRModelDefTracker*)mdef->GetRenderData(m);
CModelRData* rdata = (CModelRData*)model->GetRenderData();
BMRModelData* bmrdata = 0;
// Ensure model def data and model data exist
if (!mdeftracker)
{
mdeftracker = new BMRModelDefTracker(mdef);
mdef->SetRenderData(m, mdeftracker);
}
if (rdata && rdata->GetKey() == m)
{
bmrdata = (BMRModelData*)rdata;
}
else
{
bmrdata = new BMRModelData(m, model);
bmrdata->m_Data = m->vertexRenderer->CreateModelData(model);
rdata = bmrdata;
model->SetRenderData(bmrdata);
model->SetDirty(~0u);
}
// Add the model def tracker to the submission list if necessary
if (!mdeftracker->m_Slots)
{
mdeftracker->m_Next = m->submissions;
m->submissions = mdeftracker;
}
// Add the bmrdata to the modeldef list
CTexturePtr tex = model->GetTexture();
size_t idx;
for(idx = 0; idx < mdeftracker->m_Slots; ++idx)
{
BMRModelData* in = mdeftracker->m_ModelSlots[idx];
if (in->GetModel()->GetTexture() == tex)
break;
}
if (idx >= mdeftracker->m_Slots)
{
++mdeftracker->m_Slots;
if (mdeftracker->m_Slots > mdeftracker->m_ModelSlots.size())
{
mdeftracker->m_ModelSlots.push_back(0);
ENSURE(mdeftracker->m_ModelSlots.size() == mdeftracker->m_Slots);
}
mdeftracker->m_ModelSlots[idx] = 0;
}
bmrdata->m_Next = mdeftracker->m_ModelSlots[idx];
mdeftracker->m_ModelSlots[idx] = bmrdata;
ogl_WarnIfError();
}
// Call update for all submitted models and enter the rendering phase
void BatchModelRenderer::PrepareModels()
{
ENSURE(m->phase == BMRSubmit);
for(BMRModelDefTracker* mdeftracker = m->submissions; mdeftracker; mdeftracker = mdeftracker->m_Next)
{
for(size_t idx = 0; idx < mdeftracker->m_Slots; ++idx)
{
for(BMRModelData* bmrdata = mdeftracker->m_ModelSlots[idx]; bmrdata; bmrdata = bmrdata->m_Next)
{
CModel* model = bmrdata->GetModel();
ENSURE(model->GetRenderData() == bmrdata);
m->vertexRenderer->UpdateModelData(
model, bmrdata->m_Data,
bmrdata->m_UpdateFlags);
bmrdata->m_UpdateFlags = 0;
}
}
}
m->phase = BMRRender;
}
// Clear the submissions list
void BatchModelRenderer::EndFrame()
{
static size_t mostslots = 1;
for(BMRModelDefTracker* mdeftracker = m->submissions; mdeftracker; mdeftracker = mdeftracker->m_Next)
{
if (mdeftracker->m_Slots > mostslots)
{
mostslots = mdeftracker->m_Slots;
//debug_printf(L"BatchModelRenderer: SubmissionSlots maximum: %u\n", mostslots);
}
mdeftracker->m_Slots = 0;
}
m->submissions = 0;
m->phase = BMRSubmit;
}
// Return whether we models have been submitted this frame
bool BatchModelRenderer::HaveSubmissions()
{
return m->submissions != 0;
}
// Render models, outer loop for multi-passing
void BatchModelRenderer::Render(const RenderModifierPtr& modifier, int flags)
{
ENSURE(m->phase == BMRRender);
if (!HaveSubmissions())
return;
int pass = 0;
do
{
int streamflags = modifier->BeginPass(pass);
m->vertexRenderer->BeginPass(streamflags);
m->RenderAllModels(modifier, flags, pass, streamflags);
m->vertexRenderer->EndPass(streamflags);
} while(!modifier->EndPass(pass++));
}
// Render one frame worth of models
void BatchModelRendererInternals::RenderAllModels(
const RenderModifierPtr& modifier, int filterflags,
int pass, int streamflags)
{
CShaderProgramPtr shader = modifier->GetShader(pass);
for(BMRModelDefTracker* mdeftracker = submissions; mdeftracker; mdeftracker = mdeftracker->m_Next)
{
vertexRenderer->PrepareModelDef(shader, streamflags, mdeftracker->m_ModelDef.lock());
for(size_t idx = 0; idx < mdeftracker->m_Slots; ++idx)
{
BMRModelData* bmrdata = mdeftracker->m_ModelSlots[idx];
modifier->PrepareTexture(pass, bmrdata->GetModel()->GetTexture());
for(; bmrdata; bmrdata = bmrdata->m_Next)
{
CModel* model = bmrdata->GetModel();
ENSURE(bmrdata->GetKey() == this);
if (filterflags && !(model->GetFlags() & filterflags))
continue;
modifier->PrepareModel(pass, model);
vertexRenderer->RenderModel(shader, streamflags, model, bmrdata->m_Data);
}
}
}
}
void BatchModelRenderer::Filter(CModelFilter& filter, int passed, int flags)
{
if (!HaveSubmissions())
return;
m->FilterAllModels(filter, passed, flags);
}
// Recompute filter flags
void BatchModelRendererInternals::FilterAllModels(CModelFilter& filter, int passed, int filterflags)
{
for(BMRModelDefTracker* mdeftracker = submissions; mdeftracker; mdeftracker = mdeftracker->m_Next)
{
for(size_t idx = 0; idx < mdeftracker->m_Slots; ++idx)
{
BMRModelData* bmrdata = mdeftracker->m_ModelSlots[idx];
for(; bmrdata; bmrdata = bmrdata->m_Next)
{
CModel* model = bmrdata->GetModel();
if (filterflags && !(model->GetFlags() & filterflags))
continue;
if (filter.Filter(model))
model->SetFlags(model->GetFlags() | passed);
else
model->SetFlags(model->GetFlags() & ~passed);
}
}
}
}