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forked from 0ad/0ad
0ad/source/renderer/TransparencyRenderer.cpp
prefect d977bc27dc Eek.. apparently, I committed in the wrong subdirectory.
Also, fixed a stupid bug that caused transparent objects to be
retransformed
all the time.

This was SVN commit r3011.
2005-10-25 02:00:09 +00:00

529 lines
13 KiB
C++
Executable File

/**
* =========================================================================
* File : TransparencyRenderer.h
* Project : Pyrogenesis
* Description : ModelRenderer implementation that sorts polygons based
* : on distance from viewer, for transparency rendering.
*
* @author Rich Cross <rich@wildfiregames.com>
* @author Nicolai Hähnle <nicolai@wildfiregames.com>
* =========================================================================
*/
#include "precompiled.h"
#include <algorithm>
#include <vector>
#include "ogl.h"
#include "MathUtil.h"
#include "Vector3D.h"
#include "Vector4D.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "ps/Profile.h"
#include "renderer/Renderer.h"
#include "renderer/TransparencyRenderer.h"
#include "renderer/VertexArray.h"
///////////////////////////////////////////////////////////////////////////////////////////////////
// TransparencyRenderer implementation
/**
* Struct TModelDef: Per-CModelDef data for the transparency renderer
*/
struct TModelDef : public CModelDefRPrivate
{
TModelDef(CModelDefPtr mdef);
/// Static vertex array
VertexArray m_Array;
/// UV is static
VertexArray::Attribute m_UV;
};
TModelDef::TModelDef(CModelDefPtr mdef)
: m_Array(false)
{
m_UV.type = GL_FLOAT;
m_UV.elems = 2;
m_Array.AddAttribute(&m_UV);
m_Array.SetNumVertices(mdef->GetNumVertices());
m_Array.Layout();
VertexArrayIterator<float[2]> UVit = m_UV.GetIterator<float[2]>();
ModelRenderer::BuildUV(mdef, UVit);
m_Array.Upload();
m_Array.FreeBackingStore();
}
/**
* Struct TModel: Per-CModel data for the transparency renderer
*/
struct TModel : public CModelRData
{
TModel(TransparencyRendererInternals* tri, CModel* model);
/**
* BackToFrontIndexSort: Sort polygons by distance to camera for
* transparency rendering and fill the indices array appropriately.
*
* @param worldToCam World to camera coordinate space transform
*
* @return Square of the estimated distance to the nearest triangle.
*/
float BackToFrontIndexSort(const CMatrix3D& objToCam);
/// Dynamic per-CModel vertex array
VertexArray m_Array;
/// Position and lighting are recalculated on CPU every frame
VertexArray::Attribute m_Position;
VertexArray::Attribute m_Color;
/// Indices array (sorted on CPU based on distance to camera)
u16* m_Indices;
};
TModel::TModel(TransparencyRendererInternals* tri, CModel* model)
: CModelRData(tri, model), m_Array(true)
{
CModelDefPtr mdef = model->GetModelDef();
m_Position.type = GL_FLOAT;
m_Position.elems = 3;
m_Array.AddAttribute(&m_Position);
m_Color.type = GL_UNSIGNED_BYTE;
m_Color.elems = 4;
m_Array.AddAttribute(&m_Color);
m_Array.SetNumVertices(mdef->GetNumVertices());
m_Array.Layout();
m_Indices = new u16[mdef->GetNumFaces()*3];
}
typedef std::pair<int,float> IntFloatPair;
struct SortFacesByDist {
bool operator()(const IntFloatPair& lhs,const IntFloatPair& rhs) {
return lhs.second>rhs.second ? true : false;
}
};
float TModel::BackToFrontIndexSort(const CMatrix3D& worldToCam)
{
static std::vector<IntFloatPair> IndexSorter;
CModelDefPtr mdef = GetModel()->GetModelDef();
size_t numFaces = mdef->GetNumFaces();
const SModelFace* faces = mdef->GetFaces();
if (IndexSorter.size() < numFaces)
IndexSorter.resize(numFaces);
VertexArrayIterator<CVector3D> Position = m_Position.GetIterator<CVector3D>();
CVector3D tmpvtx;
for(size_t i = 0; i < numFaces; ++i)
{
tmpvtx = Position[faces[i].m_Verts[0]];
tmpvtx += Position[faces[i].m_Verts[1]];
tmpvtx += Position[faces[i].m_Verts[2]];
tmpvtx *= 1.0f/3.0f;
tmpvtx = worldToCam.Transform(tmpvtx);
float distsqrd = SQR(tmpvtx.X)+SQR(tmpvtx.Y)+SQR(tmpvtx.Z);
IndexSorter[i].first = i;
IndexSorter[i].second = distsqrd;
}
std::sort(IndexSorter.begin(),IndexSorter.begin()+numFaces,SortFacesByDist());
// now build index list
u32 idxidx = 0;
for (size_t i = 0; i < numFaces; ++i) {
const SModelFace& face = faces[IndexSorter[i].first];
m_Indices[idxidx++] = (u16)(face.m_Verts[0]);
m_Indices[idxidx++] = (u16)(face.m_Verts[1]);
m_Indices[idxidx++] = (u16)(face.m_Verts[2]);
}
return IndexSorter[0].second;
}
/**
* Struct SObject: Pair of model and camera distance.
*/
struct SObject
{
/// the transparent model
TModel* m_Model;
/// sqrd distance from camera to centre of nearest triangle
float m_Dist;
SObject(TModel* tmdl) : m_Model(tmdl), m_Dist(0) { }
};
/**
* Struct TransparencyRendererInternals: Internal data structure of TransparencyRenderer
*/
struct TransparencyRendererInternals
{
/// List of submitted models.
std::vector<SObject> objects;
/// Scratch space for normal vector calculation
std::vector<CVector3D> normals;
};
// Construction / Destruction
TransparencyRenderer::TransparencyRenderer()
{
m = new TransparencyRendererInternals;
}
TransparencyRenderer::~TransparencyRenderer()
{
delete m;
}
// Submit a model: Create, but don't fill in, our own Model and ModelDef structures
void TransparencyRenderer::Submit(CModel* model)
{
CModelRData* rdata = (CModelRData*)model->GetRenderData();
TModel* tmdl;
if (rdata && rdata->GetKey() == m)
{
tmdl = (TModel*)rdata;
}
else
{
CModelDefPtr mdef = model->GetModelDef();
TModelDef* tmdef = (TModelDef*)mdef->GetRenderData(m);
if (!tmdef)
{
tmdef = new TModelDef(mdef);
mdef->SetRenderData(m, tmdef);
}
tmdl = new TModel(m, model);
rdata = tmdl;
model->SetRenderData(rdata);
model->SetDirty(~0);
g_Renderer.LoadTexture(model->GetTexture(), GL_CLAMP_TO_EDGE);
}
m->objects.push_back(tmdl);
}
// Transform and sort all models
struct SortObjectsByDist {
bool operator()(const SObject& lhs, const SObject& rhs) {
return lhs.m_Dist>rhs.m_Dist? true : false;
}
};
void TransparencyRenderer::PrepareModels()
{
CMatrix3D worldToCam;
g_Renderer.m_Camera.m_Orientation.GetInverse(worldToCam);
for(std::vector<SObject>::iterator it = m->objects.begin(); it != m->objects.end(); ++it)
{
TModel* tmdl = it->m_Model;
CModel* model = tmdl->GetModel();
debug_assert(model->GetRenderData() == tmdl);
if (tmdl->m_UpdateFlags & RENDERDATA_UPDATE_VERTICES)
{
CModelDefPtr mdef = model->GetModelDef();
size_t numVertices = mdef->GetNumVertices();
// build vertices
if (m->normals.size() < numVertices)
m->normals.resize(numVertices);
VertexArrayIterator<CVector3D> Position = tmdl->m_Position.GetIterator<CVector3D>();
VertexArrayIterator<CVector3D> Normal = VertexArrayIterator<CVector3D>((char*)&m->normals[0], sizeof(CVector3D));
BuildPositionAndNormals(model, Position, Normal);
VertexArrayIterator<SColor4ub> Color = tmdl->m_Color.GetIterator<SColor4ub>();
BuildColor4ub(model, Normal, Color);
// upload everything to vertex buffer
tmdl->m_Array.Upload();
}
tmdl->m_UpdateFlags = 0;
// resort model indices from back to front, according to camera position - and store
// the returned sqrd distance to the centre of the nearest triangle
PROFILE_START( "sorting transparent" );
it->m_Dist = tmdl->BackToFrontIndexSort(worldToCam);
PROFILE_END( "sorting transparent" );
}
PROFILE_START( "sorting transparent" );
std::sort(m->objects.begin(), m->objects.end(), SortObjectsByDist());
PROFILE_END( "sorting transparent" );
}
// Render all models in order
void TransparencyRenderer::EndFrame()
{
m->objects.clear();
}
// Return whether models have been submitted this frame
bool TransparencyRenderer::HaveSubmissions()
{
return m->objects.size() != 0;
}
// Render submitted models (filtered by flags) using the given modifier
void TransparencyRenderer::Render(RenderModifierPtr modifier, u32 flags)
{
uint pass = 0;
if (m->objects.size() == 0)
return;
glEnableClientState(GL_VERTEX_ARRAY);
do
{
u32 streamflags = modifier->BeginPass(pass);
CModelDefPtr lastmdef;
CTexture* lasttex = 0;
if (streamflags & STREAM_UV0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (streamflags & STREAM_COLOR) glEnableClientState(GL_COLOR_ARRAY);
for(std::vector<SObject>::iterator it = m->objects.begin(); it != m->objects.end(); ++it)
{
if (flags & !(it->m_Model->GetModel()->GetFlags()&flags))
continue;
TModel* tmdl = it->m_Model;
CModel* mdl = tmdl->GetModel();
CModelDefPtr mdef = mdl->GetModelDef();
CTexture* tex = mdl->GetTexture();
// Prepare per-CModelDef data if changed
if (mdef != lastmdef)
{
TModelDef* tmdef = (TModelDef*)mdef->GetRenderData(m);
if (streamflags & STREAM_UV0)
{
u8* base = tmdef->m_Array.Bind();
GLsizei stride = (GLsizei)tmdef->m_Array.GetStride();
glTexCoordPointer(2, GL_FLOAT, stride, base + tmdef->m_UV.offset);
}
lastmdef = mdef;
}
// Prepare necessary RenderModifier stuff
if (tex != lasttex)
{
modifier->PrepareTexture(pass, tex);
lasttex = tex;
}
modifier->PrepareModel(pass, mdl);
// Setup per-CModel arrays
u8* base = tmdl->m_Array.Bind();
GLsizei stride = (GLsizei)tmdl->m_Array.GetStride();
glVertexPointer(3, GL_FLOAT, stride, base + tmdl->m_Position.offset);
if (streamflags & STREAM_COLOR)
glColorPointer(3, tmdl->m_Color.type, stride, base + tmdl->m_Color.offset);
// render the lot
size_t numFaces = mdef->GetNumFaces();
glDrawRangeElementsEXT(GL_TRIANGLES, 0, mdef->GetNumVertices(),
numFaces*3, GL_UNSIGNED_SHORT, tmdl->m_Indices);
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_ModelTris += numFaces;
}
if (streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (streamflags & STREAM_COLOR) glDisableClientState(GL_COLOR_ARRAY);
} while(!modifier->EndPass(pass++));
glDisableClientState(GL_VERTEX_ARRAY);
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// TransparentRenderModifier implementation
TransparentRenderModifier::TransparentRenderModifier()
{
}
TransparentRenderModifier::~TransparentRenderModifier()
{
}
u32 TransparentRenderModifier::BeginPass(uint pass)
{
if (pass == 0)
{
// First pass: Put down Z for opaque parts of the model,
// don't touch the color buffer.
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
// just pass through texture's alpha
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// Set the proper LOD bias
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER,0.975f);
// render everything with color writes off to setup depth buffer correctly
glColorMask(0,0,0,0);
return STREAM_POS|STREAM_UV0;
}
else
{
// Second pass: Put down color, disable Z write
glColorMask(1,1,1,1);
glDepthMask(0);
// setup texture environment to modulate diffuse color with texture color
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glAlphaFunc(GL_GREATER,0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
// Set the proper LOD bias
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
return STREAM_POS|STREAM_COLOR|STREAM_UV0;
}
}
bool TransparentRenderModifier::EndPass(uint pass)
{
if (pass == 0)
return false; // multi-pass
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDepthMask(1);
return true;
}
void TransparentRenderModifier::PrepareTexture(uint pass, CTexture* texture)
{
g_Renderer.SetTexture(0, texture);
}
void TransparentRenderModifier::PrepareModel(uint pass, CModel* model)
{
// No per-model setup nececssary
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// TransparentShadowRenderModifier implementation
TransparentShadowRenderModifier::TransparentShadowRenderModifier()
{
}
TransparentShadowRenderModifier::~TransparentShadowRenderModifier()
{
}
u32 TransparentShadowRenderModifier::BeginPass(uint pass)
{
debug_assert(pass == 0);
glDepthMask(0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// Set the proper LOD bias
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
return STREAM_POS|STREAM_UV0;
}
bool TransparentShadowRenderModifier::EndPass(uint pass)
{
glDepthMask(1);
glDisable(GL_BLEND);
return true;
}
void TransparentShadowRenderModifier::PrepareTexture(uint pass, CTexture* texture)
{
g_Renderer.SetTexture(0, texture);
}
void TransparentShadowRenderModifier::PrepareModel(uint pass, CModel* model)
{
// No per-model setup nececssary
}