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forked from 0ad/0ad

Renderer simplification: Remove old vertexshader path.

This was SVN commit r9186.
This commit is contained in:
Ykkrosh 2011-04-06 22:02:05 +00:00
parent 06903af31f
commit 8753f881ee
23 changed files with 85 additions and 1014 deletions

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@ -1,11 +0,0 @@
uniform vec3 ambient;
uniform vec3 sunDir;
uniform vec3 sunColor;
vec3 lighting(vec3 normal)
{
vec3 color = ambient;
float d = max(0.0, -dot(normal, sunDir));
color += d * sunColor;
return color;
}

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@ -1,10 +0,0 @@
vec4 InstancingPosition(vec4 position);
void main()
{
vec4 worldPos = InstancingPosition(gl_Vertex);
gl_FrontColor = gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * worldPos;
}

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@ -1,8 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Program>
<Shaders>
<Shader type="VERTEX_SHADER">shaders/instancing_base.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/instancing.vs</Shader>
</Shaders>
</Program>

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@ -1,29 +0,0 @@
// 3x4 part of the model-to-world matrix
attribute vec4 Instancing1;
attribute vec4 Instancing2;
attribute vec4 Instancing3;
// Calculate a normal that has been transformed for instancing
vec3 InstancingNormal(vec3 normal)
{
vec3 tmp;
tmp.x = dot(vec3(Instancing1), normal);
tmp.y = dot(vec3(Instancing2), normal);
tmp.z = dot(vec3(Instancing3), normal);
return tmp;
}
// Calculate position, transformed for instancing
vec4 InstancingPosition(vec4 position)
{
vec3 tmp;
tmp.x = dot(Instancing1, position);
tmp.y = dot(Instancing2, position);
tmp.z = dot(Instancing3, position);
return vec4(tmp, 1.0);
}

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@ -1,14 +0,0 @@
vec3 lighting(vec3 normal);
vec3 InstancingNormal(vec3 normal);
vec4 InstancingPosition(vec4 position);
void main()
{
vec3 normal = InstancingNormal(gl_Normal);
vec4 worldPos = InstancingPosition(gl_Vertex);
gl_FrontColor = clamp(vec4(lighting(normal), 1.0) * gl_Color, 0.0, 1.0);
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * worldPos;
}

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@ -1,9 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Program>
<Shaders>
<Shader type="VERTEX_SHADER">shaders/globallight.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/instancing_base.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/instancing_light.vs</Shader>
</Shaders>
</Program>

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@ -1,17 +0,0 @@
vec3 lighting(vec3 normal);
vec3 InstancingNormal(vec3 normal);
vec4 InstancingPosition(vec4 position);
vec4 postouv1(vec4 pos);
void main()
{
vec3 normal = InstancingNormal(gl_Normal);
vec4 worldPos = InstancingPosition(gl_Vertex);
gl_FrontColor = clamp(vec4(lighting(normal), 1.0) * gl_Color, 0.0, 1.0);
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = postouv1(worldPos);
gl_Position = gl_ModelViewProjectionMatrix * worldPos;
}

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@ -1,10 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Program>
<Shaders>
<Shader type="VERTEX_SHADER">shaders/globallight.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/postouv1.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/instancing_base.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/instancing_lightp.vs</Shader>
</Shaders>
</Program>

View File

@ -1,12 +0,0 @@
vec4 InstancingPosition(vec4 position);
vec4 postouv1(vec4 pos);
void main()
{
vec4 worldPos = InstancingPosition(gl_Vertex);
gl_FrontColor = gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = postouv1(worldPos);
gl_Position = gl_ModelViewProjectionMatrix * worldPos;
}

View File

@ -1,9 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Program>
<Shaders>
<Shader type="VERTEX_SHADER">shaders/postouv1.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/instancing_base.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/instancingp.vs</Shader>
</Shaders>
</Program>

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@ -1,8 +0,0 @@
vec3 lighting(vec3 normal);
void main()
{
gl_FrontColor = clamp(vec4(lighting(gl_Normal), 1.0) * gl_Color, 0.0, 1.0);
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
}

View File

@ -1,8 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Program>
<Shaders>
<Shader type="VERTEX_SHADER">shaders/globallight.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/model_light.vs</Shader>
</Shaders>
</Program>

View File

@ -1,10 +0,0 @@
vec3 lighting(vec3 normal);
vec4 postouv1(vec4 pos);
void main()
{
gl_FrontColor = clamp(vec4(lighting(gl_Normal), 1.0) * gl_Color, 0.0, 1.0);
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = postouv1(gl_Vertex);
gl_Position = ftransform();
}

View File

@ -1,9 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Program>
<Shaders>
<Shader type="VERTEX_SHADER">shaders/globallight.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/postouv1.vs</Shader>
<Shader type="VERTEX_SHADER">shaders/model_lightp.vs</Shader>
</Shaders>
</Program>

View File

@ -1,14 +0,0 @@
uniform vec4 TextureMatrix1;
uniform vec4 TextureMatrix2;
uniform vec4 TextureMatrix3;
vec4 postouv1(vec4 pos)
{
vec3 tmp;
tmp.x = dot(TextureMatrix1, pos);
tmp.y = dot(TextureMatrix2, pos);
tmp.z = dot(TextureMatrix3, pos);
return vec4(tmp, 1.0);
}

View File

@ -15,10 +15,6 @@
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Implementation of HWLightingModelRenderer
*/
#include "precompiled.h"
#include "lib/ogl.h"
@ -34,23 +30,19 @@
#include "renderer/HWLightingModelRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
#include "renderer/RenderPathVertexShader.h"
#include "renderer/VertexArray.h"
///////////////////////////////////////////////////////////////////////////////////////////////
// HWLightingModelRenderer implementation
struct HWLModelDef : public CModelDefRPrivate
struct ShaderModelDef : public CModelDefRPrivate
{
/// Indices are the same for all models, so share them
VertexIndexArray m_IndexArray;
HWLModelDef(const CModelDefPtr& mdef);
ShaderModelDef(const CModelDefPtr& mdef);
};
HWLModelDef::HWLModelDef(const CModelDefPtr& mdef)
ShaderModelDef::ShaderModelDef(const CModelDefPtr& mdef)
: m_IndexArray(GL_STATIC_DRAW)
{
m_IndexArray.SetNumVertices(mdef->GetNumFaces()*3);
@ -61,7 +53,7 @@ HWLModelDef::HWLModelDef(const CModelDefPtr& mdef)
}
struct HWLModel
struct ShaderModel
{
/// Dynamic per-CModel vertex array
VertexArray m_Array;
@ -73,267 +65,99 @@ struct HWLModel
/// UV is stored per-CModel in order to avoid space wastage due to alignment
VertexArray::Attribute m_UV;
HWLModel() : m_Array(GL_DYNAMIC_DRAW) { }
ShaderModel() : m_Array(GL_DYNAMIC_DRAW) { }
};
struct HWLightingModelRendererInternals
struct ShaderModelRendererInternals
{
/// Previously prepared modeldef
HWLModelDef* hwlmodeldef;
/// If true, primary color will only contain the diffuse term
bool colorIsDiffuseOnly;
ShaderModelDef* shadermodeldef;
};
// Construction and Destruction
HWLightingModelRenderer::HWLightingModelRenderer(bool colorIsDiffuseOnly)
ShaderModelRenderer::ShaderModelRenderer()
{
m = new HWLightingModelRendererInternals;
m->hwlmodeldef = 0;
m->colorIsDiffuseOnly = colorIsDiffuseOnly;
m = new ShaderModelRendererInternals;
m->shadermodeldef = 0;
}
HWLightingModelRenderer::~HWLightingModelRenderer()
ShaderModelRenderer::~ShaderModelRenderer()
{
delete m;
}
// Check hardware support
bool HWLightingModelRenderer::IsAvailable()
{
return g_Renderer.m_VertexShader != 0;
}
// Build model data (and modeldef data if necessary)
void* HWLightingModelRenderer::CreateModelData(CModel* model)
void* ShaderModelRenderer::CreateModelData(CModel* model)
{
CModelDefPtr mdef = model->GetModelDef();
HWLModelDef* hwlmodeldef = (HWLModelDef*)mdef->GetRenderData(m);
ShaderModelDef* shadermodeldef = (ShaderModelDef*)mdef->GetRenderData(m);
if (!hwlmodeldef)
if (!shadermodeldef)
{
hwlmodeldef = new HWLModelDef(mdef);
mdef->SetRenderData(m, hwlmodeldef);
shadermodeldef = new ShaderModelDef(mdef);
mdef->SetRenderData(m, shadermodeldef);
}
// Build the per-model data
HWLModel* hwlmodel = new HWLModel;
ShaderModel* shadermodel = new ShaderModel;
hwlmodel->m_Position.type = GL_FLOAT;
hwlmodel->m_Position.elems = 3;
hwlmodel->m_Array.AddAttribute(&hwlmodel->m_Position);
shadermodel->m_Position.type = GL_FLOAT;
shadermodel->m_Position.elems = 3;
shadermodel->m_Array.AddAttribute(&shadermodel->m_Position);
hwlmodel->m_UV.type = GL_FLOAT;
hwlmodel->m_UV.elems = 2;
hwlmodel->m_Array.AddAttribute(&hwlmodel->m_UV);
shadermodel->m_UV.type = GL_FLOAT;
shadermodel->m_UV.elems = 2;
shadermodel->m_Array.AddAttribute(&shadermodel->m_UV);
hwlmodel->m_Normal.type = GL_FLOAT;
hwlmodel->m_Normal.elems = 3;
hwlmodel->m_Array.AddAttribute(&hwlmodel->m_Normal);
shadermodel->m_Normal.type = GL_FLOAT;
shadermodel->m_Normal.elems = 3;
shadermodel->m_Array.AddAttribute(&shadermodel->m_Normal);
hwlmodel->m_Array.SetNumVertices(mdef->GetNumVertices());
hwlmodel->m_Array.Layout();
shadermodel->m_Array.SetNumVertices(mdef->GetNumVertices());
shadermodel->m_Array.Layout();
// Fill in static UV coordinates
VertexArrayIterator<float[2]> UVit = hwlmodel->m_UV.GetIterator<float[2]>();
VertexArrayIterator<float[2]> UVit = shadermodel->m_UV.GetIterator<float[2]>();
ModelRenderer::BuildUV(mdef, UVit);
return hwlmodel;
return shadermodel;
}
// Fill in and upload dynamic vertex array
void HWLightingModelRenderer::UpdateModelData(CModel* model, void* data, int updateflags)
void ShaderModelRenderer::UpdateModelData(CModel* model, void* data, int updateflags)
{
HWLModel* hwlmodel = (HWLModel*)data;
ShaderModel* shadermodel = (ShaderModel*)data;
if (updateflags & RENDERDATA_UPDATE_VERTICES)
{
// build vertices
VertexArrayIterator<CVector3D> Position = hwlmodel->m_Position.GetIterator<CVector3D>();
VertexArrayIterator<CVector3D> Normal = hwlmodel->m_Normal.GetIterator<CVector3D>();
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
hwlmodel->m_Array.Upload();
shadermodel->m_Array.Upload();
}
}
// Cleanup per-model data.
// Note that per-CModelDef data is deleted by the CModelDef itself.
void HWLightingModelRenderer::DestroyModelData(CModel* UNUSED(model), void* data)
void ShaderModelRenderer::DestroyModelData(CModel* UNUSED(model), void* data)
{
HWLModel* hwlmodel = (HWLModel*)data;
ShaderModel* shadermodel = (ShaderModel*)data;
delete hwlmodel;
delete shadermodel;
}
// Setup one rendering pass
void HWLightingModelRenderer::BeginPass(int streamflags, const CMatrix3D* texturematrix)
{
debug_assert(streamflags == (streamflags & (STREAM_POS|STREAM_UV0|STREAM_COLOR|STREAM_TEXGENTOUV1)));
glEnableClientState(GL_VERTEX_ARRAY);
if (streamflags & STREAM_UV0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (streamflags & STREAM_COLOR)
{
RenderPathVertexShader* rpvs = g_Renderer.m_VertexShader;
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
VS_GlobalLight* lightConfig;
if (streamflags & STREAM_TEXGENTOUV1)
{
ogl_program_use(rpvs->m_ModelLightP);
lightConfig = &rpvs->m_ModelLightP_Light;
rpvs->m_ModelLightP_PosToUV1.SetMatrix(*texturematrix);
}
else
{
ogl_program_use(rpvs->m_ModelLight);
lightConfig = &rpvs->m_ModelLight_Light;
}
if (m->colorIsDiffuseOnly)
lightConfig->SetAmbient(RGBColor(0,0,0));
else
lightConfig->SetAmbient(lightEnv.m_UnitsAmbientColor);
lightConfig->SetSunDir(lightEnv.GetSunDir());
lightConfig->SetSunColor(lightEnv.m_SunColor);
glEnableClientState(GL_NORMAL_ARRAY);
}
else
{
if (streamflags & STREAM_TEXGENTOUV1)
{
pglActiveTextureARB(GL_TEXTURE1);
float tmp[4];
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
tmp[0] = texturematrix->_11;
tmp[1] = texturematrix->_12;
tmp[2] = texturematrix->_13;
tmp[3] = texturematrix->_14;
glTexGenfv(GL_S, GL_OBJECT_PLANE, tmp);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
tmp[0] = texturematrix->_21;
tmp[1] = texturematrix->_22;
tmp[2] = texturematrix->_23;
tmp[3] = texturematrix->_24;
glTexGenfv(GL_T, GL_OBJECT_PLANE, tmp);
glEnable(GL_TEXTURE_GEN_R);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
tmp[0] = texturematrix->_31;
tmp[1] = texturematrix->_32;
tmp[2] = texturematrix->_33;
tmp[3] = texturematrix->_34;
glTexGenfv(GL_R, GL_OBJECT_PLANE, tmp);
pglActiveTextureARB(GL_TEXTURE0);
}
}
}
// Cleanup one rendering pass
void HWLightingModelRenderer::EndPass(int streamflags)
{
if (streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (streamflags & STREAM_COLOR)
{
pglUseProgramObjectARB(0);
glDisableClientState(GL_NORMAL_ARRAY);
}
else
{
if (streamflags & STREAM_TEXGENTOUV1)
{
pglActiveTextureARB(GL_TEXTURE1);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
pglActiveTextureARB(GL_TEXTURE0);
}
}
glDisableClientState(GL_VERTEX_ARRAY);
CVertexBuffer::Unbind();
}
// Prepare UV coordinates for this modeldef
void HWLightingModelRenderer::PrepareModelDef(int UNUSED(streamflags), const CModelDefPtr& def)
{
m->hwlmodeldef = (HWLModelDef*)def->GetRenderData(m);
debug_assert(m->hwlmodeldef);
}
// Render one model
void HWLightingModelRenderer::RenderModel(int streamflags, CModel* model, void* data)
{
CModelDefPtr mdldef = model->GetModelDef();
HWLModel* hwlmodel = (HWLModel*)data;
u8* base = hwlmodel->m_Array.Bind();
GLsizei stride = (GLsizei)hwlmodel->m_Array.GetStride();
u8* indexBase = m->hwlmodeldef->m_IndexArray.Bind();
glVertexPointer(3, GL_FLOAT, stride, base + hwlmodel->m_Position.offset);
if (streamflags & STREAM_COLOR)
{
CColor sc = model->GetShadingColor();
glColor3f(sc.r, sc.g, sc.b);
glNormalPointer(GL_FLOAT, stride, base + hwlmodel->m_Normal.offset);
}
if (streamflags & STREAM_UV0)
{
glTexCoordPointer(2, GL_FLOAT, stride, base + hwlmodel->m_UV.offset);
}
// render the lot
size_t numFaces = mdldef->GetNumFaces();
if (!g_Renderer.m_SkipSubmit) {
pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdldef->GetNumVertices()-1,
(GLsizei)numFaces*3, GL_UNSIGNED_SHORT, indexBase);
}
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_ModelTris += numFaces;
}
///////////////////////////////////////////////////////////////////////////////////////////////
// ShaderModelRenderer implementation
ShaderModelRenderer::ShaderModelRenderer() :
HWLightingModelRenderer(false)
{
}
void ShaderModelRenderer::BeginPass(int streamflags, const CMatrix3D* UNUSED(texturematrix))
{
debug_assert(streamflags == (streamflags & (STREAM_POS|STREAM_NORMAL|STREAM_UV0)));
@ -348,6 +172,7 @@ void ShaderModelRenderer::BeginPass(int streamflags, const CMatrix3D* UNUSED(tex
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
// Cleanup one rendering pass
void ShaderModelRenderer::EndPass(int streamflags)
{
if (streamflags & STREAM_POS)
@ -362,24 +187,35 @@ void ShaderModelRenderer::EndPass(int streamflags)
CVertexBuffer::Unbind();
}
// Prepare UV coordinates for this modeldef
void ShaderModelRenderer::PrepareModelDef(int UNUSED(streamflags), const CModelDefPtr& def)
{
m->shadermodeldef = (ShaderModelDef*)def->GetRenderData(m);
debug_assert(m->shadermodeldef);
}
// Render one model
void ShaderModelRenderer::RenderModel(int streamflags, CModel* model, void* data)
{
CModelDefPtr mdldef = model->GetModelDef();
HWLModel* hwlmodel = (HWLModel*)data;
ShaderModel* shadermodel = (ShaderModel*)data;
u8* base = hwlmodel->m_Array.Bind();
GLsizei stride = (GLsizei)hwlmodel->m_Array.GetStride();
u8* base = shadermodel->m_Array.Bind();
GLsizei stride = (GLsizei)shadermodel->m_Array.GetStride();
u8* indexBase = m->hwlmodeldef->m_IndexArray.Bind();
u8* indexBase = m->shadermodeldef->m_IndexArray.Bind();
if (streamflags & STREAM_POS)
glVertexPointer(3, GL_FLOAT, stride, base + hwlmodel->m_Position.offset);
glVertexPointer(3, GL_FLOAT, stride, base + shadermodel->m_Position.offset);
if (streamflags & STREAM_NORMAL)
glNormalPointer(GL_FLOAT, stride, base + hwlmodel->m_Normal.offset);
glNormalPointer(GL_FLOAT, stride, base + shadermodel->m_Normal.offset);
if (streamflags & STREAM_UV0)
glTexCoordPointer(2, GL_FLOAT, stride, base + hwlmodel->m_UV.offset);
glTexCoordPointer(2, GL_FLOAT, stride, base + shadermodel->m_UV.offset);
// render the lot
size_t numFaces = mdldef->GetNumFaces();
@ -394,3 +230,4 @@ void ShaderModelRenderer::RenderModel(int streamflags, CModel* model, void* data
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_ModelTris += numFaces;
}

View File

@ -25,16 +25,14 @@
#include "renderer/ModelVertexRenderer.h"
struct HWLightingModelRendererInternals;
struct ShaderModelRendererInternals;
/**
* Class HWLightingModelRenderer: Render animated models using vertex
* shaders for lighting.
*
* @note You should verify hardware capabilities using IsAvailable
* before creating this model renderer.
* Render animated models using a ShaderRenderModifier.
* This just passes through the vertex data directly; the modifier is responsible
* for setting any shader uniforms etc.
*/
class HWLightingModelRenderer : public ModelVertexRenderer
class ShaderModelRenderer : public ModelVertexRenderer
{
public:
/**
@ -43,8 +41,8 @@ public:
* @param colorIsDiffuseOnly if true, the primary color sent to the fragment stage
* contains only the diffuse term, and not the ambient
*/
HWLightingModelRenderer(bool colorIsDiffuseOnly);
~HWLightingModelRenderer();
ShaderModelRenderer();
~ShaderModelRenderer();
// Implementations
void* CreateModelData(CModel* model);
@ -56,35 +54,8 @@ public:
void PrepareModelDef(int streamflags, const CModelDefPtr& def);
void RenderModel(int streamflags, CModel* model, void* data);
/**
* IsAvailable: Determines whether this model renderer can be used
* given the OpenGL implementation specific limits.
*
* @note Do not attempt to construct a HWLightingModelRenderer object
* when IsAvailable returns false.
*
* @return true if the OpenGL implementation can support this
* model renderer.
*/
static bool IsAvailable();
protected:
HWLightingModelRendererInternals* m;
};
/**
* Render animated models using a ShaderRenderModifier.
* This just passes through the vertex data directly; the modifier is responsible
* for setting any shader uniforms etc.
*/
class ShaderModelRenderer : public HWLightingModelRenderer
{
public:
ShaderModelRenderer();
void BeginPass(int streamflags, const CMatrix3D* texturematrix);
void EndPass(int streamflags);
void RenderModel(int streamflags, CModel* model, void* data);
ShaderModelRendererInternals* m;
};

View File

@ -36,7 +36,6 @@
#include "renderer/InstancingModelRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
#include "renderer/RenderPathVertexShader.h"
#include "renderer/VertexArray.h"
@ -109,21 +108,14 @@ struct InstancingModelRendererInternals
/// Index base for imodeldef
u8* imodeldefIndexBase;
/// If true, primary color will only contain the diffuse term
bool colorIsDiffuseOnly;
/// After BeginPass, this points to the instancing matrix interface
VS_Instancing* instancingConfig;
};
// Construction and Destruction
InstancingModelRenderer::InstancingModelRenderer(bool colorIsDiffuseOnly)
InstancingModelRenderer::InstancingModelRenderer()
{
m = new InstancingModelRendererInternals;
m->imodeldef = 0;
m->colorIsDiffuseOnly = colorIsDiffuseOnly;
}
InstancingModelRenderer::~InstancingModelRenderer()
@ -132,13 +124,6 @@ InstancingModelRenderer::~InstancingModelRenderer()
}
// Check hardware support
bool InstancingModelRenderer::IsAvailable()
{
return g_Renderer.m_VertexShader != 0;
}
// Build modeldef data if necessary - we have no per-CModel data
void* InstancingModelRenderer::CreateModelData(CModel* model)
{
@ -170,134 +155,7 @@ void InstancingModelRenderer::DestroyModelData(CModel* UNUSED(model), void* UNUS
// Setup one rendering pass.
void InstancingModelRenderer::BeginPass(int streamflags, const CMatrix3D* texturematrix)
{
debug_assert(streamflags == (streamflags & (STREAM_POS|STREAM_UV0|STREAM_COLOR|STREAM_TEXGENTOUV1)));
RenderPathVertexShader* rpvs = g_Renderer.m_VertexShader;
glEnableClientState(GL_VERTEX_ARRAY);
if (streamflags & STREAM_UV0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (streamflags & STREAM_COLOR)
{
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
VS_GlobalLight* lightConfig;
if (streamflags & STREAM_TEXGENTOUV1)
{
ogl_program_use(rpvs->m_InstancingLightP);
lightConfig = &rpvs->m_InstancingLightP_Light;
m->instancingConfig = &rpvs->m_InstancingLightP_Instancing;
rpvs->m_InstancingLightP_PosToUV1.SetMatrix(*texturematrix);
}
else
{
ogl_program_use(rpvs->m_InstancingLight);
lightConfig = &rpvs->m_InstancingLight_Light;
m->instancingConfig = &rpvs->m_InstancingLight_Instancing;
}
if (m->colorIsDiffuseOnly)
lightConfig->SetAmbient(RGBColor(0,0,0));
else
lightConfig->SetAmbient(lightEnv.m_UnitsAmbientColor);
lightConfig->SetSunDir(lightEnv.GetSunDir());
lightConfig->SetSunColor(lightEnv.m_SunColor);
glEnableClientState(GL_NORMAL_ARRAY);
}
else
{
if (streamflags & STREAM_TEXGENTOUV1)
{
ogl_program_use(rpvs->m_InstancingP);
m->instancingConfig = &rpvs->m_InstancingP_Instancing;
rpvs->m_InstancingP_PosToUV1.SetMatrix(*texturematrix);
}
else
{
ogl_program_use(rpvs->m_Instancing);
m->instancingConfig = &rpvs->m_Instancing_Instancing;
}
}
}
// Cleanup rendering pass.
void InstancingModelRenderer::EndPass(int streamflags)
{
if (streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (streamflags & STREAM_COLOR) glDisableClientState(GL_NORMAL_ARRAY);
pglUseProgramObjectARB(0);
glDisableClientState(GL_VERTEX_ARRAY);
CVertexBuffer::Unbind();
}
// Prepare UV coordinates for this modeldef
void InstancingModelRenderer::PrepareModelDef(int streamflags, const CModelDefPtr& def)
{
m->imodeldef = (IModelDef*)def->GetRenderData(m);
debug_assert(m->imodeldef);
u8* base = m->imodeldef->m_Array.Bind();
GLsizei stride = (GLsizei)m->imodeldef->m_Array.GetStride();
m->imodeldefIndexBase = m->imodeldef->m_IndexArray.Bind();
glVertexPointer(3, GL_FLOAT, stride, base + m->imodeldef->m_Position.offset);
if (streamflags & STREAM_COLOR)
{
glNormalPointer(GL_FLOAT, stride, base + m->imodeldef->m_Normal.offset);
}
if (streamflags & STREAM_UV0)
{
glTexCoordPointer(2, GL_FLOAT, stride, base + m->imodeldef->m_UV.offset);
}
}
// Render one model
void InstancingModelRenderer::RenderModel(int streamflags, CModel* model, void* UNUSED(data))
{
CModelDefPtr mdldef = model->GetModelDef();
const CMatrix3D& mat = model->GetTransform();
if (streamflags & STREAM_COLOR)
{
CColor sc = model->GetShadingColor();
glColor3f(sc.r, sc.g, sc.b);
}
m->instancingConfig->SetMatrix(mat);
// render the lot
size_t numFaces = mdldef->GetNumFaces();
if (!g_Renderer.m_SkipSubmit) {
pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdldef->GetNumVertices()-1,
(GLsizei)numFaces*3, GL_UNSIGNED_SHORT, m->imodeldefIndexBase);
}
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_ModelTris += numFaces;
}
///////////////////////////////////////////////////////////////////////////////////////////////
// ShaderInstancingModelRenderer implementation
ShaderInstancingModelRenderer::ShaderInstancingModelRenderer() :
InstancingModelRenderer(false)
{
}
void ShaderInstancingModelRenderer::BeginPass(int streamflags, const CMatrix3D* UNUSED(texturematrix))
void InstancingModelRenderer::BeginPass(int streamflags, const CMatrix3D* UNUSED(texturematrix))
{
debug_assert(streamflags == (streamflags & (STREAM_POS|STREAM_NORMAL|STREAM_UV0)));
@ -311,7 +169,8 @@ void ShaderInstancingModelRenderer::BeginPass(int streamflags, const CMatrix3D*
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
void ShaderInstancingModelRenderer::EndPass(int streamflags)
// Cleanup rendering pass.
void InstancingModelRenderer::EndPass(int streamflags)
{
if (streamflags & STREAM_POS)
glDisableClientState(GL_VERTEX_ARRAY);
@ -325,7 +184,9 @@ void ShaderInstancingModelRenderer::EndPass(int streamflags)
CVertexBuffer::Unbind();
}
void ShaderInstancingModelRenderer::PrepareModelDef(int streamflags, const CModelDefPtr& def)
// Prepare UV coordinates for this modeldef
void InstancingModelRenderer::PrepareModelDef(int streamflags, const CModelDefPtr& def)
{
m->imodeldef = (IModelDef*)def->GetRenderData(m);
@ -346,7 +207,9 @@ void ShaderInstancingModelRenderer::PrepareModelDef(int streamflags, const CMode
glTexCoordPointer(2, GL_FLOAT, stride, base + m->imodeldef->m_UV.offset);
}
void ShaderInstancingModelRenderer::RenderModel(int UNUSED(streamflags), CModel* model, void* UNUSED(data))
// Render one model
void InstancingModelRenderer::RenderModel(int UNUSED(streamflags), CModel* model, void* UNUSED(data))
{
CModelDefPtr mdldef = model->GetModelDef();

View File

@ -28,22 +28,14 @@
struct InstancingModelRendererInternals;
/**
* Class InstancingModelRenderer: Render non-animated (but potentially
* moving models) using vertex shaders and minimal state changes.
*
* @note You should verify hardware capabilities using IsAvailable
* before creating this model renderer.
* Render non-animated (but potentially moving) models using a ShaderRenderModifier.
* This just passes through the vertex data directly; the modifier is responsible
* for setting any shader uniforms etc (including the instancing transform).
*/
class InstancingModelRenderer : public ModelVertexRenderer
{
public:
/**
* InstancingModelRenderer: Constructor.
*
* @param colorIsDiffuseOnly if true, the primary color sent to the fragment stage
* contains only the diffuse term, and not the ambient
*/
InstancingModelRenderer(bool colorIsDiffuseOnly);
InstancingModelRenderer();
~InstancingModelRenderer();
// Implementations
@ -56,36 +48,8 @@ public:
void PrepareModelDef(int streamflags, const CModelDefPtr& def);
void RenderModel(int streamflags, CModel* model, void* data);
/**
* IsAvailable: Determines whether this model renderer can be used
* given the OpenGL implementation specific limits.
*
* @note Do not attempt to construct a InstancingModelRenderer object
* when IsAvailable returns false.
*
* @return true if the OpenGL implementation can support this
* model renderer.
*/
static bool IsAvailable();
protected:
InstancingModelRendererInternals* m;
};
/**
* Render non-animated (but potentially moving) models using a ShaderRenderModifier.
* This just passes through the vertex data directly; the modifier is responsible
* for setting any shader uniforms etc (including the instancing transform).
*/
class ShaderInstancingModelRenderer : public InstancingModelRenderer
{
public:
ShaderInstancingModelRenderer();
void BeginPass(int streamflags, const CMatrix3D* texturematrix);
void EndPass(int streamflags);
void PrepareModelDef(int streamflags, const CModelDefPtr& def);
void RenderModel(int streamflags, CModel* model, void* data);
};
#endif // INCLUDED_INSTANCINGMODELRENDERER

View File

@ -1,146 +0,0 @@
/* Copyright (C) 2009 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/ogl.h"
#include "lib/res/graphics/ogl_shader.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "renderer/Renderer.h"
#include "renderer/RenderPathVertexShader.h"
void VS_GlobalLight::Init(Handle shader)
{
m_Ambient = ogl_program_get_uniform_location(shader, "ambient");
m_SunDir = ogl_program_get_uniform_location(shader, "sunDir");
m_SunColor = ogl_program_get_uniform_location(shader, "sunColor");
}
void VS_Instancing::Init(Handle shader)
{
m_Instancing1 = ogl_program_get_attrib_location(shader, "Instancing1");
m_Instancing2 = ogl_program_get_attrib_location(shader, "Instancing2");
m_Instancing3 = ogl_program_get_attrib_location(shader, "Instancing3");
}
void VS_PosToUV1::Init(Handle shader)
{
m_TextureMatrix1 = ogl_program_get_uniform_location(shader, "TextureMatrix1");
debug_assert(m_TextureMatrix1 >= 0);
m_TextureMatrix2 = ogl_program_get_uniform_location(shader, "TextureMatrix2");
debug_assert(m_TextureMatrix2 >= 0);
m_TextureMatrix3 = ogl_program_get_uniform_location(shader, "TextureMatrix3");
debug_assert(m_TextureMatrix3 >= 0);
}
RenderPathVertexShader::RenderPathVertexShader()
{
m_ModelLight = 0;
m_ModelLightP = 0;
m_InstancingLight = 0;
m_Instancing = 0;
}
RenderPathVertexShader::~RenderPathVertexShader()
{
if (m_ModelLight)
ogl_program_free(m_ModelLight);
if (m_ModelLightP)
ogl_program_free(m_ModelLightP);
if (m_InstancingLight)
ogl_program_free(m_InstancingLight);
if (m_Instancing)
ogl_program_free(m_Instancing);
}
// Initialize this render path.
// Use delayed initialization so that we can fallback to a different render path
// if anything went wrong and use the destructor to clean things up.
bool RenderPathVertexShader::Init()
{
if (!g_Renderer.m_Caps.m_VertexShader)
return false;
m_ModelLight = ogl_program_load(g_VFS, L"shaders/model_light.xml");
if (m_ModelLight < 0)
{
LOGWARNING(L"Failed to load shaders/model_light.xml: %i\n", (int)m_ModelLight);
return false;
}
m_ModelLightP = ogl_program_load(g_VFS, L"shaders/model_lightp.xml");
if (m_ModelLightP < 0)
{
LOGWARNING(L"Failed to load shaders/model_lightp.xml: %i\n", (int)m_ModelLightP);
return false;
}
m_InstancingLight = ogl_program_load(g_VFS, L"shaders/instancing_light.xml");
if (m_InstancingLight < 0)
{
LOGWARNING(L"Failed to load shaders/instancing_light.xml: %i\n", (int)m_InstancingLight);
return false;
}
m_InstancingLightP = ogl_program_load(g_VFS, L"shaders/instancing_lightp.xml");
if (m_InstancingLightP < 0)
{
LOGWARNING(L"Failed to load shaders/instancing_lightp.xml: %i\n", (int)m_InstancingLightP);
return false;
}
m_Instancing = ogl_program_load(g_VFS, L"shaders/instancing.xml");
if (m_Instancing < 0)
{
LOGWARNING(L"Failed to load shaders/instancing.xml: %i\n", (int)m_Instancing);
return false;
}
m_InstancingP = ogl_program_load(g_VFS, L"shaders/instancingp.xml");
if (m_InstancingP < 0)
{
LOGWARNING(L"Failed to load shaders/instancingp.xml: %i\n", (int)m_InstancingP);
return false;
}
return true;
}
// This is quite the hack, but due to shader reloads,
// the uniform locations might have changed under us.
void RenderPathVertexShader::BeginFrame()
{
m_ModelLight_Light.Init(m_ModelLight);
m_ModelLightP_Light.Init(m_ModelLightP);
m_ModelLightP_PosToUV1.Init(m_ModelLightP);
m_InstancingLight_Light.Init(m_InstancingLight);
m_InstancingLight_Instancing.Init(m_InstancingLight);
m_InstancingLightP_Light.Init(m_InstancingLightP);
m_InstancingLightP_Instancing.Init(m_InstancingLightP);
m_InstancingLightP_PosToUV1.Init(m_InstancingLightP);
m_Instancing_Instancing.Init(m_Instancing);
m_InstancingP_Instancing.Init(m_InstancingP);
m_InstancingP_PosToUV1.Init(m_InstancingP);
}

View File

@ -1,133 +0,0 @@
/* Copyright (C) 2009 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/>.
*/
#ifndef INCLUDED_RENDERPATHVERTEXSHADER
#define INCLUDED_RENDERPATHVERTEXSHADER
#include "graphics/LightEnv.h"
// Interface for globallight.vs
struct VS_GlobalLight
{
public:
void Init(Handle shader);
void SetFromLightEnv(const CLightEnv& lightenv, bool units) const
{
SetAmbient(units ? lightenv.m_UnitsAmbientColor : lightenv.m_TerrainAmbientColor);
SetSunDir(lightenv.GetSunDir());
SetSunColor(lightenv.m_SunColor);
}
void SetAmbient(const RGBColor& color) const
{
pglUniform3fvARB(m_Ambient, 1, &color.X);
}
void SetSunDir(const CVector3D& sundir) const
{
pglUniform3fvARB(m_SunDir, 1, &sundir.X);
}
void SetSunColor(const RGBColor& color) const
{
pglUniform3fvARB(m_SunColor, 1, &color.X);
}
private:
GLint m_Ambient;
GLint m_SunDir;
GLint m_SunColor;
};
// Interface for instancing_base.vs
struct VS_Instancing
{
public:
void Init(Handle shader);
void SetMatrix(const CMatrix3D& mat) const
{
pglVertexAttrib4fARB(m_Instancing1, mat._11, mat._12, mat._13, mat._14);
pglVertexAttrib4fARB(m_Instancing2, mat._21, mat._22, mat._23, mat._24);
pglVertexAttrib4fARB(m_Instancing3, mat._31, mat._32, mat._33, mat._34);
}
private:
GLint m_Instancing1;
GLint m_Instancing2;
GLint m_Instancing3;
};
// Interface for postouv1.vs
struct VS_PosToUV1
{
public:
void Init(Handle shader);
void SetMatrix(const CMatrix3D& mat) const
{
pglUniform4fARB(m_TextureMatrix1, mat._11, mat._12, mat._13, mat._14);
pglUniform4fARB(m_TextureMatrix2, mat._21, mat._22, mat._23, mat._24);
pglUniform4fARB(m_TextureMatrix3, mat._31, mat._32, mat._33, mat._34);
}
private:
GLint m_TextureMatrix1;
GLint m_TextureMatrix2;
GLint m_TextureMatrix3;
};
class RenderPathVertexShader
{
public:
RenderPathVertexShader();
~RenderPathVertexShader();
// Initialize this render path.
bool Init();
// Call once per frame to update program stuff
void BeginFrame();
public:
Handle m_ModelLight;
VS_GlobalLight m_ModelLight_Light;
Handle m_ModelLightP;
VS_GlobalLight m_ModelLightP_Light;
VS_PosToUV1 m_ModelLightP_PosToUV1;
Handle m_InstancingLight;
VS_GlobalLight m_InstancingLight_Light;
VS_Instancing m_InstancingLight_Instancing;
Handle m_InstancingLightP;
VS_GlobalLight m_InstancingLightP_Light;
VS_Instancing m_InstancingLightP_Instancing;
VS_PosToUV1 m_InstancingLightP_PosToUV1;
Handle m_Instancing;
VS_Instancing m_Instancing_Instancing;
Handle m_InstancingP;
VS_Instancing m_InstancingP_Instancing;
VS_PosToUV1 m_InstancingP_PosToUV1;
};
#endif // INCLUDED_RENDERPATHVERTEXSHADER

View File

@ -60,7 +60,6 @@
#include "renderer/ParticleRenderer.h"
#include "renderer/PlayerRenderer.h"
#include "renderer/RenderModifiers.h"
#include "renderer/RenderPathVertexShader.h"
#include "renderer/ShadowMap.h"
#include "renderer/SkyManager.h"
#include "renderer/TerrainOverlay.h"
@ -272,12 +271,7 @@ public:
// rendering and submission; use the aliases above instead.
ModelRenderer* pal_NormalFF[NumVertexTypes];
ModelRenderer* pal_PlayerFF[NumVertexTypes];
ModelRenderer* pal_NormalHWLit[NumVertexTypes];
ModelRenderer* pal_PlayerHWLit[NumVertexTypes];
ModelRenderer* pal_NormalInstancing[NumVertexTypes];
ModelRenderer* pal_PlayerInstancing[NumVertexTypes];
ModelRenderer* pal_TranspFF[NumVertexTypes];
ModelRenderer* pal_TranspHWLit[NumVertexTypes];
ModelRenderer* pal_TranspSortAll;
ModelRenderer* pal_NormalShader;
@ -287,8 +281,6 @@ public:
ModelRenderer* pal_TranspShader;
ModelVertexRendererPtr VertexFF[NumVertexTypes];
ModelVertexRendererPtr VertexHWLit[NumVertexTypes];
ModelVertexRendererPtr VertexInstancing[NumVertexTypes];
ModelVertexRendererPtr VertexPolygonSort;
ModelVertexRendererPtr VertexRendererShader;
ModelVertexRendererPtr VertexInstancingShader;
@ -344,11 +336,6 @@ public:
Model.pal_NormalFF[vertexType] = 0;
Model.pal_PlayerFF[vertexType] = 0;
Model.pal_TranspFF[vertexType] = 0;
Model.pal_NormalHWLit[vertexType] = 0;
Model.pal_PlayerHWLit[vertexType] = 0;
Model.pal_TranspHWLit[vertexType] = 0;
Model.pal_NormalInstancing[vertexType] = 0;
Model.pal_PlayerInstancing[vertexType] = 0;
}
Model.pal_TranspSortAll = 0;
@ -371,18 +358,6 @@ public:
delete terrainRenderer;
}
bool CanUseRenderPathVertexShader()
{
for(int vertexType = 0; vertexType < NumVertexTypes; ++vertexType)
{
if (!Model.pal_NormalHWLit[vertexType] ||
!Model.pal_PlayerHWLit[vertexType])
return false;
}
return true;
}
/**
* Load the OpenGL projection and modelview matrices and the viewport according
* to the given camera.
@ -444,8 +419,6 @@ CRenderer::CRenderer()
m_FastPlayerColor = true;
m_SkipSubmit = false;
m_VertexShader = 0;
m_Options.m_NoVBO = false;
m_Options.m_NoFramebufferObject = false;
m_Options.m_RenderPath = RP_DEFAULT;
@ -487,11 +460,6 @@ CRenderer::~CRenderer()
delete m->Model.pal_NormalFF[vertexType];
delete m->Model.pal_PlayerFF[vertexType];
delete m->Model.pal_TranspFF[vertexType];
delete m->Model.pal_NormalHWLit[vertexType];
delete m->Model.pal_PlayerHWLit[vertexType];
delete m->Model.pal_TranspHWLit[vertexType];
delete m->Model.pal_NormalInstancing[vertexType];
delete m->Model.pal_PlayerInstancing[vertexType];
}
delete m->Model.pal_TranspSortAll;
@ -501,10 +469,6 @@ CRenderer::~CRenderer()
delete m->Model.pal_PlayerInstancingShader;
delete m->Model.pal_TranspShader;
// general
delete m_VertexShader;
m_VertexShader = 0;
// we no longer UnloadAlphaMaps / UnloadWaterTextures here -
// that is the responsibility of the module that asked for
// them to be loaded (i.e. CGameView).
@ -651,47 +615,19 @@ bool CRenderer::Open(int width, int height)
EnumCaps();
m->shadow->SetUseDepthTexture(true);
m_VertexShader = new RenderPathVertexShader;
if (!m_VertexShader->Init())
{
delete m_VertexShader;
m_VertexShader = 0;
}
// model rendering
m->Model.VertexFF[AmbientDiffuse] = ModelVertexRendererPtr(new FixedFunctionModelRenderer(false));
m->Model.VertexFF[OnlyDiffuse] = ModelVertexRendererPtr(new FixedFunctionModelRenderer(true));
if (HWLightingModelRenderer::IsAvailable())
{
m->Model.VertexHWLit[AmbientDiffuse] = ModelVertexRendererPtr(new HWLightingModelRenderer(false));
m->Model.VertexHWLit[OnlyDiffuse] = ModelVertexRendererPtr(new HWLightingModelRenderer(true));
}
if (InstancingModelRenderer::IsAvailable())
{
m->Model.VertexInstancing[AmbientDiffuse] = ModelVertexRendererPtr(new InstancingModelRenderer(false));
m->Model.VertexInstancing[OnlyDiffuse] = ModelVertexRendererPtr(new InstancingModelRenderer(true));
}
m->Model.VertexPolygonSort = ModelVertexRendererPtr(new PolygonSortModelRenderer);
m->Model.VertexRendererShader = ModelVertexRendererPtr(new ShaderModelRenderer);
m->Model.VertexInstancingShader = ModelVertexRendererPtr(new ShaderInstancingModelRenderer);
m->Model.VertexInstancingShader = ModelVertexRendererPtr(new InstancingModelRenderer);
for(int vertexType = 0; vertexType < NumVertexTypes; ++vertexType)
{
m->Model.pal_NormalFF[vertexType] = new BatchModelRenderer(m->Model.VertexFF[vertexType]);
m->Model.pal_PlayerFF[vertexType] = new BatchModelRenderer(m->Model.VertexFF[vertexType]);
m->Model.pal_TranspFF[vertexType] = new SortModelRenderer(m->Model.VertexFF[vertexType]);
if (m->Model.VertexHWLit[vertexType])
{
m->Model.pal_NormalHWLit[vertexType] = new BatchModelRenderer(m->Model.VertexHWLit[vertexType]);
m->Model.pal_PlayerHWLit[vertexType] = new BatchModelRenderer(m->Model.VertexHWLit[vertexType]);
m->Model.pal_TranspHWLit[vertexType] = new SortModelRenderer(m->Model.VertexHWLit[vertexType]);
}
if (m->Model.VertexInstancing[vertexType])
{
m->Model.pal_NormalInstancing[vertexType] = new BatchModelRenderer(m->Model.VertexInstancing[vertexType]);
m->Model.pal_PlayerInstancing[vertexType] = new BatchModelRenderer(m->Model.VertexInstancing[vertexType]);
}
}
m->Model.pal_TranspSortAll = new SortModelRenderer(m->Model.VertexPolygonSort);
@ -833,15 +769,6 @@ void CRenderer::SetRenderPath(RenderPath rp)
rp = RP_FIXED;
}
if (rp == RP_VERTEXSHADER)
{
if (!m->CanUseRenderPathVertexShader())
{
LOGWARNING(L"Falling back to fixed function\n");
rp = RP_FIXED;
}
}
if (rp == RP_SHADER)
{
if (!m_Caps.m_ARBProgram)
@ -864,7 +791,6 @@ CStr CRenderer::GetRenderPathName(RenderPath rp)
switch(rp) {
case RP_DEFAULT: return "default";
case RP_FIXED: return "fixed";
case RP_VERTEXSHADER: return "vertexshader";
case RP_SHADER: return "shader";
default: return "(invalid)";
}
@ -874,8 +800,6 @@ CRenderer::RenderPath CRenderer::GetRenderPathByName(const CStr& name)
{
if (name == "fixed")
return RP_FIXED;
if (name == "vertexshader")
return RP_VERTEXSHADER;
if (name == "shader")
return RP_SHADER;
if (name == "default")
@ -958,9 +882,6 @@ void CRenderer::BeginFrame()
return;
}
if (m_VertexShader)
m_VertexShader->BeginFrame();
// choose model renderers for this frame
int vertexType;
@ -991,30 +912,11 @@ void CRenderer::BeginFrame()
m->Model.ModTransparent = m->Model.ModTransparentUnlit;
}
if (m_Options.m_RenderPath == RP_VERTEXSHADER)
{
debug_assert(m->Model.pal_NormalHWLit[vertexType] != 0);
m->Model.NormalInstancing = m->Model.pal_NormalFF[vertexType];
m->Model.Normal = m->Model.pal_NormalFF[vertexType];
if (m->Model.pal_NormalInstancing)
m->Model.NormalInstancing = m->Model.pal_NormalInstancing[vertexType];
else
m->Model.NormalInstancing = m->Model.pal_NormalHWLit[vertexType];
m->Model.Normal = m->Model.pal_NormalHWLit[vertexType];
if (m->Model.pal_PlayerInstancing)
m->Model.PlayerInstancing = m->Model.pal_PlayerInstancing[vertexType];
else
m->Model.PlayerInstancing = m->Model.pal_PlayerHWLit[vertexType];
m->Model.Player = m->Model.pal_PlayerHWLit[vertexType];
}
else
{
m->Model.NormalInstancing = m->Model.pal_NormalFF[vertexType];
m->Model.Normal = m->Model.pal_NormalFF[vertexType];
m->Model.PlayerInstancing = m->Model.pal_PlayerFF[vertexType];
m->Model.Player = m->Model.pal_PlayerFF[vertexType];
}
m->Model.PlayerInstancing = m->Model.pal_PlayerFF[vertexType];
m->Model.Player = m->Model.pal_PlayerFF[vertexType];
m->Model.ModSolid = m->Model.ModSolidColor;
m->Model.ModSolidInstancing = m->Model.ModSolidColor;
@ -1023,8 +925,6 @@ void CRenderer::BeginFrame()
if (m_SortAllTransparent)
m->Model.Transp = m->Model.pal_TranspSortAll;
else if (m_Options.m_RenderPath == RP_VERTEXSHADER)
m->Model.Transp = m->Model.pal_TranspHWLit[vertexType];
else
m->Model.Transp = m->Model.pal_TranspFF[vertexType];
}

View File

@ -94,9 +94,6 @@ public:
// Classic fixed function.
RP_FIXED,
// Use (GL 2.0) vertex shaders for T&L when possible.
RP_VERTEXSHADER,
// Use new ARB/GLSL system
RP_SHADER
};
@ -424,10 +421,6 @@ protected:
// per-frame renderer stats
Stats m_Stats;
// Additional state that is only available when the vertex shader
// render path is used (according to m_Options.m_RenderPath)
RenderPathVertexShader* m_VertexShader;
/// If false, use a multipass fallback for player colors.
bool m_FastPlayerColor;