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forked from 0ad/0ad
0ad/source/renderer/InstancingModelRenderer.cpp
prefect 36fa5ec2bf * clean up CLightEnv a bit
* add CLightEnv::m_TerrainShadowTransparency
* shadows will let a fraction of diffuse light through
* added JS LightEnv objects, so the lighting environment can be changed
  from the console
* new element TerrainShadowTransparency supported in the scenario .xml
format,
  changed cantabrian_generated with an example

This was SVN commit r3513.
2006-02-15 00:45:16 +00:00

245 lines
6.4 KiB
C++

/**
* =========================================================================
* File : InstancingModelRenderer.cpp
* Project : Pyrogenesis
* Description : Implementation of InstancingModelRenderer
*
* @author Nicolai Hähnle <nicolai@wildfiregames.com>
* =========================================================================
*/
#include "precompiled.h"
#include "ogl.h"
#include "lib/res/graphics/ogl_shader.h"
#include "Vector3D.h"
#include "Vector4D.h"
#include "ps/CLogger.h"
#include "graphics/Color.h"
#include "graphics/LightEnv.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "renderer/InstancingModelRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
#include "renderer/RenderPathVertexShader.h"
#include "renderer/VertexArray.h"
#define LOG_CATEGORY "graphics"
///////////////////////////////////////////////////////////////////////////////////////////////
// InstancingModelRenderer implementation
struct IModelDef : public CModelDefRPrivate
{
/// Static per-CModel vertex array
VertexArray m_Array;
/// Position, normals and UV are all static
VertexArray::Attribute m_Position;
VertexArray::Attribute m_Normal;
VertexArray::Attribute m_UV;
/// Indices are the same for all models, so share them
u16* m_Indices;
IModelDef(CModelDefPtr mdef);
~IModelDef() { delete[] m_Indices; }
};
IModelDef::IModelDef(CModelDefPtr mdef)
: m_Array(false)
{
size_t numVertices = mdef->GetNumVertices();
m_Position.type = GL_FLOAT;
m_Position.elems = 3;
m_Array.AddAttribute(&m_Position);
m_Normal.type = GL_FLOAT;
m_Normal.elems = 3;
m_Array.AddAttribute(&m_Normal);
m_UV.type = GL_FLOAT;
m_UV.elems = 2;
m_Array.AddAttribute(&m_UV);
m_Array.SetNumVertices(numVertices);
m_Array.Layout();
VertexArrayIterator<CVector3D> Position = m_Position.GetIterator<CVector3D>();
VertexArrayIterator<CVector3D> Normal = m_Normal.GetIterator<CVector3D>();
VertexArrayIterator<float[2]> UVit = m_UV.GetIterator<float[2]>();
ModelRenderer::CopyPositionAndNormals(mdef, Position, Normal);
ModelRenderer::BuildUV(mdef, UVit);
m_Array.Upload();
m_Array.FreeBackingStore();
m_Indices = new u16[mdef->GetNumFaces()*3];
ModelRenderer::BuildIndices(mdef, m_Indices);
}
struct InstancingModelRendererInternals
{
/// Currently used RenderModifier
RenderModifierPtr modifier;
/// Previously prepared modeldef
IModelDef* imodeldef;
};
// Construction and Destruction
InstancingModelRenderer::InstancingModelRenderer()
{
m = new InstancingModelRendererInternals;
m->imodeldef = 0;
}
InstancingModelRenderer::~InstancingModelRenderer()
{
delete m;
}
// 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)
{
CModelDefPtr mdef = model->GetModelDef();
IModelDef* imodeldef = (IModelDef*)mdef->GetRenderData(m);
debug_assert(!model->GetBoneMatrices());
if (!imodeldef)
{
imodeldef = new IModelDef(mdef);
mdef->SetRenderData(m, imodeldef);
}
return NULL;
}
void InstancingModelRenderer::UpdateModelData(CModel* UNUSED(model), void* UNUSED(data), u32 UNUSED(updateflags))
{
// We have no per-CModel data
}
void InstancingModelRenderer::DestroyModelData(CModel* UNUSED(model), void* UNUSED(data))
{
// We have no per-CModel data, and per-CModelDef data is deleted by the CModelDef
}
// Setup one rendering pass.
void InstancingModelRenderer::BeginPass(uint streamflags)
{
glEnableClientState(GL_VERTEX_ARRAY);
if (streamflags & STREAM_UV0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (streamflags & STREAM_COLOR)
{
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
int idx;
ogl_program_use(g_Renderer.m_VertexShader->m_InstancingLight);
idx = g_Renderer.m_VertexShader->m_InstancingLight_Ambient;
pglUniform3fvARB(idx, 1, &lightEnv.m_UnitsAmbientColor.X);
idx = g_Renderer.m_VertexShader->m_InstancingLight_SunDir;
pglUniform3fvARB(idx, 1, &lightEnv.GetSunDir().X);
idx = g_Renderer.m_VertexShader->m_InstancingLight_SunColor;
pglUniform3fvARB(idx, 1, &lightEnv.m_SunColor.X);
glEnableClientState(GL_NORMAL_ARRAY);
}
else
{
ogl_program_use(g_Renderer.m_VertexShader->m_Instancing);
}
}
// Cleanup rendering pass.
void InstancingModelRenderer::EndPass(uint streamflags)
{
if (streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (streamflags & STREAM_COLOR) glDisableClientState(GL_NORMAL_ARRAY);
pglUseProgramObjectARB(0);
glDisableClientState(GL_VERTEX_ARRAY);
}
// Prepare UV coordinates for this modeldef
void InstancingModelRenderer::PrepareModelDef(uint streamflags, 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();
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(uint streamflags, CModel* model, void* UNUSED(data))
{
CModelDefPtr mdldef = model->GetModelDef();
const CMatrix3D& mat = model->GetTransform();
RenderPathVertexShader* rpvs = g_Renderer.m_VertexShader;
if (streamflags & STREAM_COLOR)
{
CColor sc = model->GetShadingColor();
glColor3f(sc.r, sc.g, sc.b);
pglVertexAttrib4fARB(rpvs->m_InstancingLight_Instancing1, mat._11, mat._12, mat._13, mat._14);
pglVertexAttrib4fARB(rpvs->m_InstancingLight_Instancing2, mat._21, mat._22, mat._23, mat._24);
pglVertexAttrib4fARB(rpvs->m_InstancingLight_Instancing3, mat._31, mat._32, mat._33, mat._34);
}
else
{
pglVertexAttrib4fARB(rpvs->m_Instancing_Instancing1, mat._11, mat._12, mat._13, mat._14);
pglVertexAttrib4fARB(rpvs->m_Instancing_Instancing2, mat._21, mat._22, mat._23, mat._24);
pglVertexAttrib4fARB(rpvs->m_Instancing_Instancing3, mat._31, mat._32, mat._33, mat._34);
}
// render the lot
size_t numFaces = mdldef->GetNumFaces();
pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdldef->GetNumVertices(),
(GLsizei)numFaces*3, GL_UNSIGNED_SHORT, m->imodeldef->m_Indices);
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_ModelTris += numFaces;
}