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forked from 0ad/0ad
0ad/source/renderer/InstancingModelRenderer.cpp
janwas c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +00:00

274 lines
6.8 KiB
C++

/**
* =========================================================================
* File : InstancingModelRenderer.cpp
* Project : Pyrogenesis
* Description : Implementation of InstancingModelRenderer
* =========================================================================
*/
#include "precompiled.h"
#include "lib/ogl.h"
#include "lib/res/graphics/ogl_shader.h"
#include "maths/Vector3D.h"
#include "maths/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;
/// 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)
{
m = new InstancingModelRendererInternals;
m->imodeldef = 0;
m->colorIsDiffuseOnly = colorIsDiffuseOnly;
}
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->IsSkinned());
if (!imodeldef)
{
imodeldef = new IModelDef(mdef);
mdef->SetRenderData(m, imodeldef);
}
return NULL;
}
void InstancingModelRenderer::UpdateModelData(CModel* UNUSED(model), void* UNUSED(data), int 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(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);
}
// Prepare UV coordinates for this modeldef
void InstancingModelRenderer::PrepareModelDef(int 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(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(),
(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;
}