Ykkrosh
b08e142193
Add shadow filtering (PCF) option. Fix ugly shadow saturation in old lighting mode. Fix fancy water shader. Fix camera matrix computation. Support scissoring of camera frustum. Optimise vertex skinning. Inline various matrix functions. Support filtering of the list of submitted models before a rendering pass, for more precise culling. Optimise water renderer (fixes #721, based on patch by ortalo). Use scissoring when generating reflection/refraction textures. Skip reflection/refraction texture generation when no water is visible. Render alpha-blended objects differently (fixes #434). Reduce shadow swimming effects. This was SVN commit r9814.
486 lines
12 KiB
C++
486 lines
12 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Implementation of ModelRenderer and BatchModelRenderer
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*/
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#include "precompiled.h"
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#include "lib/ogl.h"
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#include "maths/Vector3D.h"
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#include "maths/Vector4D.h"
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#include "ps/CLogger.h"
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#include "ps/Profile.h"
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#include "graphics/Color.h"
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#include "graphics/LightEnv.h"
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#include "graphics/Model.h"
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#include "graphics/ModelDef.h"
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#include "graphics/TextureManager.h"
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#include "renderer/ModelRenderer.h"
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#include "renderer/ModelVertexRenderer.h"
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#include "renderer/Renderer.h"
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#include "renderer/RenderModifiers.h"
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#include <boost/weak_ptr.hpp>
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///////////////////////////////////////////////////////////////////////////////////////////////
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// ModelRenderer implementation
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// Helper function to copy object-space position and normal vectors into arrays.
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void ModelRenderer::CopyPositionAndNormals(
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const CModelDefPtr& mdef,
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const VertexArrayIterator<CVector3D>& Position,
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const VertexArrayIterator<CVector3D>& Normal)
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{
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size_t numVertices = mdef->GetNumVertices();
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SModelVertex* vertices = mdef->GetVertices();
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for(size_t j = 0; j < numVertices; ++j)
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{
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Position[j] = vertices[j].m_Coords;
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Normal[j] = vertices[j].m_Norm;
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}
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}
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// Helper function to transform position and normal vectors into world-space.
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void ModelRenderer::BuildPositionAndNormals(
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CModel* model,
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const VertexArrayIterator<CVector3D>& Position,
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const VertexArrayIterator<CVector3D>& Normal)
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{
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CModelDefPtr mdef = model->GetModelDef();
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size_t numVertices = mdef->GetNumVertices();
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SModelVertex* vertices=mdef->GetVertices();
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if (model->IsSkinned())
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{
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// boned model - calculate skinned vertex positions/normals
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PROFILE( "skinning bones" );
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// Avoid the noisy warnings that occur inside SkinPoint/SkinNormal in
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// some broken situations
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if (numVertices && vertices[0].m_Blend.m_Bone[0] == 0xff)
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{
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LOGERROR(L"Model %ls is boned with unboned animation", mdef->GetName().string().c_str());
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return;
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}
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CModelDef::SkinPointsAndNormals(numVertices, Position, Normal, vertices, mdef->GetBlendIndices(), model->GetAnimatedBoneMatrices());
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}
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else
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{
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PROFILE( "software transform" );
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// just copy regular positions, transform normals to world space
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const CMatrix3D& transform = model->GetTransform();
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const CMatrix3D& invtransform = model->GetInvTransform();
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for (size_t j=0; j<numVertices; j++)
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{
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transform.Transform(vertices[j].m_Coords,Position[j]);
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invtransform.RotateTransposed(vertices[j].m_Norm,Normal[j]);
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}
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}
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}
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// Helper function for lighting
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void ModelRenderer::BuildColor4ub(
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CModel* model,
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const VertexArrayIterator<CVector3D>& Normal,
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const VertexArrayIterator<SColor4ub>& Color)
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{
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PROFILE( "lighting vertices" );
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CModelDefPtr mdef = model->GetModelDef();
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size_t numVertices = mdef->GetNumVertices();
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const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
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CColor shadingColor = model->GetShadingColor();
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RGBColor tempcolor;
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for (size_t j=0; j<numVertices; j++)
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{
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lightEnv.EvaluateUnit(Normal[j], tempcolor);
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tempcolor.X *= shadingColor.r;
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tempcolor.Y *= shadingColor.g;
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tempcolor.Z *= shadingColor.b;
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Color[j] = ConvertRGBColorTo4ub(tempcolor);
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}
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}
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// Copy UV coordinates
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void ModelRenderer::BuildUV(
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const CModelDefPtr& mdef,
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const VertexArrayIterator<float[2]>& UV)
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{
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size_t numVertices = mdef->GetNumVertices();
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SModelVertex* vertices = mdef->GetVertices();
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for (size_t j=0; j < numVertices; ++j)
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{
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UV[j][0] = vertices[j].m_U;
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UV[j][1] = 1.0-vertices[j].m_V;
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}
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}
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// Build default indices array.
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void ModelRenderer::BuildIndices(
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const CModelDefPtr& mdef,
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const VertexArrayIterator<u16>& Indices)
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{
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size_t idxidx = 0;
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SModelFace* faces = mdef->GetFaces();
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for (size_t j = 0; j < mdef->GetNumFaces(); ++j) {
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SModelFace& face=faces[j];
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Indices[idxidx++]=face.m_Verts[0];
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Indices[idxidx++]=face.m_Verts[1];
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Indices[idxidx++]=face.m_Verts[2];
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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// BatchModelRenderer implementation
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/// See BatchModelRendererInternals::phase
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enum BMRPhase {
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/// Currently allow calls to Submit and PrepareModels
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BMRSubmit,
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/// Allow calls to rendering and EndFrame
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BMRRender
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};
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/**
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* Struct BMRModelData: Per-CModel render data used by the BatchModelRenderer.
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*/
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struct BMRModelData : public CModelRData
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{
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BMRModelData(BatchModelRendererInternals* bmri, CModel* model)
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: CModelRData(bmri, model), m_BMRI(bmri), m_Data(0), m_Next(0) { }
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virtual ~BMRModelData();
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/// Back-link to "our" modelrenderer
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BatchModelRendererInternals* m_BMRI;
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/// Private data created by derived class' CreateModelData
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void* m_Data;
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/// Next model in the per-ModelDefTracker-slot linked list.
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BMRModelData* m_Next;
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};
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/**
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* Class BMRModelDefTracker: Per-CModelDef data used by the BatchModelRenderer.
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*
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* Note that classes that derive from BatchModelRenderer should use
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* their own per-CModelDef data if necessary.
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*/
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struct BMRModelDefTracker : public CModelDefRPrivate
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{
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BMRModelDefTracker(const CModelDefPtr& mdef)
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: m_ModelDef(mdef), m_Next(0), m_Slots(0) { }
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/// Back-link to the CModelDef object
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boost::weak_ptr<CModelDef> m_ModelDef;
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/// Pointer to the next ModelDefTracker that has submitted models.
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BMRModelDefTracker* m_Next;
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/// Number of slots used in m_ModelSlots
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size_t m_Slots;
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/// Each slot contains a linked list of model data objects, up to m_Slots-1
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// At the end of the frame, m_Slots is reset to 0, but m_ModelSlots stays
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// the same size (we assume the same number of slots is going to be used
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// next frame)
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std::vector<BMRModelData*> m_ModelSlots;
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};
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/**
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* Struct BatchModelRendererInternals: Internal data of the BatchModelRenderer
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*
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* Separated into the source file to increase implementation hiding (and to
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* avoid some causes of recompiles).
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*/
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struct BatchModelRendererInternals
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{
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BatchModelRendererInternals(BatchModelRenderer* r) : m_Renderer(r) { }
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/// Back-link to "our" renderer
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BatchModelRenderer* m_Renderer;
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/// ModelVertexRenderer used for vertex transformations
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ModelVertexRendererPtr vertexRenderer;
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/// Track the current "phase" of the frame (only for debugging purposes)
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BMRPhase phase;
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/// Linked list of ModelDefTrackers that have submitted models
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BMRModelDefTracker* submissions;
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/// Helper functions
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void ThunkDestroyModelData(CModel* model, void* data)
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{
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vertexRenderer->DestroyModelData(model, data);
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}
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void RenderAllModels(const RenderModifierPtr& modifier, int filterflags, int pass, int streamflags);
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void FilterAllModels(CModelFilter& filter, int passed, int filterflags);
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};
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BMRModelData::~BMRModelData()
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{
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m_BMRI->ThunkDestroyModelData(GetModel(), m_Data);
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}
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// Construction/Destruction
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BatchModelRenderer::BatchModelRenderer(ModelVertexRendererPtr vertexrenderer)
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{
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m = new BatchModelRendererInternals(this);
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m->vertexRenderer = vertexrenderer;
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m->phase = BMRSubmit;
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m->submissions = 0;
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}
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BatchModelRenderer::~BatchModelRenderer()
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{
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delete m;
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}
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// Submit one model.
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void BatchModelRenderer::Submit(CModel* model)
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{
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ENSURE(m->phase == BMRSubmit);
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ogl_WarnIfError();
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CModelDefPtr mdef = model->GetModelDef();
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BMRModelDefTracker* mdeftracker = (BMRModelDefTracker*)mdef->GetRenderData(m);
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CModelRData* rdata = (CModelRData*)model->GetRenderData();
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BMRModelData* bmrdata = 0;
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// Ensure model def data and model data exist
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if (!mdeftracker)
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{
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mdeftracker = new BMRModelDefTracker(mdef);
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mdef->SetRenderData(m, mdeftracker);
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}
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if (rdata && rdata->GetKey() == m)
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{
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bmrdata = (BMRModelData*)rdata;
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}
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else
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{
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bmrdata = new BMRModelData(m, model);
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bmrdata->m_Data = m->vertexRenderer->CreateModelData(model);
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rdata = bmrdata;
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model->SetRenderData(bmrdata);
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model->SetDirty(~0u);
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}
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// Add the model def tracker to the submission list if necessary
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if (!mdeftracker->m_Slots)
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{
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mdeftracker->m_Next = m->submissions;
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m->submissions = mdeftracker;
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}
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// Add the bmrdata to the modeldef list
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CTexturePtr tex = model->GetTexture();
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size_t idx;
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for(idx = 0; idx < mdeftracker->m_Slots; ++idx)
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{
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BMRModelData* in = mdeftracker->m_ModelSlots[idx];
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if (in->GetModel()->GetTexture() == tex)
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break;
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}
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if (idx >= mdeftracker->m_Slots)
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{
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++mdeftracker->m_Slots;
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if (mdeftracker->m_Slots > mdeftracker->m_ModelSlots.size())
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{
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mdeftracker->m_ModelSlots.push_back(0);
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ENSURE(mdeftracker->m_ModelSlots.size() == mdeftracker->m_Slots);
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}
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mdeftracker->m_ModelSlots[idx] = 0;
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}
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bmrdata->m_Next = mdeftracker->m_ModelSlots[idx];
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mdeftracker->m_ModelSlots[idx] = bmrdata;
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ogl_WarnIfError();
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}
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// Call update for all submitted models and enter the rendering phase
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void BatchModelRenderer::PrepareModels()
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{
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ENSURE(m->phase == BMRSubmit);
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for(BMRModelDefTracker* mdeftracker = m->submissions; mdeftracker; mdeftracker = mdeftracker->m_Next)
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{
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for(size_t idx = 0; idx < mdeftracker->m_Slots; ++idx)
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{
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for(BMRModelData* bmrdata = mdeftracker->m_ModelSlots[idx]; bmrdata; bmrdata = bmrdata->m_Next)
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{
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CModel* model = bmrdata->GetModel();
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ENSURE(model->GetRenderData() == bmrdata);
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m->vertexRenderer->UpdateModelData(
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model, bmrdata->m_Data,
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bmrdata->m_UpdateFlags);
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bmrdata->m_UpdateFlags = 0;
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}
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}
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}
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m->phase = BMRRender;
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}
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// Clear the submissions list
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void BatchModelRenderer::EndFrame()
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{
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static size_t mostslots = 1;
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for(BMRModelDefTracker* mdeftracker = m->submissions; mdeftracker; mdeftracker = mdeftracker->m_Next)
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{
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if (mdeftracker->m_Slots > mostslots)
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{
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mostslots = mdeftracker->m_Slots;
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//debug_printf(L"BatchModelRenderer: SubmissionSlots maximum: %u\n", mostslots);
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}
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mdeftracker->m_Slots = 0;
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}
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m->submissions = 0;
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m->phase = BMRSubmit;
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}
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// Return whether we models have been submitted this frame
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bool BatchModelRenderer::HaveSubmissions()
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{
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return m->submissions != 0;
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}
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// Render models, outer loop for multi-passing
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void BatchModelRenderer::Render(const RenderModifierPtr& modifier, int flags)
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{
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ENSURE(m->phase == BMRRender);
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if (!HaveSubmissions())
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return;
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int pass = 0;
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do
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{
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int streamflags = modifier->BeginPass(pass);
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m->vertexRenderer->BeginPass(streamflags);
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m->RenderAllModels(modifier, flags, pass, streamflags);
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m->vertexRenderer->EndPass(streamflags);
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} while(!modifier->EndPass(pass++));
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}
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// Render one frame worth of models
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void BatchModelRendererInternals::RenderAllModels(
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const RenderModifierPtr& modifier, int filterflags,
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int pass, int streamflags)
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{
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for(BMRModelDefTracker* mdeftracker = submissions; mdeftracker; mdeftracker = mdeftracker->m_Next)
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{
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vertexRenderer->PrepareModelDef(streamflags, mdeftracker->m_ModelDef.lock());
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for(size_t idx = 0; idx < mdeftracker->m_Slots; ++idx)
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{
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BMRModelData* bmrdata = mdeftracker->m_ModelSlots[idx];
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modifier->PrepareTexture(pass, bmrdata->GetModel()->GetTexture());
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for(; bmrdata; bmrdata = bmrdata->m_Next)
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{
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CModel* model = bmrdata->GetModel();
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ENSURE(bmrdata->GetKey() == this);
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if (filterflags && !(model->GetFlags() & filterflags))
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continue;
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modifier->PrepareModel(pass, model);
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vertexRenderer->RenderModel(streamflags, model, bmrdata->m_Data);
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}
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}
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}
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}
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void BatchModelRenderer::Filter(CModelFilter& filter, int passed, int flags)
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{
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if (!HaveSubmissions())
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return;
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m->FilterAllModels(filter, passed, flags);
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}
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// Recompute filter flags
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void BatchModelRendererInternals::FilterAllModels(CModelFilter& filter, int passed, int filterflags)
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{
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for(BMRModelDefTracker* mdeftracker = submissions; mdeftracker; mdeftracker = mdeftracker->m_Next)
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{
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for(size_t idx = 0; idx < mdeftracker->m_Slots; ++idx)
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{
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BMRModelData* bmrdata = mdeftracker->m_ModelSlots[idx];
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for(; bmrdata; bmrdata = bmrdata->m_Next)
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{
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CModel* model = bmrdata->GetModel();
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if (filterflags && !(model->GetFlags() & filterflags))
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continue;
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if (filter.Filter(model))
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model->SetFlags(model->GetFlags() | passed);
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else
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model->SetFlags(model->GetFlags() & ~passed);
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}
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}
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}
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}
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