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forked from 0ad/0ad
0ad/source/renderer/InstancingModelRenderer.cpp

266 lines
6.6 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/Model.h"
#include "graphics/ModelDef.h"
#include "renderer/InstancingModelRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
#include "renderer/RenderPathVertexShader.h"
#include "renderer/SHCoeffs.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;
/// Current rendering pass
uint pass;
/// Streamflags required in this pass
uint streamflags;
/// Previously prepared modeldef
IModelDef* imodeldef;
};
// Construction and Destruction
InstancingModelRenderer::InstancingModelRenderer()
{
m = new InstancingModelRendererInternals;
}
InstancingModelRenderer::~InstancingModelRenderer()
{
delete m;
}
// Check hardware support
bool InstancingModelRenderer::IsAvailable()
{
return g_Renderer.m_VertexShader != 0;
}
// Render submitted models.
void InstancingModelRenderer::Render(RenderModifierPtr modifier, u32 flags)
{
if (!HaveSubmissions())
return;
// Save for later
m->modifier = modifier;
glEnableClientState(GL_VERTEX_ARRAY);
m->pass = 0;
do
{
m->streamflags = modifier->BeginPass(m->pass);
if (m->streamflags & STREAM_UV0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (m->streamflags & STREAM_COLOR)
{
const RGBColor* coeffs = g_Renderer.m_SHCoeffsUnits.GetCoefficients();
int idx;
ogl_program_use(g_Renderer.m_VertexShader->m_InstancingLight);
idx = g_Renderer.m_VertexShader->m_InstancingLight_SHCoefficients;
pglUniform3fvARB(idx, 9, (float*)coeffs);
glEnableClientState(GL_NORMAL_ARRAY);
}
else
{
ogl_program_use(g_Renderer.m_VertexShader->m_Instancing);
}
RenderAllModels(flags);
if (m->streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (m->streamflags & STREAM_COLOR) glDisableClientState(GL_NORMAL_ARRAY);
pglUseProgramObjectARB(0);
} while(!modifier->EndPass(m->pass++));
glDisableClientState(GL_VERTEX_ARRAY);
}
// 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* model, void* data, u32 updateflags)
{
// We have no per-CModel data
}
void InstancingModelRenderer::DestroyModelData(CModel* model, void* data)
{
// We have no per-CModel data, and per-CModelDef data is deleted by the CModelDef
}
// Prepare UV coordinates for this modeldef
void InstancingModelRenderer::PrepareModelDef(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 (m->streamflags & STREAM_COLOR)
{
glNormalPointer(GL_FLOAT, stride, base + m->imodeldef->m_Normal.offset);
}
if (m->streamflags & STREAM_UV0)
{
glTexCoordPointer(2, GL_FLOAT, stride, base + m->imodeldef->m_UV.offset);
}
}
// Call the modifier to prepare the given texture
void InstancingModelRenderer::PrepareTexture(CTexture* texture)
{
m->modifier->PrepareTexture(m->pass, texture);
}
// Render one model
void InstancingModelRenderer::RenderModel(CModel* model, void* data)
{
m->modifier->PrepareModel(m->pass, model);
CModelDefPtr mdldef = model->GetModelDef();
const CMatrix3D& mat = model->GetTransform();
RenderPathVertexShader* rpvs = g_Renderer.m_VertexShader;
if (m->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, mdldef->GetNumVertices(),
numFaces*3, GL_UNSIGNED_SHORT, m->imodeldef->m_Indices);
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_ModelTris += numFaces;
}