0ad/source/renderer/ModelRenderer.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

467 lines
12 KiB
C++

/**
* =========================================================================
* File : ModelRenderer.cpp
* Project : Pyrogenesis
* Description : Implementation of ModelRenderer and BatchModelRenderer
* =========================================================================
*/
#include "precompiled.h"
#include "lib/ogl.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "ps/CLogger.h"
#include "ps/Profile.h"
#include "graphics/Color.h"
#include "graphics/LightEnv.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "renderer/ModelRenderer.h"
#include "renderer/ModelVertexRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
#include <boost/weak_ptr.hpp>
#define LOG_CATEGORY "graphics"
///////////////////////////////////////////////////////////////////////////////////////////////
// ModelRenderer implementation
// Helper function to copy object-space position and normal vectors into arrays.
void ModelRenderer::CopyPositionAndNormals(
CModelDefPtr mdef,
VertexArrayIterator<CVector3D> Position,
VertexArrayIterator<CVector3D> Normal)
{
size_t numVertices = mdef->GetNumVertices();
SModelVertex* vertices = mdef->GetVertices();
for(size_t j = 0; j < numVertices; ++j)
{
Position[j] = vertices[j].m_Coords;
Normal[j] = vertices[j].m_Norm;
}
}
// Helper function to transform position and normal vectors into world-space.
void ModelRenderer::BuildPositionAndNormals(
CModel* model,
VertexArrayIterator<CVector3D> Position,
VertexArrayIterator<CVector3D> Normal)
{
CModelDefPtr mdef = model->GetModelDef();
size_t numVertices = mdef->GetNumVertices();
SModelVertex* vertices=mdef->GetVertices();
if (model->IsSkinned())
{
// boned model - calculate skinned vertex positions/normals
PROFILE( "skinning bones" );
// Avoid the noisy warnings that occur inside SkinPoint/SkinNormal in
// some broken situations
if (numVertices && vertices[0].m_Blend.m_Bone[0] == 0xff)
{
LOG_ONCE(CLogger::Error, LOG_CATEGORY, "Model %s is boned with unboned animation", mdef->GetName().c_str());
return;
}
for (size_t j=0; j<numVertices; j++)
{
Position[j] = CModelDef::SkinPoint(vertices[j], model->GetAnimatedBoneMatrices(), model->GetInverseBindBoneMatrices());
Normal[j] = CModelDef::SkinNormal(vertices[j], model->GetAnimatedBoneMatrices(), model->GetInverseBindBoneMatrices());
}
}
else
{
PROFILE( "software transform" );
// just copy regular positions, transform normals to world space
const CMatrix3D& transform = model->GetTransform();
const CMatrix3D& invtransform = model->GetInvTransform();
for (size_t j=0; j<numVertices; j++)
{
transform.Transform(vertices[j].m_Coords,Position[j]);
invtransform.RotateTransposed(vertices[j].m_Norm,Normal[j]);
}
}
}
// Helper function for lighting
void ModelRenderer::BuildColor4ub(
CModel* model,
VertexArrayIterator<CVector3D> Normal,
VertexArrayIterator<SColor4ub> Color,
bool onlyDiffuse)
{
PROFILE( "lighting vertices" );
CModelDefPtr mdef = model->GetModelDef();
size_t numVertices = mdef->GetNumVertices();
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
CColor shadingColor = model->GetShadingColor();
RGBColor tempcolor;
if (onlyDiffuse)
{
for (size_t j=0; j<numVertices; j++)
{
lightEnv.EvaluateDirect(Normal[j], tempcolor);
tempcolor.X *= shadingColor.r;
tempcolor.Y *= shadingColor.g;
tempcolor.Z *= shadingColor.b;
*(u32*)&Color[j] = ConvertRGBColorTo4ub(tempcolor);
}
}
else
{
for (size_t j=0; j<numVertices; j++)
{
lightEnv.EvaluateUnit(Normal[j], tempcolor);
tempcolor.X *= shadingColor.r;
tempcolor.Y *= shadingColor.g;
tempcolor.Z *= shadingColor.b;
*(u32*)&Color[j] = ConvertRGBColorTo4ub(tempcolor);
}
}
}
// Copy UV coordinates
void ModelRenderer::BuildUV(
CModelDefPtr mdef,
VertexArrayIterator<float[2]> UV)
{
size_t numVertices = mdef->GetNumVertices();
SModelVertex* vertices = mdef->GetVertices();
for (size_t j=0; j < numVertices; ++j, ++UV)
{
(*UV)[0] = vertices[j].m_U;
(*UV)[1] = 1.0-vertices[j].m_V;
}
}
// Build default indices array.
void ModelRenderer::BuildIndices(
CModelDefPtr mdef,
u16* Indices)
{
size_t idxidx = 0;
SModelFace* faces = mdef->GetFaces();
for (size_t j = 0; j < mdef->GetNumFaces(); ++j) {
SModelFace& face=faces[j];
Indices[idxidx++]=face.m_Verts[0];
Indices[idxidx++]=face.m_Verts[1];
Indices[idxidx++]=face.m_Verts[2];
}
}
///////////////////////////////////////////////////////////////////////////////////////////////
// BatchModelRenderer implementation
/// See BatchModelRendererInternals::phase
enum BMRPhase {
/// Currently allow calls to Submit and PrepareModels
BMRSubmit,
/// Allow calls to rendering and EndFrame
BMRRender
};
/**
* Struct BMRModelData: Per-CModel render data used by the BatchModelRenderer.
*/
struct BMRModelData : public CModelRData
{
BMRModelData(BatchModelRendererInternals* bmri, CModel* model)
: CModelRData(bmri, model), m_BMRI(bmri), m_Data(0), m_Next(0) { }
virtual ~BMRModelData();
/// Back-link to "our" modelrenderer
BatchModelRendererInternals* m_BMRI;
/// Private data created by derived class' CreateModelData
void* m_Data;
/// Next model in the per-ModelDefTracker-slot linked list.
BMRModelData* m_Next;
};
/**
* Class BMRModelDefTracker: Per-CModelDef data used by the BatchModelRenderer.
*
* Note that classes that derive from BatchModelRenderer should use
* their own per-CModelDef data if necessary.
*/
struct BMRModelDefTracker : public CModelDefRPrivate
{
BMRModelDefTracker(CModelDefPtr mdef)
: m_ModelDef(mdef), m_Next(0), m_Slots(0) { }
/// Back-link to the CModelDef object
boost::weak_ptr<CModelDef> m_ModelDef;
/// Pointer to the next ModelDefTracker that has submitted models.
BMRModelDefTracker* m_Next;
/// Number of slots used in m_ModelSlots
size_t m_Slots;
/// Each slot contains a linked list of model data objects, up to m_Slots-1
// At the end of the frame, m_Slots is reset to 0, but m_ModelSlots stays
// the same size (we assume the same number of slots is going to be used
// next frame)
std::vector<BMRModelData*> m_ModelSlots;
};
/**
* Struct BatchModelRendererInternals: Internal data of the BatchModelRenderer
*
* Separated into the source file to increase implementation hiding (and to
* avoid some causes of recompiles).
*/
struct BatchModelRendererInternals
{
BatchModelRendererInternals(BatchModelRenderer* r) : m_Renderer(r) { }
/// Back-link to "our" renderer
BatchModelRenderer* m_Renderer;
/// ModelVertexRenderer used for vertex transformations
ModelVertexRendererPtr vertexRenderer;
/// Track the current "phase" of the frame (only for debugging purposes)
BMRPhase phase;
/// Linked list of ModelDefTrackers that have submitted models
BMRModelDefTracker* submissions;
/// Helper functions
void ThunkDestroyModelData(CModel* model, void* data)
{
vertexRenderer->DestroyModelData(model, data);
}
void RenderAllModels(RenderModifierPtr modifier, int filterflags, int pass, int streamflags);
};
BMRModelData::~BMRModelData()
{
m_BMRI->ThunkDestroyModelData(GetModel(), m_Data);
}
// Construction/Destruction
BatchModelRenderer::BatchModelRenderer(ModelVertexRendererPtr vertexrenderer)
{
m = new BatchModelRendererInternals(this);
m->vertexRenderer = vertexrenderer;
m->phase = BMRSubmit;
m->submissions = 0;
}
BatchModelRenderer::~BatchModelRenderer()
{
delete m;
}
// Submit one model.
void BatchModelRenderer::Submit(CModel* model)
{
debug_assert(m->phase == BMRSubmit);
ogl_WarnIfError();
CModelDefPtr mdef = model->GetModelDef();
BMRModelDefTracker* mdeftracker = (BMRModelDefTracker*)mdef->GetRenderData(m);
CModelRData* rdata = (CModelRData*)model->GetRenderData();
BMRModelData* bmrdata = 0;
// Ensure model def data and model data exist
if (!mdeftracker)
{
mdeftracker = new BMRModelDefTracker(mdef);
mdef->SetRenderData(m, mdeftracker);
}
if (rdata && rdata->GetKey() == m)
{
bmrdata = (BMRModelData*)rdata;
}
else
{
bmrdata = new BMRModelData(m, model);
bmrdata->m_Data = m->vertexRenderer->CreateModelData(model);
rdata = bmrdata;
model->SetRenderData(bmrdata);
model->SetDirty(~0u);
g_Renderer.LoadTexture(model->GetTexture(), GL_CLAMP_TO_EDGE);
}
// Add the model def tracker to the submission list if necessary
if (!mdeftracker->m_Slots)
{
mdeftracker->m_Next = m->submissions;
m->submissions = mdeftracker;
}
// Add the bmrdata to the modeldef list
Handle htex = model->GetTexture()->GetHandle();
size_t idx;
for(idx = 0; idx < mdeftracker->m_Slots; ++idx)
{
BMRModelData* in = mdeftracker->m_ModelSlots[idx];
if (in->GetModel()->GetTexture()->GetHandle() == htex)
break;
}
if (idx >= mdeftracker->m_Slots)
{
++mdeftracker->m_Slots;
if (mdeftracker->m_Slots > mdeftracker->m_ModelSlots.size())
{
mdeftracker->m_ModelSlots.push_back(0);
debug_assert(mdeftracker->m_ModelSlots.size() == mdeftracker->m_Slots);
}
mdeftracker->m_ModelSlots[idx] = 0;
}
bmrdata->m_Next = mdeftracker->m_ModelSlots[idx];
mdeftracker->m_ModelSlots[idx] = bmrdata;
ogl_WarnIfError();
}
// Call update for all submitted models and enter the rendering phase
void BatchModelRenderer::PrepareModels()
{
debug_assert(m->phase == BMRSubmit);
for(BMRModelDefTracker* mdeftracker = m->submissions; mdeftracker; mdeftracker = mdeftracker->m_Next)
{
for(size_t idx = 0; idx < mdeftracker->m_Slots; ++idx)
{
for(BMRModelData* bmrdata = mdeftracker->m_ModelSlots[idx]; bmrdata; bmrdata = bmrdata->m_Next)
{
CModel* model = bmrdata->GetModel();
debug_assert(model->GetRenderData() == bmrdata);
m->vertexRenderer->UpdateModelData(
model, bmrdata->m_Data,
bmrdata->m_UpdateFlags);
bmrdata->m_UpdateFlags = 0;
}
}
}
m->phase = BMRRender;
}
// Clear the submissions list
void BatchModelRenderer::EndFrame()
{
static size_t mostslots = 1;
for(BMRModelDefTracker* mdeftracker = m->submissions; mdeftracker; mdeftracker = mdeftracker->m_Next)
{
if (mdeftracker->m_Slots > mostslots)
{
mostslots = mdeftracker->m_Slots;
//debug_printf("BatchModelRenderer: SubmissionSlots maximum: %u\n", mostslots);
}
mdeftracker->m_Slots = 0;
}
m->submissions = 0;
m->phase = BMRSubmit;
}
// Return whether we models have been submitted this frame
bool BatchModelRenderer::HaveSubmissions()
{
return m->submissions != 0;
}
// Render models, outer loop for multi-passing
void BatchModelRenderer::Render(RenderModifierPtr modifier, int flags)
{
debug_assert(m->phase == BMRRender);
if (!HaveSubmissions())
return;
int pass = 0;
do
{
int streamflags = modifier->BeginPass(pass);
const CMatrix3D* texturematrix = 0;
if (streamflags & STREAM_TEXGENTOUV1)
texturematrix = modifier->GetTexGenMatrix(pass);
m->vertexRenderer->BeginPass(streamflags, texturematrix);
m->RenderAllModels(modifier, flags, pass, streamflags);
m->vertexRenderer->EndPass(streamflags);
} while(!modifier->EndPass(pass++));
}
// Render one frame worth of models
void BatchModelRendererInternals::RenderAllModels(
RenderModifierPtr modifier, int filterflags,
int pass, int streamflags)
{
for(BMRModelDefTracker* mdeftracker = submissions; mdeftracker; mdeftracker = mdeftracker->m_Next)
{
vertexRenderer->PrepareModelDef(streamflags, mdeftracker->m_ModelDef.lock());
for(size_t idx = 0; idx < mdeftracker->m_Slots; ++idx)
{
BMRModelData* bmrdata = mdeftracker->m_ModelSlots[idx];
modifier->PrepareTexture(pass, bmrdata->GetModel()->GetTexture());
for(; bmrdata; bmrdata = bmrdata->m_Next)
{
CModel* model = bmrdata->GetModel();
debug_assert(bmrdata->GetKey() == this);
if (filterflags && !(model->GetFlags()&filterflags))
continue;
modifier->PrepareModel(pass, model);
vertexRenderer->RenderModel(streamflags, model, bmrdata->m_Data);
}
}
}
}