0ad/source/terrain/ModelRData.cpp
2004-04-13 11:09:36 +00:00

272 lines
6.2 KiB
C++
Executable File

#include <assert.h>
#include <algorithm>
#include "res/tex.h"
#include "Renderer.h"
#include "TransparencyRenderer.h"
#include "ModelRData.h"
#include "terrain/Model.h"
extern CRenderer g_Renderer;
CModelRData::CModelRData(CModel* model) : m_Model(model), m_Vertices(0), m_Indices(0), m_VB(0)
{
assert(model);
// set models renderdata pointer to point to this object
m_Model->m_RenderData=this;
// build all data now
Build();
}
CModelRData::~CModelRData()
{
}
void CModelRData::Build()
{
BuildVertices();
BuildIndices();
}
void CModelRData::BuildIndices()
{
CModelDef* mdef=m_Model->GetModelDef();
// allocate indices if we haven't got any already
if (!m_Indices) {
m_Indices=new u16[mdef->GetNumFaces()*3];
}
// build indices
u32 indices=0;
SModelFace* faces=mdef->GetFaces();
for (int j=0; j<mdef->GetNumFaces(); j++) {
SModelFace& face=faces[j];
m_Indices[indices++]=face.m_Verts[0];
m_Indices[indices++]=face.m_Verts[1];
m_Indices[indices++]=face.m_Verts[2];
}
}
inline int clamp(int x,int min,int max)
{
if (x<min) return min;
else if (x>max) return max;
else return x;
}
static SColor4ub ConvertColor(const RGBColor& src)
{
SColor4ub result;
result.R=clamp(int(src.X*255),0,255);
result.G=clamp(int(src.Y*255),0,255);
result.B=clamp(int(src.Z*255),0,255);
result.A=0xff;
return result;
}
void CModelRData::BuildVertices()
{
CModelDef* mdef=m_Model->GetModelDef();
// allocate vertices if we haven't got any already
if (!m_Vertices) {
m_Vertices=new SVertex[mdef->GetNumVertices()];
}
// build vertices
SModelVertex* vertices=mdef->GetVertices();
for (int j=0; j<mdef->GetNumVertices(); j++) {
if (vertices[j].m_Bone!=-1) {
m_Vertices[j].m_Position=m_Model->GetBonePoses()[vertices[j].m_Bone].Transform(vertices[j].m_Coords);
} else {
m_Vertices[j].m_Position=vertices[j].m_Coords;
}
m_Vertices[j].m_UVs[0]=vertices[j].m_U;
m_Vertices[j].m_UVs[1]=1-vertices[j].m_V;
RGBColor c;
g_Renderer.m_SHCoeffsUnits.Evaluate(vertices[j].m_Norm,c);
m_Vertices[j].m_Color=ConvertColor(c);
}
if (g_Renderer.m_Caps.m_VBO) {
if (!m_VB) {
glGenBuffersARB(1,(GLuint*) &m_VB);
glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_VB);
glBufferDataARB(GL_ARRAY_BUFFER_ARB,mdef->GetNumVertices()*sizeof(SVertex),0,GL_STATIC_DRAW_ARB);
} else {
glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_VB);
}
u8* vertices=(u8*) glMapBufferARB(GL_ARRAY_BUFFER_ARB,GL_WRITE_ONLY_ARB);
memcpy(vertices,m_Vertices,mdef->GetNumVertices()*sizeof(SVertex));
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
}
}
void CModelRData::RenderWireframe(const CMatrix3D& transform,bool transparentPass)
{
// ignore transparent passes
if (!transparentPass && g_Renderer.IsTextureTransparent(m_Model->GetTexture())) {
return;
}
assert(m_UpdateFlags==0);
u8* base;
if (g_Renderer.m_Caps.m_VBO) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_VB);
base=0;
} else {
base=(u8*) &m_Vertices[0];
}
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
CMatrix3D tmp;
transform.GetTranspose(tmp);
glMultMatrixf(&tmp._11);
// set vertex pointers
glVertexPointer(3,GL_FLOAT,sizeof(SVertex),base+offsetof(SVertex,m_Position));
// render the lot
u32 numFaces=m_Model->GetModelDef()->GetNumFaces();
glDrawElements(GL_TRIANGLES,numFaces*3,GL_UNSIGNED_SHORT,m_Indices);
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
if (transparentPass) {
g_Renderer.m_Stats.m_TransparentTris+=numFaces;
} else {
g_Renderer.m_Stats.m_ModelTris+=numFaces;
}
glPopMatrix();
}
void CModelRData::Render(const CMatrix3D& transform,bool transparentPass)
{
// ignore transparent passes
if (!transparentPass && g_Renderer.IsTextureTransparent(m_Model->GetTexture())) {
return;
}
CModelDef* mdldef=(CModelDef*) m_Model->GetModelDef();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
CMatrix3D tmp;
transform.GetTranspose(tmp);
glMultMatrixf(&tmp._11);
g_Renderer.SetTexture(0,m_Model->GetTexture());
u8* base;
if (g_Renderer.m_Caps.m_VBO) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_VB);
base=0;
} else {
base=(u8*) &m_Vertices[0];
}
// set vertex pointers
u32 stride=sizeof(SVertex);
glVertexPointer(3,GL_FLOAT,stride,base+offsetof(SVertex,m_Position));
glColorPointer(4,GL_UNSIGNED_BYTE,stride,base+offsetof(SVertex,m_Color));
glTexCoordPointer(2,GL_FLOAT,stride,base+offsetof(SVertex,m_UVs));
// render the lot
u32 numFaces=mdldef->GetNumFaces();
glDrawElements(GL_TRIANGLES,numFaces*3,GL_UNSIGNED_SHORT,m_Indices);
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
if (transparentPass) {
g_Renderer.m_Stats.m_TransparentTris+=numFaces;
} else {
g_Renderer.m_Stats.m_ModelTris+=numFaces;
}
glPopMatrix();
}
void CModelRData::Update()
{
if (m_UpdateFlags!=0) {
// renderdata changed : rebuild necessary portions
if (m_UpdateFlags & RENDERDATA_UPDATE_VERTICES) {
BuildVertices();
}
if (m_UpdateFlags & RENDERDATA_UPDATE_INDICES) {
BuildIndices();
}
m_UpdateFlags=0;
}
}
typedef std::pair<int,float> IntFloatPair;
static std::vector<IntFloatPair> IndexSorter;
struct SortFacesByDist {
bool operator()(const IntFloatPair& lhs,const IntFloatPair& rhs) {
return lhs.second>rhs.second ? true : false;
}
};
float CModelRData::BackToFrontIndexSort(CMatrix3D& objToCam)
{
float mindist=1.0e30f;
CVector3D osvtx,csvtx;
CModelDef* mdldef=(CModelDef*) m_Model->GetModelDef();
SModelVertex* vtxs=mdldef->GetVertices();
u32 numFaces=mdldef->GetNumFaces();
SModelFace* faces=mdldef->GetFaces();
IndexSorter.reserve(numFaces);
SModelFace* facePtr=faces;
uint i;
for (i=0;i<numFaces;i++)
{
osvtx=vtxs[facePtr->m_Verts[0]].m_Coords;
osvtx+=vtxs[facePtr->m_Verts[1]].m_Coords;
osvtx+=vtxs[facePtr->m_Verts[2]].m_Coords;
osvtx*=1.0f/3.0f;
csvtx=objToCam.Transform(osvtx);
float distsqrd=SQR(csvtx.X)+SQR(csvtx.Y)+SQR(csvtx.Z);
if (distsqrd<mindist) mindist=distsqrd;
IndexSorter.push_back(IntFloatPair(i,distsqrd));
facePtr++;
}
std::sort(IndexSorter.begin(),IndexSorter.end(),SortFacesByDist());
// now build index list
u32 indices=0;
for (i=0;i<numFaces;i++) {
SModelFace& face=faces[IndexSorter[i].first];
m_Indices[indices++]=face.m_Verts[0];
m_Indices[indices++]=face.m_Verts[1];
m_Indices[indices++]=face.m_Verts[2];
}
// clear list for next call
IndexSorter.clear();
return mindist;
}