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0ad/source/renderer/HWLightingModelRenderer.cpp

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/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Implementation of HWLightingModelRenderer
*/
#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/HWLightingModelRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
#include "renderer/RenderPathVertexShader.h"
#include "renderer/VertexArray.h"
#define LOG_CATEGORY L"graphics"
///////////////////////////////////////////////////////////////////////////////////////////////
// HWLightingModelRenderer implementation
struct HWLModelDef : public CModelDefRPrivate
{
/// Indices are the same for all models, so share them
u16* m_Indices;
HWLModelDef(const CModelDefPtr& mdef);
~HWLModelDef() { delete[] m_Indices; }
};
HWLModelDef::HWLModelDef(const CModelDefPtr& mdef)
{
m_Indices = new u16[mdef->GetNumFaces()*3];
ModelRenderer::BuildIndices(mdef, m_Indices);
}
struct HWLModel
{
/// Dynamic per-CModel vertex array
VertexArray m_Array;
/// Position and normals are recalculated on CPU every frame
VertexArray::Attribute m_Position;
VertexArray::Attribute m_Normal;
/// UV is stored per-CModel in order to avoid space wastage due to alignment
VertexArray::Attribute m_UV;
HWLModel() : m_Array(true) { }
};
struct HWLightingModelRendererInternals
{
/// Currently used RenderModifier
RenderModifierPtr modifier;
/// Previously prepared modeldef
HWLModelDef* hwlmodeldef;
/// If true, primary color will only contain the diffuse term
bool colorIsDiffuseOnly;
};
// Construction and Destruction
HWLightingModelRenderer::HWLightingModelRenderer(bool colorIsDiffuseOnly)
{
m = new HWLightingModelRendererInternals;
m->hwlmodeldef = 0;
m->colorIsDiffuseOnly = colorIsDiffuseOnly;
}
HWLightingModelRenderer::~HWLightingModelRenderer()
{
delete m;
}
// Check hardware support
bool HWLightingModelRenderer::IsAvailable()
{
return g_Renderer.m_VertexShader != 0;
}
// Build model data (and modeldef data if necessary)
void* HWLightingModelRenderer::CreateModelData(CModel* model)
{
CModelDefPtr mdef = model->GetModelDef();
HWLModelDef* hwlmodeldef = (HWLModelDef*)mdef->GetRenderData(m);
if (!hwlmodeldef)
{
hwlmodeldef = new HWLModelDef(mdef);
mdef->SetRenderData(m, hwlmodeldef);
}
// Build the per-model data
HWLModel* hwlmodel = new HWLModel;
hwlmodel->m_Position.type = GL_FLOAT;
hwlmodel->m_Position.elems = 3;
hwlmodel->m_Array.AddAttribute(&hwlmodel->m_Position);
hwlmodel->m_UV.type = GL_FLOAT;
hwlmodel->m_UV.elems = 2;
hwlmodel->m_Array.AddAttribute(&hwlmodel->m_UV);
hwlmodel->m_Normal.type = GL_FLOAT;
hwlmodel->m_Normal.elems = 3;
hwlmodel->m_Array.AddAttribute(&hwlmodel->m_Normal);
hwlmodel->m_Array.SetNumVertices(mdef->GetNumVertices());
hwlmodel->m_Array.Layout();
// Fill in static UV coordinates
VertexArrayIterator<float[2]> UVit = hwlmodel->m_UV.GetIterator<float[2]>();
ModelRenderer::BuildUV(mdef, UVit);
return hwlmodel;
}
// Fill in and upload dynamic vertex array
void HWLightingModelRenderer::UpdateModelData(CModel* model, void* data, int updateflags)
{
HWLModel* hwlmodel = (HWLModel*)data;
if (updateflags & RENDERDATA_UPDATE_VERTICES)
{
// build vertices
VertexArrayIterator<CVector3D> Position = hwlmodel->m_Position.GetIterator<CVector3D>();
VertexArrayIterator<CVector3D> Normal = hwlmodel->m_Normal.GetIterator<CVector3D>();
ModelRenderer::BuildPositionAndNormals(model, Position, Normal);
// upload everything to vertex buffer
hwlmodel->m_Array.Upload();
}
}
// Cleanup per-model data.
// Note that per-CModelDef data is deleted by the CModelDef itself.
void HWLightingModelRenderer::DestroyModelData(CModel* UNUSED(model), void* data)
{
HWLModel* hwlmodel = (HWLModel*)data;
delete hwlmodel;
}
// Setup one rendering pass
void HWLightingModelRenderer::BeginPass(int streamflags, const CMatrix3D* texturematrix)
{
debug_assert(streamflags == (streamflags & (STREAM_POS|STREAM_UV0|STREAM_COLOR|STREAM_TEXGENTOUV1)));
glEnableClientState(GL_VERTEX_ARRAY);
if (streamflags & STREAM_UV0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (streamflags & STREAM_COLOR)
{
RenderPathVertexShader* rpvs = g_Renderer.m_VertexShader;
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
VS_GlobalLight* lightConfig;
if (streamflags & STREAM_TEXGENTOUV1)
{
ogl_program_use(rpvs->m_ModelLightP);
lightConfig = &rpvs->m_ModelLightP_Light;
rpvs->m_ModelLightP_PosToUV1.SetMatrix(*texturematrix);
}
else
{
ogl_program_use(rpvs->m_ModelLight);
lightConfig = &rpvs->m_ModelLight_Light;
}
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)
{
pglActiveTextureARB(GL_TEXTURE1);
float tmp[4];
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
tmp[0] = texturematrix->_11;
tmp[1] = texturematrix->_12;
tmp[2] = texturematrix->_13;
tmp[3] = texturematrix->_14;
glTexGenfv(GL_S, GL_OBJECT_PLANE, tmp);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
tmp[0] = texturematrix->_21;
tmp[1] = texturematrix->_22;
tmp[2] = texturematrix->_23;
tmp[3] = texturematrix->_24;
glTexGenfv(GL_T, GL_OBJECT_PLANE, tmp);
glEnable(GL_TEXTURE_GEN_R);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
tmp[0] = texturematrix->_31;
tmp[1] = texturematrix->_32;
tmp[2] = texturematrix->_33;
tmp[3] = texturematrix->_34;
glTexGenfv(GL_R, GL_OBJECT_PLANE, tmp);
pglActiveTextureARB(GL_TEXTURE0);
}
}
}
// Cleanup one rendering pass
void HWLightingModelRenderer::EndPass(int streamflags)
{
if (streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (streamflags & STREAM_COLOR)
{
pglUseProgramObjectARB(0);
glDisableClientState(GL_NORMAL_ARRAY);
}
else
{
if (streamflags & STREAM_TEXGENTOUV1)
{
pglActiveTextureARB(GL_TEXTURE1);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
pglActiveTextureARB(GL_TEXTURE0);
}
}
glDisableClientState(GL_VERTEX_ARRAY);
CVertexBuffer::Unbind();
}
// Prepare UV coordinates for this modeldef
void HWLightingModelRenderer::PrepareModelDef(int UNUSED(streamflags), const CModelDefPtr& def)
{
m->hwlmodeldef = (HWLModelDef*)def->GetRenderData(m);
debug_assert(m->hwlmodeldef);
}
// Render one model
void HWLightingModelRenderer::RenderModel(int streamflags, CModel* model, void* data)
{
CModelDefPtr mdldef = model->GetModelDef();
HWLModel* hwlmodel = (HWLModel*)data;
u8* base = hwlmodel->m_Array.Bind();
GLsizei stride = (GLsizei)hwlmodel->m_Array.GetStride();
glVertexPointer(3, GL_FLOAT, stride, base + hwlmodel->m_Position.offset);
if (streamflags & STREAM_COLOR)
{
CColor sc = model->GetShadingColor();
glColor3f(sc.r, sc.g, sc.b);
glNormalPointer(GL_FLOAT, stride, base + hwlmodel->m_Normal.offset);
}
if (streamflags & STREAM_UV0)
{
glTexCoordPointer(2, GL_FLOAT, stride, base + hwlmodel->m_UV.offset);
}
// 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->hwlmodeldef->m_Indices);
}
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_ModelTris += numFaces;
}