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9 commits
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84567e66c2
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12 changed files with 258 additions and 441 deletions
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@ -8,5 +8,5 @@
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||||||
{ "value": "Researcher/TechCostMultiplier/metal", "multiply": 0.9 }
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{ "value": "Researcher/TechCostMultiplier/metal", "multiply": 0.9 }
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],
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],
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"auraName": "Economic Fortune",
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"auraName": "Economic Fortune",
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"auraDescription": "Solon brought in a new system of weights and measures, fathers were encouraged to find trades for their sons.\nEconomic technologies −10% resource costs."
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"auraDescription": "Solon brought in a new system of weights and measures, and fathers were encouraged to find trades for their sons.\nEconomic technologies −10% resource costs."
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}
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}
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@ -5,5 +5,5 @@
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{ "value": "TerritoryInfluence/Radius", "multiply": 1.2 }
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{ "value": "TerritoryInfluence/Radius", "multiply": 1.2 }
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],
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],
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"auraName": "Territorial Expansion",
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"auraName": "Territorial Expansion",
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"auraDescription": "At its height, the Empire's borders spanned from the Fergana Valley in the west, to Korea in the east, and to northern Vietnam in the south.\nTerritory influence bonus +20%."
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"auraDescription": "At its height, the Empire's borders spanned from the Fergana Valley in the west to Korea in the east and to northern Vietnam in the south.\nTerritory influence bonus +20%."
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}
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}
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@ -7,5 +7,5 @@
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{ "value": "Resistance/Entity/Damage/Crush", "add": 1 }
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{ "value": "Resistance/Entity/Damage/Crush", "add": 1 }
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],
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],
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"auraName": "Founder and Defender of the Republic",
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"auraName": "Founder and Defender of the Republic",
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"auraDescription": "Brutus was one of the key figures in the overthrow of the monarchy and the founding of the Roman Republic. Later, as consul he led a Roman army to victory against the Etruscan King Tarquinius who sought to retake the throne.\nHumans and Siege Engines +1 crush, hack, pierce resistance."
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"auraDescription": "Brutus was one of the key figures in the overthrow of the monarchy and the founding of the Roman Republic. Later, as consul, he led a Roman army to victory against the Etruscan King Tarquinius who sought to retake the throne.\nHumans and Siege Engines +1 crush, hack, and pierce resistance."
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}
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}
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@ -53,25 +53,6 @@ public:
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void SetElevation(float f);
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void SetElevation(float f);
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void SetRotation(float f);
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void SetRotation(float f);
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/**
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* Calculate brightness of a point of a unit with the given normal vector,
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* for rendering with CPU lighting.
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* The resulting color contains both ambient and diffuse light.
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* To cope with sun overbrightness, the color is scaled by 0.5.
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*
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* @param normal normal vector (must have length 1)
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*/
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RGBColor EvaluateUnitScaled(const CVector3D& normal) const
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{
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float dot = -normal.Dot(m_SunDir);
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RGBColor color = m_AmbientColor;
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if (dot > 0)
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color += m_SunColor * dot;
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return color * 0.5f;
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}
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// Comparison operators
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// Comparison operators
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bool operator==(const CLightEnv& o) const
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bool operator==(const CLightEnv& o) const
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{
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{
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@ -1,4 +1,4 @@
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/* Copyright (C) 2025 Wildfire Games.
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/* Copyright (C) 2026 Wildfire Games.
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* This file is part of 0 A.D.
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* This file is part of 0 A.D.
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*
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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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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -33,7 +33,7 @@ namespace Renderer::Backend { class IDeviceCommandContext; }
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* This computes and binds per-vertex data; the modifier is responsible
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* This computes and binds per-vertex data; the modifier is responsible
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* for setting any shader uniforms etc.
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* for setting any shader uniforms etc.
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*/
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*/
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class CPUSkinnedModelVertexRenderer : public ModelVertexRenderer
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class CPUSkinnedModelVertexRenderer final : public ModelVertexRenderer
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{
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{
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public:
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public:
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CPUSkinnedModelVertexRenderer();
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CPUSkinnedModelVertexRenderer();
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@ -1,4 +1,4 @@
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/* Copyright (C) 2025 Wildfire Games.
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/* Copyright (C) 2026 Wildfire Games.
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* This file is part of 0 A.D.
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* This file is part of 0 A.D.
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*
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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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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -34,7 +34,7 @@ namespace Renderer::Backend { class IShaderProgram; }
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* This computes and binds per-vertex data; the modifier is responsible
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* This computes and binds per-vertex data; the modifier is responsible
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* for setting any shader uniforms etc.
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* for setting any shader uniforms etc.
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*/
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*/
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class GPUSkinnedModelModelRenderer : public ModelVertexRenderer
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class GPUSkinnedModelModelRenderer final : public ModelVertexRenderer
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{
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{
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public:
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public:
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GPUSkinnedModelModelRenderer();
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GPUSkinnedModelModelRenderer();
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@ -34,7 +34,7 @@ struct InstancingModelRendererInternals;
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* This computes and binds per-vertex data; the modifier is responsible
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* This computes and binds per-vertex data; the modifier is responsible
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* for setting any shader uniforms etc (including the instancing transform).
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* for setting any shader uniforms etc (including the instancing transform).
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*/
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*/
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class InstancingModelRenderer : public ModelVertexRenderer
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class InstancingModelRenderer final : public ModelVertexRenderer
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{
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{
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public:
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public:
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InstancingModelRenderer();
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InstancingModelRenderer();
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@ -102,15 +102,11 @@ CMaterial::Pass GetMaterialPassFromCullGroup(const int cullGroup, const ERenderM
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}
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}
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void ModelRenderer::Init()
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// static
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{
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}
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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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void ModelRenderer::CopyPositionAndNormals(
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const CModelDefPtr& mdef,
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const CModelDefPtr& mdef,
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const VertexArrayIterator<CVector3D>& Position,
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const VertexArrayIterator<CVector3D>& Position,
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const VertexArrayIterator<CVector3D>& Normal)
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const VertexArrayIterator<CVector3D>& Normal)
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{
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{
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size_t numVertices = mdef->GetNumVertices();
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size_t numVertices = mdef->GetNumVertices();
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SModelVertex* vertices = mdef->GetVertices();
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SModelVertex* vertices = mdef->GetVertices();
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@ -122,11 +118,11 @@ void ModelRenderer::CopyPositionAndNormals(
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}
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}
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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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// static
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void ModelRenderer::BuildPositionAndNormals(
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void ModelRenderer::BuildPositionAndNormals(
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CModel* model,
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CModel* model,
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const VertexArrayIterator<CVector3D>& Position,
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const VertexArrayIterator<CVector3D>& Position,
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const VertexArrayIterator<CVector3D>& Normal)
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const VertexArrayIterator<CVector3D>& Normal)
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{
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{
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CModelDefPtr mdef = model->GetModelDef();
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CModelDefPtr mdef = model->GetModelDef();
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size_t numVertices = mdef->GetNumVertices();
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size_t numVertices = mdef->GetNumVertices();
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@ -160,43 +156,16 @@ void ModelRenderer::BuildPositionAndNormals(
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}
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}
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}
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}
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// static
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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.GetSceneRenderer().GetLightEnv();
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CColor shadingColor = model->GetShadingColor();
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for (size_t j = 0; j < numVertices; ++j)
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{
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RGBColor tempcolor = lightEnv.EvaluateUnitScaled(Normal[j]);
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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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void ModelRenderer::GenTangents(const CModelDefPtr& mdef, std::vector<float>& newVertices, bool gpuSkinning)
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void ModelRenderer::GenTangents(const CModelDefPtr& mdef, std::vector<float>& newVertices, bool gpuSkinning)
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{
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{
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MikkTSpace ms(mdef, newVertices, gpuSkinning);
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MikkTSpace ms(mdef, newVertices, gpuSkinning);
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ms.Generate();
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ms.Generate();
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}
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}
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// static
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// Copy UV coordinates
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void ModelRenderer::BuildUV(
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void ModelRenderer::BuildUV(
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const CModelDefPtr& mdef,
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const CModelDefPtr& mdef, const VertexArrayIterator<float[2]>& UV, int UVset)
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const VertexArrayIterator<float[2]>& UV,
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int UVset)
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{
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{
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const size_t numVertices = mdef->GetNumVertices();
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const size_t numVertices = mdef->GetNumVertices();
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const size_t numberOfUVPerVertex = mdef->GetNumUVsPerVertex();
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const size_t numberOfUVPerVertex = mdef->GetNumUVsPerVertex();
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@ -209,11 +178,9 @@ void ModelRenderer::BuildUV(
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}
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}
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}
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}
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// static
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// Build default indices array.
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void ModelRenderer::BuildIndices(
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void ModelRenderer::BuildIndices(
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const CModelDefPtr& mdef,
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const CModelDefPtr& mdef, const VertexArrayIterator<u16>& Indices)
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const VertexArrayIterator<u16>& Indices)
|
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||||||
{
|
{
|
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size_t idxidx = 0;
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size_t idxidx = 0;
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SModelFace* faces = mdef->GetFaces();
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SModelFace* faces = mdef->GetFaces();
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@ -227,105 +194,6 @@ void ModelRenderer::BuildIndices(
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}
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}
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||||||
}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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// ShaderModelRenderer implementation
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||||||
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/**
|
|
||||||
* Internal data of the ShaderModelRenderer.
|
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*
|
|
||||||
* Separated into the source file to increase implementation hiding (and to
|
|
||||||
* avoid some causes of recompiles).
|
|
||||||
*/
|
|
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struct ShaderModelRenderer::ShaderModelRendererInternals
|
|
||||||
{
|
|
||||||
ShaderModelRendererInternals(ShaderModelRenderer* r) : m_Renderer(r) { }
|
|
||||||
|
|
||||||
/// Back-link to "our" renderer
|
|
||||||
ShaderModelRenderer* m_Renderer;
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|
||||||
|
|
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/// ModelVertexRenderer used for vertex transformations
|
|
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ModelVertexRendererPtr vertexRenderer;
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|
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/// List of submitted models for rendering in this frame
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std::vector<CModel*> submissions[CSceneRenderer::CULL_MAX];
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|
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};
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|
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// Construction/Destruction
|
|
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ShaderModelRenderer::ShaderModelRenderer(ModelVertexRendererPtr vertexrenderer)
|
|
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{
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|
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m = new ShaderModelRendererInternals(this);
|
|
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m->vertexRenderer = vertexrenderer;
|
|
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}
|
|
||||||
|
|
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ShaderModelRenderer::~ShaderModelRenderer()
|
|
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{
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|
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delete m;
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|
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}
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|
|
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// Submit one model.
|
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void ShaderModelRenderer::Submit(int cullGroup, CModel* model)
|
|
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{
|
|
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CModelRData* rdata = (CModelRData*)model->GetRenderData();
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|
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|
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// Ensure model data is valid
|
|
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const void* key = m->vertexRenderer.get();
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|
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if (!rdata || rdata->GetKey() != key)
|
|
||||||
{
|
|
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model->InvalidatePosition();
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|
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rdata = m->vertexRenderer->CreateModelData(key, model);
|
|
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model->SetRenderData(rdata);
|
|
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model->SetDirty(~0u);
|
|
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}
|
|
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|
|
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m->submissions[cullGroup].push_back(model);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Call update for all submitted models and enter the rendering phase
|
|
||||||
void ShaderModelRenderer::PrepareModels(
|
|
||||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
|
|
||||||
{
|
|
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for (int cullGroup = 0; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
|
|
||||||
{
|
|
||||||
for (CModel* model : m->submissions[cullGroup])
|
|
||||||
{
|
|
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model->ValidatePosition();
|
|
||||||
|
|
||||||
CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
|
|
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ENSURE(rdata->GetKey() == m->vertexRenderer.get());
|
|
||||||
}
|
|
||||||
|
|
||||||
m->vertexRenderer->UpdateModelsData(deviceCommandContext, m->submissions[cullGroup]);
|
|
||||||
|
|
||||||
for (CModel* model : m->submissions[cullGroup])
|
|
||||||
{
|
|
||||||
CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
|
|
||||||
rdata->m_UpdateFlags = 0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void ShaderModelRenderer::UploadModels(
|
|
||||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
|
|
||||||
{
|
|
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for (int cullGroup = 0; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
|
|
||||||
{
|
|
||||||
m->vertexRenderer->UploadModelsData(deviceCommandContext, m->submissions[cullGroup]);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Clear the submissions list
|
|
||||||
void ShaderModelRenderer::EndFrame()
|
|
||||||
{
|
|
||||||
for (int cullGroup = 0; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
|
|
||||||
m->submissions[cullGroup].clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Helper structs for ShaderModelRenderer::Render():
|
// Helper structs for ShaderModelRenderer::Render():
|
||||||
|
|
||||||
struct SMRSortByDistItem
|
struct SMRSortByDistItem
|
||||||
|
|
@ -413,12 +281,12 @@ struct SMRCompareTechBucket
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
void ShaderModelRenderer::Render(
|
void ModelRenderer::Render(
|
||||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
||||||
const RenderModifierPtr& modifier, const CShaderDefines& context,
|
ModelVertexRenderer& modelVertexRenderer, RenderModifier& modifier, const CShaderDefines& context,
|
||||||
int cullGroup, int flags, const ERenderMode renderMode)
|
int cullGroup, int flags, const ERenderMode renderMode, std::span<CModel*> submissions)
|
||||||
{
|
{
|
||||||
if (m->submissions[cullGroup].empty())
|
if (submissions.empty())
|
||||||
return;
|
return;
|
||||||
|
|
||||||
CMatrix3D worldToCam;
|
CMatrix3D worldToCam;
|
||||||
|
|
@ -429,7 +297,7 @@ void ShaderModelRenderer::Render(
|
||||||
/*
|
/*
|
||||||
* Rendering approach:
|
* Rendering approach:
|
||||||
*
|
*
|
||||||
* m->submissions contains the list of CModels to render.
|
* submissions contains the list of CModels to render.
|
||||||
*
|
*
|
||||||
* The data we need to render a model is:
|
* The data we need to render a model is:
|
||||||
* - CShaderTechnique
|
* - CShaderTechnique
|
||||||
|
|
@ -497,10 +365,9 @@ void ShaderModelRenderer::Render(
|
||||||
{
|
{
|
||||||
PROFILE3("bucketing by material");
|
PROFILE3("bucketing by material");
|
||||||
|
|
||||||
for (size_t i = 0; i < m->submissions[cullGroup].size(); ++i)
|
for (CModel* model : submissions)
|
||||||
{
|
{
|
||||||
CModel* model = m->submissions[cullGroup][i];
|
const CMaterial& material{model->GetMaterial()};
|
||||||
const CMaterial material{model->GetMaterial()};
|
|
||||||
const CShaderDefines& defines{material.GetShaderDefines()};
|
const CShaderDefines& defines{material.GetShaderDefines()};
|
||||||
const CStrIntern shaderEffect{material.GetShaderEffect(materialPass)};
|
const CStrIntern shaderEffect{material.GetShaderEffect(materialPass)};
|
||||||
SMRMaterialBucketKey key(shaderEffect, defines);
|
SMRMaterialBucketKey key(shaderEffect, defines);
|
||||||
|
|
@ -683,7 +550,7 @@ void ShaderModelRenderer::Render(
|
||||||
|
|
||||||
Renderer::Backend::IShaderProgram* shader = currentTech->GetShader(pass);
|
Renderer::Backend::IShaderProgram* shader = currentTech->GetShader(pass);
|
||||||
|
|
||||||
modifier->BeginPass(deviceCommandContext, shader);
|
modifier.BeginPass(deviceCommandContext, shader);
|
||||||
|
|
||||||
// TODO: Use a more generic approach to handle bound queries.
|
// TODO: Use a more generic approach to handle bound queries.
|
||||||
bool boundTime = false;
|
bool boundTime = false;
|
||||||
|
|
@ -753,7 +620,7 @@ void ShaderModelRenderer::Render(
|
||||||
if (newModeldef != currentModeldef)
|
if (newModeldef != currentModeldef)
|
||||||
{
|
{
|
||||||
currentModeldef = newModeldef;
|
currentModeldef = newModeldef;
|
||||||
m->vertexRenderer->PrepareModelDef(deviceCommandContext, *currentModeldef);
|
modelVertexRenderer.PrepareModelDef(deviceCommandContext, *currentModeldef);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Bind all uniforms when any change
|
// Bind all uniforms when any change
|
||||||
|
|
@ -813,12 +680,12 @@ void ShaderModelRenderer::Render(
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
modifier->PrepareModel(deviceCommandContext, model);
|
modifier.PrepareModel(deviceCommandContext, model);
|
||||||
|
|
||||||
CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
|
CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
|
||||||
ENSURE(rdata->GetKey() == m->vertexRenderer.get());
|
ENSURE(rdata->GetKey() == &modelVertexRenderer);
|
||||||
|
|
||||||
m->vertexRenderer->RenderModel(deviceCommandContext, shader, model, rdata);
|
modelVertexRenderer.RenderModel(deviceCommandContext, shader, model, rdata);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -30,6 +30,7 @@
|
||||||
#include "lib/types.h"
|
#include "lib/types.h"
|
||||||
|
|
||||||
#include <memory>
|
#include <memory>
|
||||||
|
#include <span>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|
||||||
class CModel;
|
class CModel;
|
||||||
|
|
@ -39,17 +40,8 @@ namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||||
struct SColor4ub;
|
struct SColor4ub;
|
||||||
template <typename T> class VertexArrayIterator;
|
template <typename T> class VertexArrayIterator;
|
||||||
|
|
||||||
class RenderModifier;
|
|
||||||
typedef std::shared_ptr<RenderModifier> RenderModifierPtr;
|
|
||||||
|
|
||||||
class LitRenderModifier;
|
|
||||||
typedef std::shared_ptr<LitRenderModifier> LitRenderModifierPtr;
|
|
||||||
|
|
||||||
class ModelVertexRenderer;
|
class ModelVertexRenderer;
|
||||||
typedef std::shared_ptr<ModelVertexRenderer> ModelVertexRendererPtr;
|
class RenderModifier;
|
||||||
|
|
||||||
class ModelRenderer;
|
|
||||||
typedef std::shared_ptr<ModelRenderer> ModelRendererPtr;
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Class CModelRData: Render data that is maintained per CModel.
|
* Class CModelRData: Render data that is maintained per CModel.
|
||||||
|
|
@ -83,25 +75,12 @@ private:
|
||||||
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Class ModelRenderer: Abstract base class for all model renders.
|
* ModelRenderer renders a per-frame list of models. It loads the appropriate
|
||||||
|
* shaders for rendering each model, and that batches by shader technique (and
|
||||||
|
* by mesh and texture).
|
||||||
*
|
*
|
||||||
* A ModelRenderer manages a per-frame list of models.
|
* ModelRenderer delegates vertex transformation/setup to a
|
||||||
*
|
* ModelVertexRenderer. It delegates fragment stage setup to a RenderModifier.
|
||||||
* It is supposed to be derived in order to create new ways in which
|
|
||||||
* the per-frame list of models can be managed (for batching, for
|
|
||||||
* transparent rendering, etc.) or potentially for rarely used special
|
|
||||||
* effects.
|
|
||||||
*
|
|
||||||
* A typical ModelRenderer will delegate vertex transformation/setup
|
|
||||||
* to a ModelVertexRenderer.
|
|
||||||
* It will delegate fragment stage setup to a RenderModifier.
|
|
||||||
*
|
|
||||||
* For most purposes, you should use a BatchModelRenderer with
|
|
||||||
* specialized ModelVertexRenderer and RenderModifier implementations.
|
|
||||||
*
|
|
||||||
* It is suggested that a derived class implement the provided generic
|
|
||||||
* Render function, however in some cases it may be necessary to supply
|
|
||||||
* a Render function with a different prototype.
|
|
||||||
*
|
*
|
||||||
* ModelRenderer also contains a number of static helper functions
|
* ModelRenderer also contains a number of static helper functions
|
||||||
* for building vertex arrays.
|
* for building vertex arrays.
|
||||||
|
|
@ -109,61 +88,10 @@ private:
|
||||||
class ModelRenderer
|
class ModelRenderer
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
ModelRenderer() { }
|
|
||||||
virtual ~ModelRenderer() { }
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Initialise global settings.
|
|
||||||
* Should be called before using the class.
|
|
||||||
*/
|
|
||||||
static void Init();
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Submit: Submit a model for rendering this frame.
|
|
||||||
*
|
|
||||||
* preconditions : The model must not have been submitted to any
|
|
||||||
* ModelRenderer in this frame. Submit may only be called
|
|
||||||
* after EndFrame and before PrepareModels.
|
|
||||||
*
|
|
||||||
* @param model The model that will be added to the list of models
|
|
||||||
* submitted this frame.
|
|
||||||
*/
|
|
||||||
virtual void Submit(int cullGroup, CModel* model) = 0;
|
|
||||||
|
|
||||||
/**
|
|
||||||
* PrepareModels: Calculate renderer data for all previously
|
|
||||||
* submitted models.
|
|
||||||
*
|
|
||||||
* Must be called before any rendering calls and after all models
|
|
||||||
* for this frame have been submitted.
|
|
||||||
*/
|
|
||||||
virtual void PrepareModels(
|
|
||||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext) = 0;
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Upload renderer data for all previously submitted models to backend.
|
|
||||||
*
|
|
||||||
* Must be called before any rendering calls and after all models
|
|
||||||
* for this frame have been prepared.
|
|
||||||
*/
|
|
||||||
virtual void UploadModels(
|
|
||||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext) = 0;
|
|
||||||
|
|
||||||
/**
|
|
||||||
* EndFrame: Remove all models from the list of submitted
|
|
||||||
* models.
|
|
||||||
*/
|
|
||||||
virtual void EndFrame() = 0;
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Render: Render submitted models, using the given RenderModifier to setup
|
* Render: Render submitted models, using the given RenderModifier to setup
|
||||||
* the fragment stage.
|
* the fragment stage.
|
||||||
*
|
*
|
||||||
* @note It is suggested that derived model renderers implement and use
|
|
||||||
* this Render functions. However, a highly specialized model renderer
|
|
||||||
* may need to "disable" this function and provide its own Render function
|
|
||||||
* with a different prototype.
|
|
||||||
*
|
|
||||||
* preconditions : PrepareModels must be called after all models have been
|
* preconditions : PrepareModels must be called after all models have been
|
||||||
* submitted and before calling Render.
|
* submitted and before calling Render.
|
||||||
*
|
*
|
||||||
|
|
@ -172,10 +100,10 @@ public:
|
||||||
* If flags is non-zero, only models that contain flags in their
|
* If flags is non-zero, only models that contain flags in their
|
||||||
* CModel::GetFlags() are rendered.
|
* CModel::GetFlags() are rendered.
|
||||||
*/
|
*/
|
||||||
virtual void Render(
|
void Render(
|
||||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
||||||
const RenderModifierPtr& modifier, const CShaderDefines& context,
|
ModelVertexRenderer& modelVertexRenderer, RenderModifier& modifier, const CShaderDefines& context,
|
||||||
int cullGroup, int flags, const ERenderMode renderMode) = 0;
|
int cullGroup, int flags, const ERenderMode renderMode, std::span<CModel*> submissions);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* CopyPositionAndNormals: Copy unanimated object-space vertices and
|
* CopyPositionAndNormals: Copy unanimated object-space vertices and
|
||||||
|
|
@ -190,9 +118,9 @@ public:
|
||||||
* The array behind the iterator must be as large as the Position array.
|
* The array behind the iterator must be as large as the Position array.
|
||||||
*/
|
*/
|
||||||
static void CopyPositionAndNormals(
|
static void CopyPositionAndNormals(
|
||||||
const CModelDefPtr& mdef,
|
const CModelDefPtr& mdef,
|
||||||
const VertexArrayIterator<CVector3D>& Position,
|
const VertexArrayIterator<CVector3D>& Position,
|
||||||
const VertexArrayIterator<CVector3D>& Normal);
|
const VertexArrayIterator<CVector3D>& Normal);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* BuildPositionAndNormals: Build animated vertices and normals,
|
* BuildPositionAndNormals: Build animated vertices and normals,
|
||||||
|
|
@ -209,25 +137,9 @@ public:
|
||||||
* the Position array.
|
* the Position array.
|
||||||
*/
|
*/
|
||||||
static void BuildPositionAndNormals(
|
static void BuildPositionAndNormals(
|
||||||
CModel* model,
|
CModel* model,
|
||||||
const VertexArrayIterator<CVector3D>& Position,
|
const VertexArrayIterator<CVector3D>& Position,
|
||||||
const VertexArrayIterator<CVector3D>& Normal);
|
const VertexArrayIterator<CVector3D>& Normal);
|
||||||
|
|
||||||
/**
|
|
||||||
* BuildColor4ub: Build lighting colors for the given model,
|
|
||||||
* based on previously calculated world space normals.
|
|
||||||
*
|
|
||||||
* @param model The model that is to be lit.
|
|
||||||
* @param Normal Array of the model's normal vectors, animated and
|
|
||||||
* transformed into world space.
|
|
||||||
* @param Color Points to the array that will receive the lit vertex color.
|
|
||||||
* The array behind the iterator must large enough to hold
|
|
||||||
* model->GetModelDef()->GetNumVertices() vertices.
|
|
||||||
*/
|
|
||||||
static void BuildColor4ub(
|
|
||||||
CModel* model,
|
|
||||||
const VertexArrayIterator<CVector3D>& Normal,
|
|
||||||
const VertexArrayIterator<SColor4ub>& Color);
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* BuildUV: Copy UV coordinates into the given vertex array.
|
* BuildUV: Copy UV coordinates into the given vertex array.
|
||||||
|
|
@ -238,9 +150,9 @@ public:
|
||||||
* mdef->GetNumVertices() vertices.
|
* mdef->GetNumVertices() vertices.
|
||||||
*/
|
*/
|
||||||
static void BuildUV(
|
static void BuildUV(
|
||||||
const CModelDefPtr& mdef,
|
const CModelDefPtr& mdef,
|
||||||
const VertexArrayIterator<float[2]>& UV,
|
const VertexArrayIterator<float[2]>& UV,
|
||||||
int UVset);
|
int UVset);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* BuildIndices: Create the indices array for the given CModelDef.
|
* BuildIndices: Create the indices array for the given CModelDef.
|
||||||
|
|
@ -250,8 +162,7 @@ public:
|
||||||
* mdef->GetNumFaces()*3 elements.
|
* mdef->GetNumFaces()*3 elements.
|
||||||
*/
|
*/
|
||||||
static void BuildIndices(
|
static void BuildIndices(
|
||||||
const CModelDefPtr& mdef,
|
const CModelDefPtr& mdef, const VertexArrayIterator<u16>& Indices);
|
||||||
const VertexArrayIterator<u16>& Indices);
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* GenTangents: Generate tangents for the given CModelDef.
|
* GenTangents: Generate tangents for the given CModelDef.
|
||||||
|
|
@ -263,33 +174,4 @@ public:
|
||||||
static void GenTangents(const CModelDefPtr& mdef, std::vector<float>& newVertices, bool gpuSkinning);
|
static void GenTangents(const CModelDefPtr& mdef, std::vector<float>& newVertices, bool gpuSkinning);
|
||||||
};
|
};
|
||||||
|
|
||||||
/**
|
|
||||||
* Implementation of ModelRenderer that loads the appropriate shaders for
|
|
||||||
* rendering each model, and that batches by shader technique (and by mesh and texture).
|
|
||||||
*/
|
|
||||||
class ShaderModelRenderer : public ModelRenderer
|
|
||||||
{
|
|
||||||
friend struct ShaderModelRendererInternals;
|
|
||||||
|
|
||||||
public:
|
|
||||||
ShaderModelRenderer(ModelVertexRendererPtr vertexrender);
|
|
||||||
~ShaderModelRenderer() override;
|
|
||||||
|
|
||||||
// Batching implementations
|
|
||||||
void Submit(int cullGroup, CModel* model) override;
|
|
||||||
void PrepareModels(
|
|
||||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext) override;
|
|
||||||
void UploadModels(
|
|
||||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext) override;
|
|
||||||
void EndFrame() override;
|
|
||||||
void Render(
|
|
||||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
|
||||||
const RenderModifierPtr& modifier, const CShaderDefines& context,
|
|
||||||
int cullGroup, int flags, const ERenderMode renderMode) override;
|
|
||||||
|
|
||||||
private:
|
|
||||||
struct ShaderModelRendererInternals;
|
|
||||||
ShaderModelRendererInternals* m;
|
|
||||||
};
|
|
||||||
|
|
||||||
#endif // INCLUDED_MODELRENDERER
|
#endif // INCLUDED_MODELRENDERER
|
||||||
|
|
|
||||||
|
|
@ -62,7 +62,6 @@
|
||||||
#include "ps/VideoMode.h"
|
#include "ps/VideoMode.h"
|
||||||
#include "ps/World.h"
|
#include "ps/World.h"
|
||||||
#include "renderer/DebugRenderer.h"
|
#include "renderer/DebugRenderer.h"
|
||||||
#include "renderer/ModelRenderer.h"
|
|
||||||
#include "renderer/PostprocManager.h"
|
#include "renderer/PostprocManager.h"
|
||||||
#include "renderer/RenderingOptions.h"
|
#include "renderer/RenderingOptions.h"
|
||||||
#include "renderer/SceneRenderer.h"
|
#include "renderer/SceneRenderer.h"
|
||||||
|
|
@ -456,7 +455,6 @@ CRenderer::CRenderer(Renderer::Backend::IDevice* device)
|
||||||
|
|
||||||
ModelDefActivateFastImpl();
|
ModelDefActivateFastImpl();
|
||||||
ColorActivateFastImpl();
|
ColorActivateFastImpl();
|
||||||
ModelRenderer::Init();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
CRenderer::~CRenderer()
|
CRenderer::~CRenderer()
|
||||||
|
|
|
||||||
|
|
@ -212,17 +212,17 @@ void CRenderingOptions::ReadConfigAndSetupHooks()
|
||||||
m_ConfigHooks->Setup("silhouettes", m_Silhouettes);
|
m_ConfigHooks->Setup("silhouettes", m_Silhouettes);
|
||||||
|
|
||||||
m_ConfigHooks->Setup("gpuskinning", [this]() {
|
m_ConfigHooks->Setup("gpuskinning", [this]() {
|
||||||
const Renderer::Backend::IDevice::Capabilities& capabilities{
|
if (g_ConfigDB.Get("gpuskinning", false))
|
||||||
g_VideoMode.GetBackendDevice()->GetCapabilities()};
|
|
||||||
if (!g_ConfigDB.Get("gpuskinning", false))
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (capabilities.computeShaders && capabilities.storage)
|
|
||||||
m_GPUSkinning = true;
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
m_GPUSkinning = false;
|
const Renderer::Backend::IDevice::Capabilities& capabilities{
|
||||||
LOGMESSAGE("GPU skinning isn't supported on the current hardware.");
|
g_VideoMode.GetBackendDevice()->GetCapabilities()};
|
||||||
|
if (capabilities.computeShaders && capabilities.storage)
|
||||||
|
m_GPUSkinning = true;
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_GPUSkinning = false;
|
||||||
|
LOGMESSAGE("GPU skinning isn't supported on the current hardware.");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (CRenderer::IsInitialised())
|
if (CRenderer::IsInitialised())
|
||||||
|
|
|
||||||
|
|
@ -68,6 +68,7 @@
|
||||||
|
|
||||||
#include <algorithm>
|
#include <algorithm>
|
||||||
#include <cmath>
|
#include <cmath>
|
||||||
|
#include <optional>
|
||||||
|
|
||||||
struct SScreenRect
|
struct SScreenRect
|
||||||
{
|
{
|
||||||
|
|
@ -115,78 +116,192 @@ public:
|
||||||
|
|
||||||
SilhouetteRenderer silhouetteRenderer;
|
SilhouetteRenderer silhouetteRenderer;
|
||||||
|
|
||||||
/// Various model renderers
|
// Various model renderers
|
||||||
struct Models
|
struct Models
|
||||||
{
|
{
|
||||||
// NOTE: The current renderer design (with ModelRenderer, ModelVertexRenderer,
|
|
||||||
// RenderModifier, etc) is mostly a relic of an older design that implemented
|
|
||||||
// the different materials and rendering modes through extensive subclassing
|
|
||||||
// and hooking objects together in various combinations.
|
|
||||||
// The new design uses the CShaderManager API to abstract away the details
|
|
||||||
// of rendering, and uses a data-driven approach to materials, so there are
|
|
||||||
// now a small number of generic subclasses instead of many specialised subclasses,
|
|
||||||
// but most of the old infrastructure hasn't been refactored out yet and leads to
|
|
||||||
// some unwanted complexity.
|
|
||||||
|
|
||||||
// Submitted models are split on two axes:
|
// Submitted models are split on two axes:
|
||||||
// - Normal vs Transp[arent] - alpha-blended models are stored in a separate
|
// - Opaque vs Transparent - alpha-blended models are stored in a separate
|
||||||
// list so we can draw them above/below the alpha-blended water plane correctly
|
// list so we can draw them above/below the alpha-blended water plane correctly
|
||||||
// - Skinned vs Unskinned - with hardware lighting we don't need to
|
// - Skinned vs Unskinned - we don't need to duplicate mesh data per
|
||||||
// duplicate mesh data per model instance (except for skinned models),
|
// model instance (except for skinned models), so non-skinned models
|
||||||
// so non-skinned models get different ModelVertexRenderers
|
// get different ModelVertexRenderers
|
||||||
|
|
||||||
ModelRendererPtr NormalSkinned;
|
struct Submissions
|
||||||
ModelRendererPtr NormalUnskinned; // == NormalSkinned if unskinned shader instancing not supported
|
{
|
||||||
ModelRendererPtr TranspSkinned;
|
std::vector<CModel*> submissions[CSceneRenderer::CULL_MAX];
|
||||||
ModelRendererPtr TranspUnskinned; // == TranspSkinned if unskinned shader instancing not supported
|
};
|
||||||
|
|
||||||
ModelVertexRendererPtr VertexRendererShader;
|
// Unskinned submissions should be prepared and rendered with
|
||||||
ModelVertexRendererPtr VertexInstancingShader;
|
// VertexInstancingShader. Skinned - with Vertex*SkinningShader
|
||||||
ModelVertexRendererPtr VertexGPUSkinningShader;
|
// depending on whether GPU skinning is enabled.
|
||||||
|
Submissions OpaqueSkinned;
|
||||||
|
Submissions OpaqueUnskinned;
|
||||||
|
Submissions TransparentSkinned;
|
||||||
|
Submissions TransparentUnskinned;
|
||||||
|
|
||||||
LitRenderModifierPtr ModShader;
|
ModelRenderer modelRenderer;
|
||||||
|
|
||||||
|
InstancingModelRenderer VertexInstancingShader;
|
||||||
|
CPUSkinnedModelVertexRenderer VertexCPUSkinningShader;
|
||||||
|
// We can't create GPU skinning renderer for renderer devices without
|
||||||
|
// its support.
|
||||||
|
std::optional<GPUSkinnedModelModelRenderer> VertexGPUSkinningShader;
|
||||||
|
|
||||||
|
ShaderRenderModifier ModShader;
|
||||||
|
|
||||||
|
bool GPUSkinningEnabled{false};
|
||||||
} Model;
|
} Model;
|
||||||
|
|
||||||
CShaderDefines globalContext;
|
CShaderDefines globalContext;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Upload renderer data for all previously submitted models to backend.
|
||||||
|
*
|
||||||
|
* Must be called before any rendering calls and after all models
|
||||||
|
* for this frame have been prepared.
|
||||||
|
*/
|
||||||
|
void UploadModels(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
|
||||||
|
{
|
||||||
|
PROFILE3("upload models");
|
||||||
|
|
||||||
|
ModelVertexRenderer& modelVertexSkinningRenderer{
|
||||||
|
Model.GPUSkinningEnabled
|
||||||
|
? static_cast<ModelVertexRenderer&>(*Model.VertexGPUSkinningShader)
|
||||||
|
: static_cast<ModelVertexRenderer&>(Model.VertexCPUSkinningShader)};
|
||||||
|
|
||||||
|
for (int cullGroup{0}; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
|
||||||
|
{
|
||||||
|
modelVertexSkinningRenderer.UploadModelsData(deviceCommandContext, Model.OpaqueSkinned.submissions[cullGroup]);
|
||||||
|
modelVertexSkinningRenderer.UploadModelsData(deviceCommandContext, Model.TransparentSkinned.submissions[cullGroup]);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int cullGroup{0}; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
|
||||||
|
{
|
||||||
|
Model.VertexInstancingShader.UploadModelsData(deviceCommandContext, Model.OpaqueUnskinned.submissions[cullGroup]);
|
||||||
|
Model.VertexInstancingShader.UploadModelsData(deviceCommandContext, Model.TransparentUnskinned.submissions[cullGroup]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* PrepareModels: Calculate renderer data for all previously
|
||||||
|
* submitted models.
|
||||||
|
*
|
||||||
|
* Must be called before any rendering calls and after all models
|
||||||
|
* for this frame have been submitted.
|
||||||
|
*/
|
||||||
|
void PrepareModels(
|
||||||
|
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
|
||||||
|
{
|
||||||
|
PROFILE3("prepare models");
|
||||||
|
|
||||||
|
ModelVertexRenderer& modelVertexSkinningRenderer{
|
||||||
|
Model.GPUSkinningEnabled
|
||||||
|
? static_cast<ModelVertexRenderer&>(*Model.VertexGPUSkinningShader)
|
||||||
|
: static_cast<ModelVertexRenderer&>(Model.VertexCPUSkinningShader)};
|
||||||
|
|
||||||
|
for (int cullGroup{0}; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
|
||||||
|
{
|
||||||
|
PrepareModels(deviceCommandContext, modelVertexSkinningRenderer, Model.OpaqueSkinned.submissions[cullGroup]);
|
||||||
|
PrepareModels(deviceCommandContext, modelVertexSkinningRenderer, Model.TransparentSkinned.submissions[cullGroup]);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int cullGroup{0}; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
|
||||||
|
{
|
||||||
|
PrepareModels(deviceCommandContext, Model.VertexInstancingShader, Model.OpaqueUnskinned.submissions[cullGroup]);
|
||||||
|
PrepareModels(deviceCommandContext, Model.VertexInstancingShader, Model.TransparentUnskinned.submissions[cullGroup]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void PrepareModels(
|
||||||
|
Renderer::Backend::IDeviceCommandContext* deviceCommandContext, ModelVertexRenderer& modelVertexRenderer, std::span<CModel*> submissions)
|
||||||
|
{
|
||||||
|
for (CModel* model : submissions)
|
||||||
|
{
|
||||||
|
model->ValidatePosition();
|
||||||
|
|
||||||
|
CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
|
||||||
|
ENSURE(rdata->GetKey() == &modelVertexRenderer);
|
||||||
|
}
|
||||||
|
|
||||||
|
modelVertexRenderer.UpdateModelsData(deviceCommandContext, submissions);
|
||||||
|
|
||||||
|
for (CModel* model : submissions)
|
||||||
|
{
|
||||||
|
CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
|
||||||
|
rdata->m_UpdateFlags = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Submit: Submit a model for rendering this frame.
|
||||||
|
*
|
||||||
|
* preconditions : The model must not have been submitted to any
|
||||||
|
* ModelRenderer in this frame. Submit may only be called
|
||||||
|
* after EndFrame and before PrepareModels.
|
||||||
|
*
|
||||||
|
* @param model The model that will be added to the list of models
|
||||||
|
* submitted this frame.
|
||||||
|
*/
|
||||||
|
void Submit(const int cullGroup, ModelVertexRenderer& modelVertexRenderer, Models::Submissions& submissions, CModel* model)
|
||||||
|
{
|
||||||
|
CModelRData* rdata{static_cast<CModelRData*>(model->GetRenderData())};
|
||||||
|
|
||||||
|
// Ensure model data is valid.
|
||||||
|
// TODO: using a pointer as a key is unsafe.
|
||||||
|
const void* key{&modelVertexRenderer};
|
||||||
|
if (!rdata || rdata->GetKey() != key)
|
||||||
|
{
|
||||||
|
model->InvalidatePosition();
|
||||||
|
rdata = modelVertexRenderer.CreateModelData(key, model);
|
||||||
|
model->SetRenderData(rdata);
|
||||||
|
model->SetDirty(~0u);
|
||||||
|
}
|
||||||
|
|
||||||
|
submissions.submissions[cullGroup].push_back(model);
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Renders all non-alpha-blended models with the given context.
|
* Renders all non-alpha-blended models with the given context.
|
||||||
*/
|
*/
|
||||||
void CallModelRenderers(
|
void CallOpaqueModelRenderers(
|
||||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
||||||
const CShaderDefines& context, int cullGroup, int flags, const ERenderMode renderMode)
|
const CShaderDefines& context, int cullGroup, int flags, const ERenderMode renderMode)
|
||||||
{
|
{
|
||||||
CShaderDefines contextSkinned = context;
|
ModelVertexRenderer& modelVertexSkinningRenderer{
|
||||||
if (g_RenderingOptions.GetGPUSkinning())
|
Model.GPUSkinningEnabled
|
||||||
contextSkinned.Add(str_USE_INSTANCING, str_1);
|
? static_cast<ModelVertexRenderer&>(*Model.VertexGPUSkinningShader)
|
||||||
Model.NormalSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags, renderMode);
|
: static_cast<ModelVertexRenderer&>(Model.VertexCPUSkinningShader)};
|
||||||
|
|
||||||
if (Model.NormalUnskinned != Model.NormalSkinned)
|
CShaderDefines contextSkinned = context;
|
||||||
{
|
if (Model.GPUSkinningEnabled)
|
||||||
CShaderDefines contextUnskinned = context;
|
contextSkinned.Add(str_USE_INSTANCING, str_1);
|
||||||
contextUnskinned.Add(str_USE_INSTANCING, str_1);
|
Model.modelRenderer.Render(deviceCommandContext, modelVertexSkinningRenderer, Model.ModShader, contextSkinned, cullGroup, flags, renderMode, Model.OpaqueSkinned.submissions[cullGroup]);
|
||||||
Model.NormalUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode);
|
|
||||||
}
|
CShaderDefines contextUnskinned = context;
|
||||||
|
contextUnskinned.Add(str_USE_INSTANCING, str_1);
|
||||||
|
Model.modelRenderer.Render(deviceCommandContext, Model.VertexInstancingShader, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode, Model.OpaqueUnskinned.submissions[cullGroup]);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Renders all alpha-blended models with the given context.
|
* Renders all alpha-blended models with the given context.
|
||||||
*/
|
*/
|
||||||
void CallTranspModelRenderers(
|
void CallTransparentModelRenderers(
|
||||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
||||||
const CShaderDefines& context, int cullGroup, int flags, const ERenderMode renderMode)
|
const CShaderDefines& context, int cullGroup, int flags, const ERenderMode renderMode)
|
||||||
{
|
{
|
||||||
CShaderDefines contextSkinned = context;
|
ModelVertexRenderer& modelVertexSkinningRenderer{
|
||||||
if (g_RenderingOptions.GetGPUSkinning())
|
Model.GPUSkinningEnabled
|
||||||
contextSkinned.Add(str_USE_INSTANCING, str_1);
|
? static_cast<ModelVertexRenderer&>(*Model.VertexGPUSkinningShader)
|
||||||
Model.TranspSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags, renderMode);
|
: static_cast<ModelVertexRenderer&>(Model.VertexCPUSkinningShader)};
|
||||||
|
|
||||||
if (Model.TranspUnskinned != Model.TranspSkinned)
|
CShaderDefines contextSkinned = context;
|
||||||
{
|
if (Model.GPUSkinningEnabled)
|
||||||
CShaderDefines contextUnskinned = context;
|
contextSkinned.Add(str_USE_INSTANCING, str_1);
|
||||||
contextUnskinned.Add(str_USE_INSTANCING, str_1);
|
Model.modelRenderer.Render(deviceCommandContext, modelVertexSkinningRenderer, Model.ModShader, contextSkinned, cullGroup, flags, renderMode, Model.TransparentSkinned.submissions[cullGroup]);
|
||||||
Model.TranspUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode);
|
|
||||||
}
|
CShaderDefines contextUnskinned = context;
|
||||||
|
contextUnskinned.Add(str_USE_INSTANCING, str_1);
|
||||||
|
Model.modelRenderer.Render(deviceCommandContext, Model.VertexInstancingShader, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode, Model.TransparentUnskinned.submissions[cullGroup]);
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
@ -239,26 +354,12 @@ void CSceneRenderer::ReloadShaders([[maybe_unused]] Renderer::Backend::IDevice*
|
||||||
m->globalContext.Add(str_RENDER_DEBUG_MODE,
|
m->globalContext.Add(str_RENDER_DEBUG_MODE,
|
||||||
RenderDebugModeEnum::ToString(g_RenderingOptions.GetRenderDebugMode()));
|
RenderDebugModeEnum::ToString(g_RenderingOptions.GetRenderDebugMode()));
|
||||||
|
|
||||||
m->Model.ModShader = LitRenderModifierPtr(new ShaderRenderModifier());
|
m->Model.GPUSkinningEnabled = g_RenderingOptions.GetGPUSkinning();
|
||||||
|
if (m->Model.GPUSkinningEnabled)
|
||||||
m->Model.VertexRendererShader = ModelVertexRendererPtr(new CPUSkinnedModelVertexRenderer());
|
|
||||||
m->Model.VertexInstancingShader = ModelVertexRendererPtr(new InstancingModelRenderer());
|
|
||||||
|
|
||||||
if (g_RenderingOptions.GetGPUSkinning())
|
|
||||||
{
|
{
|
||||||
m->Model.VertexGPUSkinningShader = ModelVertexRendererPtr(new GPUSkinnedModelModelRenderer());
|
if (!m->Model.VertexGPUSkinningShader.has_value())
|
||||||
m->Model.NormalSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexGPUSkinningShader));
|
m->Model.VertexGPUSkinningShader.emplace();
|
||||||
m->Model.TranspSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexGPUSkinningShader));
|
|
||||||
}
|
}
|
||||||
else
|
|
||||||
{
|
|
||||||
m->Model.VertexGPUSkinningShader.reset();
|
|
||||||
m->Model.NormalSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexRendererShader));
|
|
||||||
m->Model.TranspSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexRendererShader));
|
|
||||||
}
|
|
||||||
|
|
||||||
m->Model.NormalUnskinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexInstancingShader));
|
|
||||||
m->Model.TranspUnskinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexInstancingShader));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void CSceneRenderer::Initialize()
|
void CSceneRenderer::Initialize()
|
||||||
|
|
@ -282,8 +383,8 @@ void CSceneRenderer::Resize(int /*width*/, int /*height*/)
|
||||||
void CSceneRenderer::BeginFrame()
|
void CSceneRenderer::BeginFrame()
|
||||||
{
|
{
|
||||||
// choose model renderers for this frame
|
// choose model renderers for this frame
|
||||||
m->Model.ModShader->SetShadowMap(&m->shadow);
|
m->Model.ModShader.SetShadowMap(&m->shadow);
|
||||||
m->Model.ModShader->SetLightEnv(m_LightEnv);
|
m->Model.ModShader.SetLightEnv(m_LightEnv);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CSceneRenderer::SetSimulation(CSimulation2* simulation)
|
void CSceneRenderer::SetSimulation(CSimulation2* simulation)
|
||||||
|
|
@ -315,12 +416,12 @@ void CSceneRenderer::RenderShadowMap(
|
||||||
|
|
||||||
{
|
{
|
||||||
PROFILE("render models");
|
PROFILE("render models");
|
||||||
m->CallModelRenderers(deviceCommandContext, {}, cullGroup, ModelFlag::CAST_SHADOWS, ERenderMode::SOLID);
|
m->CallOpaqueModelRenderers(deviceCommandContext, {}, cullGroup, ModelFlag::CAST_SHADOWS, ERenderMode::SOLID);
|
||||||
}
|
}
|
||||||
|
|
||||||
{
|
{
|
||||||
PROFILE("render transparent models");
|
PROFILE("render transparent models");
|
||||||
m->CallTranspModelRenderers(deviceCommandContext, {}, cullGroup, ModelFlag::CAST_SHADOWS, ERenderMode::SOLID);
|
m->CallTransparentModelRenderers(deviceCommandContext, {}, cullGroup, ModelFlag::CAST_SHADOWS, ERenderMode::SOLID);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -363,10 +464,10 @@ void CSceneRenderer::RenderModels(
|
||||||
const ERenderMode modelRenderMode{
|
const ERenderMode modelRenderMode{
|
||||||
m_ModelRenderMode == WIREFRAME ? WIREFRAME : SOLID};
|
m_ModelRenderMode == WIREFRAME ? WIREFRAME : SOLID};
|
||||||
|
|
||||||
m->CallModelRenderers(deviceCommandContext, context, cullGroup, flags, modelRenderMode);
|
m->CallOpaqueModelRenderers(deviceCommandContext, context, cullGroup, flags, modelRenderMode);
|
||||||
|
|
||||||
if (m_ModelRenderMode == EDGED_FACES)
|
if (m_ModelRenderMode == EDGED_FACES)
|
||||||
m->CallModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES);
|
m->CallOpaqueModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CSceneRenderer::RenderTransparentModels(
|
void CSceneRenderer::RenderTransparentModels(
|
||||||
|
|
@ -388,13 +489,13 @@ void CSceneRenderer::RenderTransparentModels(
|
||||||
m_ModelRenderMode == WIREFRAME ? WIREFRAME : SOLID};
|
m_ModelRenderMode == WIREFRAME ? WIREFRAME : SOLID};
|
||||||
|
|
||||||
if (transparentMode == TRANSPARENT || transparentMode == TRANSPARENT_OPAQUE)
|
if (transparentMode == TRANSPARENT || transparentMode == TRANSPARENT_OPAQUE)
|
||||||
m->CallTranspModelRenderers(deviceCommandContext, contextOpaque, cullGroup, flags, modelRenderMode);
|
m->CallTransparentModelRenderers(deviceCommandContext, contextOpaque, cullGroup, flags, modelRenderMode);
|
||||||
|
|
||||||
if (transparentMode == TRANSPARENT || transparentMode == TRANSPARENT_BLEND)
|
if (transparentMode == TRANSPARENT || transparentMode == TRANSPARENT_BLEND)
|
||||||
m->CallTranspModelRenderers(deviceCommandContext, contextBlend, cullGroup, flags, modelRenderMode);
|
m->CallTransparentModelRenderers(deviceCommandContext, contextBlend, cullGroup, flags, modelRenderMode);
|
||||||
|
|
||||||
if (m_ModelRenderMode == EDGED_FACES)
|
if (m_ModelRenderMode == EDGED_FACES)
|
||||||
m->CallTranspModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES);
|
m->CallTransparentModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES);
|
||||||
}
|
}
|
||||||
|
|
||||||
// SetObliqueFrustumClipping: change the near plane to the given clip plane (in world space)
|
// SetObliqueFrustumClipping: change the near plane to the given clip plane (in world space)
|
||||||
|
|
@ -709,24 +810,24 @@ void CSceneRenderer::RenderSilhouettes(
|
||||||
|
|
||||||
{
|
{
|
||||||
PROFILE("render model occluders");
|
PROFILE("render model occluders");
|
||||||
m->CallModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_OCCLUDER, 0, ERenderMode::SOLID);
|
m->CallOpaqueModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_OCCLUDER, 0, ERenderMode::SOLID);
|
||||||
}
|
}
|
||||||
|
|
||||||
{
|
{
|
||||||
PROFILE("render transparent occluders");
|
PROFILE("render transparent occluders");
|
||||||
m->CallTranspModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_OCCLUDER, 0, ERenderMode::SOLID);
|
m->CallTransparentModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_OCCLUDER, 0, ERenderMode::SOLID);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Since we can't sort, we'll use the stencil buffer to ensure we only draw
|
// Since we can't sort, we'll use the stencil buffer to ensure we only draw
|
||||||
// a pixel once (using the color of whatever model happens to be drawn first).
|
// a pixel once (using the color of whatever model happens to be drawn first).
|
||||||
{
|
{
|
||||||
PROFILE("render model casters");
|
PROFILE("render model casters");
|
||||||
m->CallModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_CASTER, 0, ERenderMode::SOLID);
|
m->CallOpaqueModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_CASTER, 0, ERenderMode::SOLID);
|
||||||
}
|
}
|
||||||
|
|
||||||
{
|
{
|
||||||
PROFILE("render transparent casters");
|
PROFILE("render transparent casters");
|
||||||
m->CallTranspModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_CASTER, 0, ERenderMode::SOLID);
|
m->CallTransparentModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_CASTER, 0, ERenderMode::SOLID);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -770,15 +871,7 @@ void CSceneRenderer::PrepareSubmissions(
|
||||||
CShaderDefines context = m->globalContext;
|
CShaderDefines context = m->globalContext;
|
||||||
|
|
||||||
// Prepare model renderers
|
// Prepare model renderers
|
||||||
{
|
m->PrepareModels(deviceCommandContext);
|
||||||
PROFILE3("prepare models");
|
|
||||||
m->Model.NormalSkinned->PrepareModels(deviceCommandContext);
|
|
||||||
m->Model.TranspSkinned->PrepareModels(deviceCommandContext);
|
|
||||||
if (m->Model.NormalUnskinned != m->Model.NormalSkinned)
|
|
||||||
m->Model.NormalUnskinned->PrepareModels(deviceCommandContext);
|
|
||||||
if (m->Model.TranspUnskinned != m->Model.TranspSkinned)
|
|
||||||
m->Model.TranspUnskinned->PrepareModels(deviceCommandContext);
|
|
||||||
}
|
|
||||||
|
|
||||||
m->terrainRenderer.PrepareForRendering();
|
m->terrainRenderer.PrepareForRendering();
|
||||||
|
|
||||||
|
|
@ -786,15 +879,7 @@ void CSceneRenderer::PrepareSubmissions(
|
||||||
|
|
||||||
m->particleRenderer.PrepareForRendering(context);
|
m->particleRenderer.PrepareForRendering(context);
|
||||||
|
|
||||||
{
|
m->UploadModels(deviceCommandContext);
|
||||||
PROFILE3("upload models");
|
|
||||||
m->Model.NormalSkinned->UploadModels(deviceCommandContext);
|
|
||||||
m->Model.TranspSkinned->UploadModels(deviceCommandContext);
|
|
||||||
if (m->Model.NormalUnskinned != m->Model.NormalSkinned)
|
|
||||||
m->Model.NormalUnskinned->UploadModels(deviceCommandContext);
|
|
||||||
if (m->Model.TranspUnskinned != m->Model.TranspSkinned)
|
|
||||||
m->Model.TranspUnskinned->UploadModels(deviceCommandContext);
|
|
||||||
}
|
|
||||||
|
|
||||||
m->overlayRenderer.Upload(deviceCommandContext);
|
m->overlayRenderer.Upload(deviceCommandContext);
|
||||||
|
|
||||||
|
|
@ -908,13 +993,13 @@ void CSceneRenderer::EndFrame()
|
||||||
m->particleRenderer.EndFrame();
|
m->particleRenderer.EndFrame();
|
||||||
m->silhouetteRenderer.EndFrame();
|
m->silhouetteRenderer.EndFrame();
|
||||||
|
|
||||||
// Finish model renderers
|
for (int cullGroup{0}; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
|
||||||
m->Model.NormalSkinned->EndFrame();
|
{
|
||||||
m->Model.TranspSkinned->EndFrame();
|
m->Model.OpaqueSkinned.submissions[cullGroup].clear();
|
||||||
if (m->Model.NormalUnskinned != m->Model.NormalSkinned)
|
m->Model.TransparentSkinned.submissions[cullGroup].clear();
|
||||||
m->Model.NormalUnskinned->EndFrame();
|
m->Model.OpaqueUnskinned.submissions[cullGroup].clear();
|
||||||
if (m->Model.TranspUnskinned != m->Model.TranspSkinned)
|
m->Model.TransparentUnskinned.submissions[cullGroup].clear();
|
||||||
m->Model.TranspUnskinned->EndFrame();
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void CSceneRenderer::DisplayFrustum(Renderer::Backend::IDeviceCommandContext& deviceCommandContext)
|
void CSceneRenderer::DisplayFrustum(Renderer::Backend::IDeviceCommandContext& deviceCommandContext)
|
||||||
|
|
@ -1029,21 +1114,25 @@ void CSceneRenderer::SubmitNonRecursive(CModel* model)
|
||||||
m->shadow.AddShadowCasterBound(cascade, model->GetWorldBounds());
|
m->shadow.AddShadowCasterBound(cascade, model->GetWorldBounds());
|
||||||
}
|
}
|
||||||
|
|
||||||
bool requiresSkinning = (model->GetModelDef()->GetNumBones() != 0);
|
const bool requiresSkinning{model->GetModelDef()->GetNumBones() != 0};
|
||||||
|
ModelVertexRenderer& modelVertexSkinningRenderer{
|
||||||
|
m->Model.GPUSkinningEnabled
|
||||||
|
? static_cast<ModelVertexRenderer&>(*m->Model.VertexGPUSkinningShader)
|
||||||
|
: static_cast<ModelVertexRenderer&>(m->Model.VertexCPUSkinningShader)};
|
||||||
|
|
||||||
if (model->GetMaterial().UsesAlphaBlending())
|
if (model->GetMaterial().UsesAlphaBlending())
|
||||||
{
|
{
|
||||||
if (requiresSkinning)
|
if (requiresSkinning)
|
||||||
m->Model.TranspSkinned->Submit(m_CurrentCullGroup, model);
|
m->Submit(m_CurrentCullGroup, modelVertexSkinningRenderer, m->Model.TransparentSkinned, model);
|
||||||
else
|
else
|
||||||
m->Model.TranspUnskinned->Submit(m_CurrentCullGroup, model);
|
m->Submit(m_CurrentCullGroup, m->Model.VertexInstancingShader, m->Model.TransparentUnskinned, model);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (requiresSkinning)
|
if (requiresSkinning)
|
||||||
m->Model.NormalSkinned->Submit(m_CurrentCullGroup, model);
|
m->Submit(m_CurrentCullGroup, modelVertexSkinningRenderer, m->Model.OpaqueSkinned, model);
|
||||||
else
|
else
|
||||||
m->Model.NormalUnskinned->Submit(m_CurrentCullGroup, model);
|
m->Submit(m_CurrentCullGroup, m->Model.VertexInstancingShader, m->Model.OpaqueUnskinned, model);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue