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https://gitea.wildfiregames.com/0ad/0ad
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867bdf318b
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8 changed files with 262 additions and 387 deletions
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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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*
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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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* for setting any shader uniforms etc.
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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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public:
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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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*
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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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* for setting any shader uniforms etc.
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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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public:
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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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* for setting any shader uniforms etc (including the instancing transform).
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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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public:
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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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void ModelRenderer::Init()
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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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// static
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void ModelRenderer::CopyPositionAndNormals(
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const CModelDefPtr& mdef,
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const VertexArrayIterator<CVector3D>& Position,
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const VertexArrayIterator<CVector3D>& Normal)
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const CModelDefPtr& mdef,
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const VertexArrayIterator<CVector3D>& Position,
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const VertexArrayIterator<CVector3D>& Normal)
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{
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size_t numVertices = mdef->GetNumVertices();
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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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// 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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CModel* model,
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const VertexArrayIterator<CVector3D>& Position,
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const VertexArrayIterator<CVector3D>& Normal)
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CModel* model,
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const VertexArrayIterator<CVector3D>& Position,
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const VertexArrayIterator<CVector3D>& Normal)
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{
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CModelDefPtr mdef = model->GetModelDef();
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size_t numVertices = mdef->GetNumVertices();
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@ -160,12 +156,11 @@ void ModelRenderer::BuildPositionAndNormals(
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}
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}
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// Helper function for lighting
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// static
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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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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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@ -184,19 +179,16 @@ void ModelRenderer::BuildColor4ub(
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}
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}
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// static
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void ModelRenderer::GenTangents(const CModelDefPtr& mdef, std::vector<float>& newVertices, bool gpuSkinning)
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{
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MikkTSpace ms(mdef, newVertices, gpuSkinning);
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ms.Generate();
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}
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// Copy UV coordinates
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// static
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void ModelRenderer::BuildUV(
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const CModelDefPtr& mdef,
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const VertexArrayIterator<float[2]>& UV,
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int UVset)
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const CModelDefPtr& mdef, const VertexArrayIterator<float[2]>& UV, int UVset)
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{
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const size_t numVertices = mdef->GetNumVertices();
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const size_t numberOfUVPerVertex = mdef->GetNumUVsPerVertex();
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@ -209,11 +201,9 @@ void ModelRenderer::BuildUV(
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}
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}
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// Build default indices array.
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// static
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void ModelRenderer::BuildIndices(
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const CModelDefPtr& mdef,
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const VertexArrayIterator<u16>& Indices)
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const CModelDefPtr& mdef, const VertexArrayIterator<u16>& Indices)
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{
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size_t idxidx = 0;
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SModelFace* faces = mdef->GetFaces();
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@ -227,105 +217,6 @@ void ModelRenderer::BuildIndices(
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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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*
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* Separated into the source file to increase implementation hiding (and to
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* avoid some causes of recompiles).
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*/
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struct ShaderModelRenderer::ShaderModelRendererInternals
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{
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ShaderModelRendererInternals(ShaderModelRenderer* r) : m_Renderer(r) { }
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/// Back-link to "our" renderer
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ShaderModelRenderer* m_Renderer;
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/// ModelVertexRenderer used for vertex transformations
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ModelVertexRendererPtr vertexRenderer;
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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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// Construction/Destruction
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ShaderModelRenderer::ShaderModelRenderer(ModelVertexRendererPtr vertexrenderer)
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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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delete m;
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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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// Ensure model data is valid
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const void* key = m->vertexRenderer.get();
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if (!rdata || rdata->GetKey() != key)
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{
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model->InvalidatePosition();
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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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m->submissions[cullGroup].push_back(model);
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}
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// Call update for all submitted models and enter the rendering phase
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void ShaderModelRenderer::PrepareModels(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
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{
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for (int cullGroup = 0; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
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{
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for (CModel* model : m->submissions[cullGroup])
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{
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model->ValidatePosition();
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CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
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ENSURE(rdata->GetKey() == m->vertexRenderer.get());
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}
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m->vertexRenderer->UpdateModelsData(deviceCommandContext, m->submissions[cullGroup]);
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for (CModel* model : m->submissions[cullGroup])
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{
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CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
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rdata->m_UpdateFlags = 0;
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}
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}
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}
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void ShaderModelRenderer::UploadModels(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
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{
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for (int cullGroup = 0; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
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{
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m->vertexRenderer->UploadModelsData(deviceCommandContext, m->submissions[cullGroup]);
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}
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}
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// Clear the submissions list
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void ShaderModelRenderer::EndFrame()
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{
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for (int cullGroup = 0; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
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m->submissions[cullGroup].clear();
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}
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// Helper structs for ShaderModelRenderer::Render():
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struct SMRSortByDistItem
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@ -413,12 +304,12 @@ struct SMRCompareTechBucket
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}
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};
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void ShaderModelRenderer::Render(
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void ModelRenderer::Render(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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const RenderModifierPtr& modifier, const CShaderDefines& context,
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int cullGroup, int flags, const ERenderMode renderMode)
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ModelVertexRenderer& modelVertexRenderer, RenderModifier& modifier, const CShaderDefines& context,
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int cullGroup, int flags, const ERenderMode renderMode, std::span<CModel*> submissions)
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{
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if (m->submissions[cullGroup].empty())
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if (submissions.empty())
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return;
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CMatrix3D worldToCam;
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@ -429,7 +320,7 @@ void ShaderModelRenderer::Render(
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/*
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* Rendering approach:
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*
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* m->submissions contains the list of CModels to render.
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* submissions contains the list of CModels to render.
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*
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* The data we need to render a model is:
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* - CShaderTechnique
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@ -497,10 +388,9 @@ void ShaderModelRenderer::Render(
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{
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PROFILE3("bucketing by material");
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for (size_t i = 0; i < m->submissions[cullGroup].size(); ++i)
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for (CModel* model : submissions)
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{
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CModel* model = m->submissions[cullGroup][i];
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const CMaterial material{model->GetMaterial()};
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const CMaterial& material{model->GetMaterial()};
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const CShaderDefines& defines{material.GetShaderDefines()};
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const CStrIntern shaderEffect{material.GetShaderEffect(materialPass)};
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SMRMaterialBucketKey key(shaderEffect, defines);
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@ -683,7 +573,7 @@ void ShaderModelRenderer::Render(
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Renderer::Backend::IShaderProgram* shader = currentTech->GetShader(pass);
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modifier->BeginPass(deviceCommandContext, shader);
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modifier.BeginPass(deviceCommandContext, shader);
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// TODO: Use a more generic approach to handle bound queries.
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bool boundTime = false;
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@ -753,7 +643,7 @@ void ShaderModelRenderer::Render(
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if (newModeldef != currentModeldef)
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{
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currentModeldef = newModeldef;
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m->vertexRenderer->PrepareModelDef(deviceCommandContext, *currentModeldef);
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modelVertexRenderer.PrepareModelDef(deviceCommandContext, *currentModeldef);
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}
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// Bind all uniforms when any change
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|
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@ -813,12 +703,12 @@ void ShaderModelRenderer::Render(
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}
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}
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modifier->PrepareModel(deviceCommandContext, model);
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modifier.PrepareModel(deviceCommandContext, model);
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CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
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ENSURE(rdata->GetKey() == m->vertexRenderer.get());
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ENSURE(rdata->GetKey() == &modelVertexRenderer);
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m->vertexRenderer->RenderModel(deviceCommandContext, shader, model, rdata);
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modelVertexRenderer.RenderModel(deviceCommandContext, shader, model, rdata);
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}
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}
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|
||||
|
|
|
|||
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@ -30,6 +30,7 @@
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#include "lib/types.h"
|
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|
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#include <memory>
|
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#include <span>
|
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#include <vector>
|
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|
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class CModel;
|
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|
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@ -39,17 +40,8 @@ namespace Renderer::Backend { class IDeviceCommandContext; }
|
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struct SColor4ub;
|
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template <typename T> class VertexArrayIterator;
|
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|
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class RenderModifier;
|
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typedef std::shared_ptr<RenderModifier> RenderModifierPtr;
|
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|
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class LitRenderModifier;
|
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typedef std::shared_ptr<LitRenderModifier> LitRenderModifierPtr;
|
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|
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class ModelVertexRenderer;
|
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typedef std::shared_ptr<ModelVertexRenderer> ModelVertexRendererPtr;
|
||||
|
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class ModelRenderer;
|
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typedef std::shared_ptr<ModelRenderer> ModelRendererPtr;
|
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class RenderModifier;
|
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|
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/**
|
||||
* Class CModelRData: Render data that is maintained per CModel.
|
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|
|
@ -83,25 +75,12 @@ private:
|
|||
|
||||
|
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/**
|
||||
* Class ModelRenderer: Abstract base class for all model renders.
|
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* ModelRenderer renders a per-frame list of models. It loads the appropriate
|
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* shaders for rendering each model, and that batches by shader technique (and
|
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* by mesh and texture).
|
||||
*
|
||||
* A ModelRenderer manages a per-frame list of models.
|
||||
*
|
||||
* 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 delegates vertex transformation/setup to a
|
||||
* ModelVertexRenderer. It delegates fragment stage setup to a RenderModifier.
|
||||
*
|
||||
* ModelRenderer also contains a number of static helper functions
|
||||
* for building vertex arrays.
|
||||
|
|
@ -109,61 +88,10 @@ private:
|
|||
class ModelRenderer
|
||||
{
|
||||
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
|
||||
* 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
|
||||
* submitted and before calling Render.
|
||||
*
|
||||
|
|
@ -172,10 +100,10 @@ public:
|
|||
* If flags is non-zero, only models that contain flags in their
|
||||
* CModel::GetFlags() are rendered.
|
||||
*/
|
||||
virtual void Render(
|
||||
void Render(
|
||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
||||
const RenderModifierPtr& modifier, const CShaderDefines& context,
|
||||
int cullGroup, int flags, const ERenderMode renderMode) = 0;
|
||||
ModelVertexRenderer& modelVertexRenderer, RenderModifier& modifier, const CShaderDefines& context,
|
||||
int cullGroup, int flags, const ERenderMode renderMode, std::span<CModel*> submissions);
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*/
|
||||
static void CopyPositionAndNormals(
|
||||
const CModelDefPtr& mdef,
|
||||
const VertexArrayIterator<CVector3D>& Position,
|
||||
const VertexArrayIterator<CVector3D>& Normal);
|
||||
const CModelDefPtr& mdef,
|
||||
const VertexArrayIterator<CVector3D>& Position,
|
||||
const VertexArrayIterator<CVector3D>& Normal);
|
||||
|
||||
/**
|
||||
* BuildPositionAndNormals: Build animated vertices and normals,
|
||||
|
|
@ -209,9 +137,9 @@ public:
|
|||
* the Position array.
|
||||
*/
|
||||
static void BuildPositionAndNormals(
|
||||
CModel* model,
|
||||
const VertexArrayIterator<CVector3D>& Position,
|
||||
const VertexArrayIterator<CVector3D>& Normal);
|
||||
CModel* model,
|
||||
const VertexArrayIterator<CVector3D>& Position,
|
||||
const VertexArrayIterator<CVector3D>& Normal);
|
||||
|
||||
/**
|
||||
* BuildColor4ub: Build lighting colors for the given model,
|
||||
|
|
@ -225,9 +153,9 @@ public:
|
|||
* model->GetModelDef()->GetNumVertices() vertices.
|
||||
*/
|
||||
static void BuildColor4ub(
|
||||
CModel* model,
|
||||
const VertexArrayIterator<CVector3D>& Normal,
|
||||
const VertexArrayIterator<SColor4ub>& Color);
|
||||
CModel* model,
|
||||
const VertexArrayIterator<CVector3D>& Normal,
|
||||
const VertexArrayIterator<SColor4ub>& Color);
|
||||
|
||||
/**
|
||||
* BuildUV: Copy UV coordinates into the given vertex array.
|
||||
|
|
@ -238,9 +166,9 @@ public:
|
|||
* mdef->GetNumVertices() vertices.
|
||||
*/
|
||||
static void BuildUV(
|
||||
const CModelDefPtr& mdef,
|
||||
const VertexArrayIterator<float[2]>& UV,
|
||||
int UVset);
|
||||
const CModelDefPtr& mdef,
|
||||
const VertexArrayIterator<float[2]>& UV,
|
||||
int UVset);
|
||||
|
||||
/**
|
||||
* BuildIndices: Create the indices array for the given CModelDef.
|
||||
|
|
@ -250,8 +178,7 @@ public:
|
|||
* mdef->GetNumFaces()*3 elements.
|
||||
*/
|
||||
static void BuildIndices(
|
||||
const CModelDefPtr& mdef,
|
||||
const VertexArrayIterator<u16>& Indices);
|
||||
const CModelDefPtr& mdef, const VertexArrayIterator<u16>& Indices);
|
||||
|
||||
/**
|
||||
* GenTangents: Generate tangents for the given CModelDef.
|
||||
|
|
@ -263,33 +190,4 @@ public:
|
|||
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
|
||||
|
|
|
|||
|
|
@ -62,7 +62,6 @@
|
|||
#include "ps/VideoMode.h"
|
||||
#include "ps/World.h"
|
||||
#include "renderer/DebugRenderer.h"
|
||||
#include "renderer/ModelRenderer.h"
|
||||
#include "renderer/PostprocManager.h"
|
||||
#include "renderer/RenderingOptions.h"
|
||||
#include "renderer/SceneRenderer.h"
|
||||
|
|
@ -456,7 +455,6 @@ CRenderer::CRenderer(Renderer::Backend::IDevice* device)
|
|||
|
||||
ModelDefActivateFastImpl();
|
||||
ColorActivateFastImpl();
|
||||
ModelRenderer::Init();
|
||||
}
|
||||
|
||||
CRenderer::~CRenderer()
|
||||
|
|
|
|||
|
|
@ -212,17 +212,17 @@ void CRenderingOptions::ReadConfigAndSetupHooks()
|
|||
m_ConfigHooks->Setup("silhouettes", m_Silhouettes);
|
||||
|
||||
m_ConfigHooks->Setup("gpuskinning", [this]() {
|
||||
const Renderer::Backend::IDevice::Capabilities& capabilities{
|
||||
g_VideoMode.GetBackendDevice()->GetCapabilities()};
|
||||
if (!g_ConfigDB.Get("gpuskinning", false))
|
||||
return;
|
||||
|
||||
if (capabilities.computeShaders && capabilities.storage)
|
||||
m_GPUSkinning = true;
|
||||
else
|
||||
if (g_ConfigDB.Get("gpuskinning", false))
|
||||
{
|
||||
m_GPUSkinning = false;
|
||||
LOGMESSAGE("GPU skinning isn't supported on the current hardware.");
|
||||
const Renderer::Backend::IDevice::Capabilities& capabilities{
|
||||
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())
|
||||
|
|
|
|||
|
|
@ -68,6 +68,7 @@
|
|||
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
#include <optional>
|
||||
|
||||
struct SScreenRect
|
||||
{
|
||||
|
|
@ -115,78 +116,192 @@ public:
|
|||
|
||||
SilhouetteRenderer silhouetteRenderer;
|
||||
|
||||
/// Various model renderers
|
||||
// Various model renderers
|
||||
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:
|
||||
// - 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
|
||||
// - Skinned vs Unskinned - with hardware lighting we don't need to
|
||||
// duplicate mesh data per model instance (except for skinned models),
|
||||
// so non-skinned models get different ModelVertexRenderers
|
||||
// - Skinned vs Unskinned - we don't need to duplicate mesh data per
|
||||
// model instance (except for skinned models), so non-skinned models
|
||||
// get different ModelVertexRenderers
|
||||
|
||||
ModelRendererPtr NormalSkinned;
|
||||
ModelRendererPtr NormalUnskinned; // == NormalSkinned if unskinned shader instancing not supported
|
||||
ModelRendererPtr TranspSkinned;
|
||||
ModelRendererPtr TranspUnskinned; // == TranspSkinned if unskinned shader instancing not supported
|
||||
struct Submissions
|
||||
{
|
||||
std::vector<CModel*> submissions[CSceneRenderer::CULL_MAX];
|
||||
};
|
||||
|
||||
ModelVertexRendererPtr VertexRendererShader;
|
||||
ModelVertexRendererPtr VertexInstancingShader;
|
||||
ModelVertexRendererPtr VertexGPUSkinningShader;
|
||||
// Unskinned submissions should be prepared and rendered with
|
||||
// VertexInstancingShader. Skinned - with Vertex*SkinningShader
|
||||
// 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;
|
||||
|
||||
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.
|
||||
*/
|
||||
void CallModelRenderers(
|
||||
void CallOpaqueModelRenderers(
|
||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
||||
const CShaderDefines& context, int cullGroup, int flags, const ERenderMode renderMode)
|
||||
{
|
||||
CShaderDefines contextSkinned = context;
|
||||
if (g_RenderingOptions.GetGPUSkinning())
|
||||
contextSkinned.Add(str_USE_INSTANCING, str_1);
|
||||
Model.NormalSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags, renderMode);
|
||||
ModelVertexRenderer& modelVertexSkinningRenderer{
|
||||
Model.GPUSkinningEnabled
|
||||
? static_cast<ModelVertexRenderer&>(*Model.VertexGPUSkinningShader)
|
||||
: static_cast<ModelVertexRenderer&>(Model.VertexCPUSkinningShader)};
|
||||
|
||||
if (Model.NormalUnskinned != Model.NormalSkinned)
|
||||
{
|
||||
CShaderDefines contextUnskinned = context;
|
||||
contextUnskinned.Add(str_USE_INSTANCING, str_1);
|
||||
Model.NormalUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode);
|
||||
}
|
||||
CShaderDefines contextSkinned = context;
|
||||
if (Model.GPUSkinningEnabled)
|
||||
contextSkinned.Add(str_USE_INSTANCING, str_1);
|
||||
Model.modelRenderer.Render(deviceCommandContext, modelVertexSkinningRenderer, Model.ModShader, contextSkinned, cullGroup, flags, renderMode, Model.OpaqueSkinned.submissions[cullGroup]);
|
||||
|
||||
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.
|
||||
*/
|
||||
void CallTranspModelRenderers(
|
||||
void CallTransparentModelRenderers(
|
||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
||||
const CShaderDefines& context, int cullGroup, int flags, const ERenderMode renderMode)
|
||||
{
|
||||
CShaderDefines contextSkinned = context;
|
||||
if (g_RenderingOptions.GetGPUSkinning())
|
||||
contextSkinned.Add(str_USE_INSTANCING, str_1);
|
||||
Model.TranspSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags, renderMode);
|
||||
ModelVertexRenderer& modelVertexSkinningRenderer{
|
||||
Model.GPUSkinningEnabled
|
||||
? static_cast<ModelVertexRenderer&>(*Model.VertexGPUSkinningShader)
|
||||
: static_cast<ModelVertexRenderer&>(Model.VertexCPUSkinningShader)};
|
||||
|
||||
if (Model.TranspUnskinned != Model.TranspSkinned)
|
||||
{
|
||||
CShaderDefines contextUnskinned = context;
|
||||
contextUnskinned.Add(str_USE_INSTANCING, str_1);
|
||||
Model.TranspUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode);
|
||||
}
|
||||
CShaderDefines contextSkinned = context;
|
||||
if (Model.GPUSkinningEnabled)
|
||||
contextSkinned.Add(str_USE_INSTANCING, str_1);
|
||||
Model.modelRenderer.Render(deviceCommandContext, modelVertexSkinningRenderer, Model.ModShader, contextSkinned, cullGroup, flags, renderMode, Model.TransparentSkinned.submissions[cullGroup]);
|
||||
|
||||
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,
|
||||
RenderDebugModeEnum::ToString(g_RenderingOptions.GetRenderDebugMode()));
|
||||
|
||||
m->Model.ModShader = LitRenderModifierPtr(new ShaderRenderModifier());
|
||||
|
||||
m->Model.VertexRendererShader = ModelVertexRendererPtr(new CPUSkinnedModelVertexRenderer());
|
||||
m->Model.VertexInstancingShader = ModelVertexRendererPtr(new InstancingModelRenderer());
|
||||
|
||||
if (g_RenderingOptions.GetGPUSkinning())
|
||||
m->Model.GPUSkinningEnabled = g_RenderingOptions.GetGPUSkinning();
|
||||
if (m->Model.GPUSkinningEnabled)
|
||||
{
|
||||
m->Model.VertexGPUSkinningShader = ModelVertexRendererPtr(new GPUSkinnedModelModelRenderer());
|
||||
m->Model.NormalSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexGPUSkinningShader));
|
||||
m->Model.TranspSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexGPUSkinningShader));
|
||||
if (!m->Model.VertexGPUSkinningShader.has_value())
|
||||
m->Model.VertexGPUSkinningShader.emplace();
|
||||
}
|
||||
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()
|
||||
|
|
@ -282,8 +383,8 @@ void CSceneRenderer::Resize(int /*width*/, int /*height*/)
|
|||
void CSceneRenderer::BeginFrame()
|
||||
{
|
||||
// choose model renderers for this frame
|
||||
m->Model.ModShader->SetShadowMap(&m->shadow);
|
||||
m->Model.ModShader->SetLightEnv(m_LightEnv);
|
||||
m->Model.ModShader.SetShadowMap(&m->shadow);
|
||||
m->Model.ModShader.SetLightEnv(m_LightEnv);
|
||||
}
|
||||
|
||||
void CSceneRenderer::SetSimulation(CSimulation2* simulation)
|
||||
|
|
@ -315,12 +416,12 @@ void CSceneRenderer::RenderShadowMap(
|
|||
|
||||
{
|
||||
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");
|
||||
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{
|
||||
m_ModelRenderMode == WIREFRAME ? WIREFRAME : SOLID};
|
||||
|
||||
m->CallModelRenderers(deviceCommandContext, context, cullGroup, flags, modelRenderMode);
|
||||
m->CallOpaqueModelRenderers(deviceCommandContext, context, cullGroup, flags, modelRenderMode);
|
||||
|
||||
if (m_ModelRenderMode == EDGED_FACES)
|
||||
m->CallModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES);
|
||||
m->CallOpaqueModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES);
|
||||
}
|
||||
|
||||
void CSceneRenderer::RenderTransparentModels(
|
||||
|
|
@ -388,13 +489,13 @@ void CSceneRenderer::RenderTransparentModels(
|
|||
m_ModelRenderMode == WIREFRAME ? WIREFRAME : SOLID};
|
||||
|
||||
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)
|
||||
m->CallTranspModelRenderers(deviceCommandContext, contextBlend, cullGroup, flags, modelRenderMode);
|
||||
m->CallTransparentModelRenderers(deviceCommandContext, contextBlend, cullGroup, flags, modelRenderMode);
|
||||
|
||||
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)
|
||||
|
|
@ -709,24 +810,24 @@ void CSceneRenderer::RenderSilhouettes(
|
|||
|
||||
{
|
||||
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");
|
||||
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
|
||||
// a pixel once (using the color of whatever model happens to be drawn first).
|
||||
{
|
||||
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");
|
||||
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;
|
||||
|
||||
// Prepare model renderers
|
||||
{
|
||||
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->PrepareModels(deviceCommandContext);
|
||||
|
||||
m->terrainRenderer.PrepareForRendering();
|
||||
|
||||
|
|
@ -786,15 +879,7 @@ void CSceneRenderer::PrepareSubmissions(
|
|||
|
||||
m->particleRenderer.PrepareForRendering(context);
|
||||
|
||||
{
|
||||
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->UploadModels(deviceCommandContext);
|
||||
|
||||
m->overlayRenderer.Upload(deviceCommandContext);
|
||||
|
||||
|
|
@ -908,13 +993,13 @@ void CSceneRenderer::EndFrame()
|
|||
m->particleRenderer.EndFrame();
|
||||
m->silhouetteRenderer.EndFrame();
|
||||
|
||||
// Finish model renderers
|
||||
m->Model.NormalSkinned->EndFrame();
|
||||
m->Model.TranspSkinned->EndFrame();
|
||||
if (m->Model.NormalUnskinned != m->Model.NormalSkinned)
|
||||
m->Model.NormalUnskinned->EndFrame();
|
||||
if (m->Model.TranspUnskinned != m->Model.TranspSkinned)
|
||||
m->Model.TranspUnskinned->EndFrame();
|
||||
for (int cullGroup{0}; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
|
||||
{
|
||||
m->Model.OpaqueSkinned.submissions[cullGroup].clear();
|
||||
m->Model.TransparentSkinned.submissions[cullGroup].clear();
|
||||
m->Model.OpaqueUnskinned.submissions[cullGroup].clear();
|
||||
m->Model.TransparentUnskinned.submissions[cullGroup].clear();
|
||||
}
|
||||
}
|
||||
|
||||
void CSceneRenderer::DisplayFrustum(Renderer::Backend::IDeviceCommandContext& deviceCommandContext)
|
||||
|
|
@ -1029,21 +1114,25 @@ void CSceneRenderer::SubmitNonRecursive(CModel* model)
|
|||
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 (requiresSkinning)
|
||||
m->Model.TranspSkinned->Submit(m_CurrentCullGroup, model);
|
||||
m->Submit(m_CurrentCullGroup, modelVertexSkinningRenderer, m->Model.TransparentSkinned, model);
|
||||
else
|
||||
m->Model.TranspUnskinned->Submit(m_CurrentCullGroup, model);
|
||||
m->Submit(m_CurrentCullGroup, m->Model.VertexInstancingShader, m->Model.TransparentUnskinned, model);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (requiresSkinning)
|
||||
m->Model.NormalSkinned->Submit(m_CurrentCullGroup, model);
|
||||
m->Submit(m_CurrentCullGroup, modelVertexSkinningRenderer, m->Model.OpaqueSkinned, model);
|
||||
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