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https://gitea.wildfiregames.com/0ad/0ad
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Support conditional expressions in shader effect XML files. Consolidate fixed-function model rendering into the shader system. Remove lots of now-obsolete renderer code. Move shader defines from std::map to new class with interned data, for performance. Move texture from model into material. Alleviate singletonitis. Remove obsolete lodbias setting. Remove unused terrain shadow transparency. This was SVN commit r11423.
207 lines
5.4 KiB
C++
207 lines
5.4 KiB
C++
/* Copyright (C) 2012 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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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Implementation of InstancingModelRenderer
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*/
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#include "precompiled.h"
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#include "lib/ogl.h"
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#include "maths/Vector3D.h"
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#include "maths/Vector4D.h"
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#include "ps/CLogger.h"
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#include "graphics/Color.h"
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#include "graphics/LightEnv.h"
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#include "graphics/Model.h"
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#include "graphics/ModelDef.h"
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#include "renderer/InstancingModelRenderer.h"
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#include "renderer/Renderer.h"
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#include "renderer/RenderModifiers.h"
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#include "renderer/VertexArray.h"
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///////////////////////////////////////////////////////////////////////////////////////////////
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// InstancingModelRenderer implementation
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struct IModelDef : public CModelDefRPrivate
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{
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/// Static per-CModel vertex array
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VertexArray m_Array;
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/// Position, normals and UV are all static
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VertexArray::Attribute m_Position;
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VertexArray::Attribute m_Normal;
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VertexArray::Attribute m_UV;
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/// Indices are the same for all models, so share them
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VertexIndexArray m_IndexArray;
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IModelDef(const CModelDefPtr& mdef);
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};
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IModelDef::IModelDef(const CModelDefPtr& mdef)
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: m_IndexArray(GL_STATIC_DRAW), m_Array(GL_STATIC_DRAW)
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{
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size_t numVertices = mdef->GetNumVertices();
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m_Position.type = GL_FLOAT;
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m_Position.elems = 3;
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m_Array.AddAttribute(&m_Position);
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m_Normal.type = GL_FLOAT;
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m_Normal.elems = 3;
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m_Array.AddAttribute(&m_Normal);
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m_UV.type = GL_FLOAT;
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m_UV.elems = 2;
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m_Array.AddAttribute(&m_UV);
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m_Array.SetNumVertices(numVertices);
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m_Array.Layout();
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VertexArrayIterator<CVector3D> Position = m_Position.GetIterator<CVector3D>();
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VertexArrayIterator<CVector3D> Normal = m_Normal.GetIterator<CVector3D>();
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VertexArrayIterator<float[2]> UVit = m_UV.GetIterator<float[2]>();
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ModelRenderer::CopyPositionAndNormals(mdef, Position, Normal);
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ModelRenderer::BuildUV(mdef, UVit);
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m_Array.Upload();
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m_Array.FreeBackingStore();
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m_IndexArray.SetNumVertices(mdef->GetNumFaces()*3);
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m_IndexArray.Layout();
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ModelRenderer::BuildIndices(mdef, m_IndexArray.GetIterator());
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m_IndexArray.Upload();
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m_IndexArray.FreeBackingStore();
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}
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struct InstancingModelRendererInternals
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{
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/// Previously prepared modeldef
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IModelDef* imodeldef;
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/// Index base for imodeldef
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u8* imodeldefIndexBase;
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};
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// Construction and Destruction
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InstancingModelRenderer::InstancingModelRenderer()
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{
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m = new InstancingModelRendererInternals;
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m->imodeldef = 0;
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}
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InstancingModelRenderer::~InstancingModelRenderer()
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{
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delete m;
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}
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// Build modeldef data if necessary - we have no per-CModel data
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CModelRData* InstancingModelRenderer::CreateModelData(const void* key, CModel* model)
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{
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CModelDefPtr mdef = model->GetModelDef();
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IModelDef* imodeldef = (IModelDef*)mdef->GetRenderData(m);
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ENSURE(!model->IsSkinned());
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if (!imodeldef)
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{
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imodeldef = new IModelDef(mdef);
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mdef->SetRenderData(m, imodeldef);
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}
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return new CModelRData(key);
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}
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void InstancingModelRenderer::UpdateModelData(CModel* UNUSED(model), CModelRData* UNUSED(data), int UNUSED(updateflags))
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{
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// We have no per-CModel data
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}
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// Setup one rendering pass.
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void InstancingModelRenderer::BeginPass(int streamflags)
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{
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ENSURE(streamflags == (streamflags & (STREAM_POS|STREAM_NORMAL|STREAM_UV0)));
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}
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// Cleanup rendering pass.
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void InstancingModelRenderer::EndPass(int UNUSED(streamflags))
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{
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CVertexBuffer::Unbind();
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}
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// Prepare UV coordinates for this modeldef
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void InstancingModelRenderer::PrepareModelDef(const CShaderProgramPtr& shader, int streamflags, const CModelDef& def)
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{
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m->imodeldef = (IModelDef*)def.GetRenderData(m);
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ENSURE(m->imodeldef);
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u8* base = m->imodeldef->m_Array.Bind();
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GLsizei stride = (GLsizei)m->imodeldef->m_Array.GetStride();
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m->imodeldefIndexBase = m->imodeldef->m_IndexArray.Bind();
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if (streamflags & STREAM_POS)
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shader->VertexPointer(3, GL_FLOAT, stride, base + m->imodeldef->m_Position.offset);
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if (streamflags & STREAM_NORMAL)
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shader->NormalPointer(GL_FLOAT, stride, base + m->imodeldef->m_Normal.offset);
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if (streamflags & STREAM_UV0)
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shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, base + m->imodeldef->m_UV.offset);
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shader->AssertPointersBound();
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}
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// Render one model
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void InstancingModelRenderer::RenderModel(const CShaderProgramPtr& UNUSED(shader), int UNUSED(streamflags), CModel* model, CModelRData* UNUSED(data))
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{
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CModelDefPtr mdldef = model->GetModelDef();
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// render the lot
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size_t numFaces = mdldef->GetNumFaces();
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if (!g_Renderer.m_SkipSubmit)
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{
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// Draw with DrawRangeElements where available, since it might be more efficient
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#if CONFIG2_GLES
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glDrawElements(GL_TRIANGLES, (GLsizei)numFaces*3, GL_UNSIGNED_SHORT, m->imodeldefIndexBase);
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#else
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pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdldef->GetNumVertices()-1,
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(GLsizei)numFaces*3, GL_UNSIGNED_SHORT, m->imodeldefIndexBase);
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#endif
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}
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// bump stats
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g_Renderer.m_Stats.m_DrawCalls++;
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g_Renderer.m_Stats.m_ModelTris += numFaces;
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}
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