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https://gitea.wildfiregames.com/0ad/0ad
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We use a shader with 64 bones by default to consume less uniform memory. But if we meet bigger skeletons we batch and handle them afterwards. In the future we need to sort the input models to have less changes for bound buffers. Also we might want to skin up to 4 models per a single dispatch.
310 lines
9.4 KiB
C++
310 lines
9.4 KiB
C++
/* Copyright (C) 2024 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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#include "precompiled.h"
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#include "renderer/InstancingModelRenderer.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 "maths/Vector3D.h"
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#include "maths/Vector4D.h"
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#include "ps/CLogger.h"
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#include "ps/containers/StaticVector.h"
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#include "ps/CStrInternStatic.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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#include "third_party/mikktspace/weldmesh.h"
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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 and normals are static
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VertexArray::Attribute m_Position;
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VertexArray::Attribute m_Normal;
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VertexArray::Attribute m_Tangent;
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/// The number of UVs is determined by the model
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std::vector<VertexArray::Attribute> m_UVs;
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Renderer::Backend::IVertexInputLayout* m_VertexInputLayout = nullptr;
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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, bool calculateTangents);
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};
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IModelDef::IModelDef(const CModelDefPtr& mdef, bool calculateTangents)
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: m_IndexArray(Renderer::Backend::IBuffer::Usage::TRANSFER_DST),
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m_Array(Renderer::Backend::IBuffer::Type::VERTEX, Renderer::Backend::IBuffer::Usage::TRANSFER_DST)
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{
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size_t numVertices = mdef->GetNumVertices();
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m_Position.format = Renderer::Backend::Format::R32G32B32_SFLOAT;
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m_Array.AddAttribute(&m_Position);
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m_Normal.format = Renderer::Backend::Format::R32G32B32_SFLOAT;
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m_Array.AddAttribute(&m_Normal);
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m_UVs.resize(mdef->GetNumUVsPerVertex());
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for (size_t i = 0; i < mdef->GetNumUVsPerVertex(); i++)
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{
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m_UVs[i].format = Renderer::Backend::Format::R32G32_SFLOAT;
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m_Array.AddAttribute(&m_UVs[i]);
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}
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if (calculateTangents)
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{
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// Generate tangents for the geometry:-
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m_Tangent.format = Renderer::Backend::Format::R32G32B32A32_SFLOAT;
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m_Array.AddAttribute(&m_Tangent);
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// floats per vertex; position + normal + tangent + UV*sets
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int numVertexAttrs = 3 + 3 + 4 + 2 * mdef->GetNumUVsPerVertex();
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// the tangent generation can increase the number of vertices temporarily
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// so reserve a bit more memory to avoid reallocations in GenTangents (in most cases)
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std::vector<float> newVertices;
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newVertices.reserve(numVertexAttrs * numVertices * 2);
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// Generate the tangents
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ModelRenderer::GenTangents(mdef, newVertices, false);
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// how many vertices do we have after generating tangents?
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int newNumVert = newVertices.size() / numVertexAttrs;
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std::vector<int> remapTable(newNumVert);
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std::vector<float> vertexDataOut(newNumVert * numVertexAttrs);
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// re-weld the mesh to remove duplicated vertices
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int numVertices2 = WeldMesh(&remapTable[0], &vertexDataOut[0],
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&newVertices[0], newNumVert, numVertexAttrs);
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// Copy the model data to graphics memory:-
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m_Array.SetNumberOfVertices(numVertices2);
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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<CVector4D> Tangent = m_Tangent.GetIterator<CVector4D>();
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// copy everything into the vertex array
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for (int i = 0; i < numVertices2; i++)
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{
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int q = numVertexAttrs * i;
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Position[i] = CVector3D(vertexDataOut[q + 0], vertexDataOut[q + 1], vertexDataOut[q + 2]);
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q += 3;
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Normal[i] = CVector3D(vertexDataOut[q + 0], vertexDataOut[q + 1], vertexDataOut[q + 2]);
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q += 3;
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Tangent[i] = CVector4D(vertexDataOut[q + 0], vertexDataOut[q + 1], vertexDataOut[q + 2],
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vertexDataOut[q + 3]);
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q += 4;
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for (size_t j = 0; j < mdef->GetNumUVsPerVertex(); j++)
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{
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VertexArrayIterator<float[2]> UVit = m_UVs[j].GetIterator<float[2]>();
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UVit[i][0] = vertexDataOut[q + 0 + 2 * j];
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UVit[i][1] = vertexDataOut[q + 1 + 2 * j];
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}
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}
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// upload vertex data
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m_Array.Upload();
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m_Array.FreeBackingStore();
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m_IndexArray.SetNumberOfVertices(mdef->GetNumFaces() * 3);
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m_IndexArray.Layout();
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VertexArrayIterator<u16> Indices = m_IndexArray.GetIterator();
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size_t idxidx = 0;
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// reindex geometry and upload index
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for (size_t j = 0; j < mdef->GetNumFaces(); ++j)
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{
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Indices[idxidx++] = remapTable[j * 3 + 0];
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Indices[idxidx++] = remapTable[j * 3 + 1];
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Indices[idxidx++] = remapTable[j * 3 + 2];
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}
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m_IndexArray.Upload();
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m_IndexArray.FreeBackingStore();
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}
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else
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{
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// Upload model without calculating tangents:-
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m_Array.SetNumberOfVertices(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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ModelRenderer::CopyPositionAndNormals(mdef, Position, Normal);
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for (size_t i = 0; i < mdef->GetNumUVsPerVertex(); i++)
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{
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VertexArrayIterator<float[2]> UVit = m_UVs[i].GetIterator<float[2]>();
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ModelRenderer::BuildUV(mdef, UVit, i);
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}
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m_Array.Upload();
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m_Array.FreeBackingStore();
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m_IndexArray.SetNumberOfVertices(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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const uint32_t stride = m_Array.GetStride();
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constexpr size_t MAX_UV = 2;
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PS::StaticVector<Renderer::Backend::SVertexAttributeFormat, 5 + MAX_UV> attributes{
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{Renderer::Backend::VertexAttributeStream::POSITION,
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m_Position.format, m_Position.offset, stride,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
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{Renderer::Backend::VertexAttributeStream::NORMAL,
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m_Normal.format, m_Normal.offset, stride,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0}
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};
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for (size_t uv = 0; uv < std::min(MAX_UV, mdef->GetNumUVsPerVertex()); ++uv)
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{
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const Renderer::Backend::VertexAttributeStream stream =
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static_cast<Renderer::Backend::VertexAttributeStream>(
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static_cast<int>(Renderer::Backend::VertexAttributeStream::UV0) + uv);
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attributes.push_back({
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stream, m_UVs[uv].format, m_UVs[uv].offset, stride,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0});
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}
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if (calculateTangents)
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{
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attributes.push_back({
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Renderer::Backend::VertexAttributeStream::UV2,
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m_Tangent.format, m_Tangent.offset, stride,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0});
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}
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m_VertexInputLayout = g_Renderer.GetVertexInputLayout({attributes.begin(), attributes.end()});
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}
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struct InstancingModelRendererInternals
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{
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bool calculateTangents;
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/// Previously prepared modeldef
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IModelDef* imodeldef;
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};
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// Construction and Destruction
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InstancingModelRenderer::InstancingModelRenderer(bool calculateTangents)
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{
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m = new InstancingModelRendererInternals;
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m->calculateTangents = calculateTangents;
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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, m->calculateTangents);
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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::UpdateModelsData(
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Renderer::Backend::IDeviceCommandContext* UNUSED(deviceCommandContext),
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PS::span<CModel*> UNUSED(models))
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{
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// We have no per-CModel data
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}
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void InstancingModelRenderer::UploadModelsData(
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Renderer::Backend::IDeviceCommandContext* UNUSED(deviceCommandContext),
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PS::span<CModel*> UNUSED(models))
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{
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// Data uploaded once during creation as we don't update it dynamically.
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}
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// Prepare UV coordinates for this modeldef
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void InstancingModelRenderer::PrepareModelDef(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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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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deviceCommandContext->SetVertexInputLayout(m->imodeldef->m_VertexInputLayout);
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deviceCommandContext->SetIndexBuffer(m->imodeldef->m_IndexArray.GetBuffer());
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const uint32_t stride = m->imodeldef->m_Array.GetStride();
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const uint32_t firstVertexOffset = m->imodeldef->m_Array.GetOffset() * stride;
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deviceCommandContext->SetVertexBuffer(
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0, m->imodeldef->m_Array.GetBuffer(), firstVertexOffset);
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}
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// Render one model
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void InstancingModelRenderer::RenderModel(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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Renderer::Backend::IShaderProgram* UNUSED(shader), CModel* model, CModelRData* UNUSED(data))
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{
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const CModelDefPtr& mdldef = model->GetModelDef();
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// Render the lot.
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const size_t numberOfFaces = mdldef->GetNumFaces();
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deviceCommandContext->DrawIndexedInRange(
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m->imodeldef->m_IndexArray.GetOffset(), numberOfFaces * 3, 0, m->imodeldef->m_Array.GetNumberOfVertices() - 1);
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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 += numberOfFaces;
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}
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