0ad/source/renderer/FixedFunctionModelRenderer.cpp
Ykkrosh a3f168b887 Initial support for GLSL generic vertex attributes in shader API, for GLES compatibility.
Specify GLSL version in shader files, for better error detection.

This was SVN commit r11040.
2012-02-09 17:55:25 +00:00

285 lines
7.5 KiB
C++

/* Copyright (C) 2011 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Implementation of FixedFunctionModelRenderer
*/
#include "precompiled.h"
#include "lib/bits.h"
#include "lib/ogl.h"
#include "lib/sysdep/rtl.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "ps/CLogger.h"
#include "graphics/SColor.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "renderer/FixedFunctionModelRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
#include "renderer/VertexArray.h"
///////////////////////////////////////////////////////////////////////////////////////////////
// FixedFunctionModelRenderer implementation
struct FFModelDef : public CModelDefRPrivate
{
/// Indices are the same for all models, so share them
VertexIndexArray m_IndexArray;
/// Static per-CModelDef vertex array
VertexArray m_Array;
/// UV coordinates are stored in the static array
VertexArray::Attribute m_UV;
FFModelDef(const CModelDefPtr& mdef);
};
FFModelDef::FFModelDef(const CModelDefPtr& mdef)
: m_IndexArray(GL_STATIC_DRAW), m_Array(GL_STATIC_DRAW)
{
size_t numVertices = mdef->GetNumVertices();
m_UV.type = GL_FLOAT;
m_UV.elems = 2;
m_Array.AddAttribute(&m_UV);
m_Array.SetNumVertices(numVertices);
m_Array.Layout();
VertexArrayIterator<float[2]> UVit = m_UV.GetIterator<float[2]>();
ModelRenderer::BuildUV(mdef, UVit);
m_Array.Upload();
m_Array.FreeBackingStore();
m_IndexArray.SetNumVertices(mdef->GetNumFaces()*3);
m_IndexArray.Layout();
ModelRenderer::BuildIndices(mdef, m_IndexArray.GetIterator());
m_IndexArray.Upload();
m_IndexArray.FreeBackingStore();
}
struct FFModel
{
/// Dynamic per-CModel vertex array
VertexArray m_Array;
/// Position and lighting are recalculated on CPU every frame
VertexArray::Attribute m_Position;
VertexArray::Attribute m_Color;
FFModel() : m_Array(GL_DYNAMIC_DRAW) { }
};
struct FixedFunctionModelRendererInternals
{
/**
* Scratch space for normal vector calculation.
* Space is reserved so we don't have to do frequent reallocations.
* Allocated with rtl_AllocateAligned(normalsNumVertices*16, 16) for SSE writes.
*/
char* normals;
size_t normalsNumVertices;
/// Previously prepared modeldef
FFModelDef* ffmodeldef;
};
// Construction and Destruction
FixedFunctionModelRenderer::FixedFunctionModelRenderer()
{
m = new FixedFunctionModelRendererInternals;
m->ffmodeldef = 0;
m->normals = 0;
m->normalsNumVertices = 0;
}
FixedFunctionModelRenderer::~FixedFunctionModelRenderer()
{
rtl_FreeAligned(m->normals);
delete m;
}
// Build model data (and modeldef data if necessary)
void* FixedFunctionModelRenderer::CreateModelData(CModel* model)
{
CModelDefPtr mdef = model->GetModelDef();
FFModelDef* ffmodeldef = (FFModelDef*)mdef->GetRenderData(m);
if (!ffmodeldef)
{
ffmodeldef = new FFModelDef(mdef);
mdef->SetRenderData(m, ffmodeldef);
}
// Build the per-model data
FFModel* ffmodel = new FFModel;
// Positions must be 16-byte aligned for SSE writes.
// We can pack the color after the position; it will be corrupted by
// BuildPositionAndNormals, but that's okay since we'll recompute the
// colors afterwards.
ffmodel->m_Color.type = GL_UNSIGNED_BYTE;
ffmodel->m_Color.elems = 4;
ffmodel->m_Array.AddAttribute(&ffmodel->m_Color);
ffmodel->m_Position.type = GL_FLOAT;
ffmodel->m_Position.elems = 3;
ffmodel->m_Array.AddAttribute(&ffmodel->m_Position);
ffmodel->m_Array.SetNumVertices(mdef->GetNumVertices());
ffmodel->m_Array.Layout();
// Verify alignment
ENSURE(ffmodel->m_Position.offset % 16 == 0);
ENSURE(ffmodel->m_Array.GetStride() % 16 == 0);
return ffmodel;
}
// Fill in and upload dynamic vertex array
void FixedFunctionModelRenderer::UpdateModelData(CModel* model, void* data, int updateflags)
{
FFModel* ffmodel = (FFModel*)data;
if (updateflags & (RENDERDATA_UPDATE_VERTICES|RENDERDATA_UPDATE_COLOR))
{
CModelDefPtr mdef = model->GetModelDef();
size_t numVertices = mdef->GetNumVertices();
// build vertices
// allocate working space for computing normals
if (numVertices > m->normalsNumVertices)
{
rtl_FreeAligned(m->normals);
size_t newSize = round_up_to_pow2(numVertices);
m->normals = (char*)rtl_AllocateAligned(newSize*16, 16);
m->normalsNumVertices = newSize;
}
VertexArrayIterator<CVector3D> Position = ffmodel->m_Position.GetIterator<CVector3D>();
VertexArrayIterator<CVector3D> Normal = VertexArrayIterator<CVector3D>(m->normals, 16);
ModelRenderer::BuildPositionAndNormals(model, Position, Normal);
VertexArrayIterator<SColor4ub> Color = ffmodel->m_Color.GetIterator<SColor4ub>();
ModelRenderer::BuildColor4ub(model, Normal, Color);
// upload everything to vertex buffer
ffmodel->m_Array.Upload();
}
}
// Cleanup per-model data.
// Note that per-CModelDef data is deleted by the CModelDef itself.
void FixedFunctionModelRenderer::DestroyModelData(CModel* UNUSED(model), void* data)
{
FFModel* ffmodel = (FFModel*)data;
delete ffmodel;
}
// Setup one rendering pass
void FixedFunctionModelRenderer::BeginPass(int streamflags)
{
ENSURE(streamflags == (streamflags & (STREAM_POS|STREAM_UV0|STREAM_COLOR)));
glEnableClientState(GL_VERTEX_ARRAY);
if (streamflags & STREAM_UV0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (streamflags & STREAM_COLOR) glEnableClientState(GL_COLOR_ARRAY);
}
// Cleanup one rendering pass
void FixedFunctionModelRenderer::EndPass(int streamflags)
{
if (streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (streamflags & STREAM_COLOR) glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
CVertexBuffer::Unbind();
}
// Prepare UV coordinates for this modeldef
void FixedFunctionModelRenderer::PrepareModelDef(CShaderProgramPtr& UNUSED(shader), int streamflags, const CModelDefPtr& def)
{
m->ffmodeldef = (FFModelDef*)def->GetRenderData(m);
ENSURE(m->ffmodeldef);
if (streamflags & STREAM_UV0)
{
u8* base = m->ffmodeldef->m_Array.Bind();
GLsizei stride = (GLsizei)m->ffmodeldef->m_Array.GetStride();
glTexCoordPointer(2, GL_FLOAT, stride, base + m->ffmodeldef->m_UV.offset);
}
}
// Render one model
void FixedFunctionModelRenderer::RenderModel(CShaderProgramPtr& UNUSED(shader), int streamflags, CModel* model, void* data)
{
CModelDefPtr mdldef = model->GetModelDef();
FFModel* ffmodel = (FFModel*)data;
u8* base = ffmodel->m_Array.Bind();
GLsizei stride = (GLsizei)ffmodel->m_Array.GetStride();
u8* indexBase = m->ffmodeldef->m_IndexArray.Bind();
glVertexPointer(3, GL_FLOAT, stride, base + ffmodel->m_Position.offset);
if (streamflags & STREAM_COLOR)
glColorPointer(3, ffmodel->m_Color.type, stride, base + ffmodel->m_Color.offset);
// render the lot
size_t numFaces = mdldef->GetNumFaces();
if (!g_Renderer.m_SkipSubmit) {
pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdldef->GetNumVertices()-1,
(GLsizei)numFaces*3, GL_UNSIGNED_SHORT, indexBase);
}
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_ModelTris += numFaces;
}