Merge 'remotes/trunk'
[0ad.git] / source / renderer / InstancingModelRenderer.cpp
blob71bf3610497cdbb39204a5971dfcdcf27186a35e
1 /* Copyright (C) 2012 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
19 * Implementation of InstancingModelRenderer
22 #include "precompiled.h"
24 #include "lib/ogl.h"
25 #include "maths/Vector3D.h"
26 #include "maths/Vector4D.h"
28 #include "ps/CLogger.h"
30 #include "graphics/Color.h"
31 #include "graphics/LightEnv.h"
32 #include "graphics/Model.h"
33 #include "graphics/ModelDef.h"
35 #include "renderer/InstancingModelRenderer.h"
36 #include "renderer/Renderer.h"
37 #include "renderer/RenderModifiers.h"
38 #include "renderer/VertexArray.h"
40 #include "third_party/mikktspace/weldmesh.h"
43 ///////////////////////////////////////////////////////////////////////////////////////////////
44 // InstancingModelRenderer implementation
46 struct IModelDef : public CModelDefRPrivate
48 /// Static per-CModel vertex array
49 VertexArray m_Array;
51 /// Position and normals are static
52 VertexArray::Attribute m_Position;
53 VertexArray::Attribute m_Normal;
54 VertexArray::Attribute m_Tangent;
55 VertexArray::Attribute m_BlendJoints; // valid iff gpuSkinning == true
56 VertexArray::Attribute m_BlendWeights; // valid iff gpuSkinning == true
58 /// The number of UVs is determined by the model
59 std::vector<VertexArray::Attribute> m_UVs;
61 /// Indices are the same for all models, so share them
62 VertexIndexArray m_IndexArray;
64 IModelDef(const CModelDefPtr& mdef, bool gpuSkinning, bool calculateTangents);
68 IModelDef::IModelDef(const CModelDefPtr& mdef, bool gpuSkinning, bool calculateTangents)
69 : m_IndexArray(GL_STATIC_DRAW), m_Array(GL_STATIC_DRAW)
71 size_t numVertices = mdef->GetNumVertices();
73 m_Position.type = GL_FLOAT;
74 m_Position.elems = 3;
75 m_Array.AddAttribute(&m_Position);
77 m_Normal.type = GL_FLOAT;
78 m_Normal.elems = 3;
79 m_Array.AddAttribute(&m_Normal);
81 m_UVs.resize(mdef->GetNumUVsPerVertex());
82 for (size_t i = 0; i < mdef->GetNumUVsPerVertex(); i++)
84 m_UVs[i].type = GL_FLOAT;
85 m_UVs[i].elems = 2;
86 m_Array.AddAttribute(&m_UVs[i]);
89 if (gpuSkinning)
91 m_BlendJoints.type = GL_UNSIGNED_BYTE;
92 m_BlendJoints.elems = 4;
93 m_Array.AddAttribute(&m_BlendJoints);
95 m_BlendWeights.type = GL_UNSIGNED_BYTE;
96 m_BlendWeights.elems = 4;
97 m_Array.AddAttribute(&m_BlendWeights);
100 if (calculateTangents)
102 // Generate tangents for the geometry:-
104 m_Tangent.type = GL_FLOAT;
105 m_Tangent.elems = 4;
106 m_Array.AddAttribute(&m_Tangent);
108 // floats per vertex; position + normal + tangent + UV*sets [+ GPUskinning]
109 int numVertexAttrs = 3 + 3 + 4 + 2 * mdef->GetNumUVsPerVertex();
110 if (gpuSkinning)
112 numVertexAttrs += 8;
115 // the tangent generation can increase the number of vertices temporarily
116 // so reserve a bit more memory to avoid reallocations in GenTangents (in most cases)
117 std::vector<float> newVertices;
118 newVertices.reserve(numVertexAttrs * numVertices * 2);
120 // Generate the tangents
121 ModelRenderer::GenTangents(mdef, newVertices, gpuSkinning);
123 // how many vertices do we have after generating tangents?
124 int newNumVert = newVertices.size() / numVertexAttrs;
126 std::vector<int> remapTable(newNumVert);
127 std::vector<float> vertexDataOut(newNumVert * numVertexAttrs);
129 // re-weld the mesh to remove duplicated vertices
130 int numVertices2 = WeldMesh(&remapTable[0], &vertexDataOut[0],
131 &newVertices[0], newNumVert, numVertexAttrs);
133 // Copy the model data to graphics memory:-
135 m_Array.SetNumVertices(numVertices2);
136 m_Array.Layout();
138 VertexArrayIterator<CVector3D> Position = m_Position.GetIterator<CVector3D>();
139 VertexArrayIterator<CVector3D> Normal = m_Normal.GetIterator<CVector3D>();
140 VertexArrayIterator<CVector4D> Tangent = m_Tangent.GetIterator<CVector4D>();
142 VertexArrayIterator<u8[4]> BlendJoints;
143 VertexArrayIterator<u8[4]> BlendWeights;
144 if (gpuSkinning)
146 BlendJoints = m_BlendJoints.GetIterator<u8[4]>();
147 BlendWeights = m_BlendWeights.GetIterator<u8[4]>();
150 // copy everything into the vertex array
151 for (int i = 0; i < numVertices2; i++)
153 int q = numVertexAttrs * i;
155 Position[i] = CVector3D(vertexDataOut[q + 0], vertexDataOut[q + 1], vertexDataOut[q + 2]);
156 q += 3;
158 Normal[i] = CVector3D(vertexDataOut[q + 0], vertexDataOut[q + 1], vertexDataOut[q + 2]);
159 q += 3;
161 Tangent[i] = CVector4D(vertexDataOut[q + 0], vertexDataOut[q + 1], vertexDataOut[q + 2],
162 vertexDataOut[q + 3]);
163 q += 4;
165 if (gpuSkinning)
167 for (size_t j = 0; j < 4; ++j)
169 BlendJoints[i][j] = (u8)vertexDataOut[q + 0 + 2 * j];
170 BlendWeights[i][j] = (u8)vertexDataOut[q + 1 + 2 * j];
172 q += 8;
175 for (size_t j = 0; j < mdef->GetNumUVsPerVertex(); j++)
177 VertexArrayIterator<float[2]> UVit = m_UVs[j].GetIterator<float[2]>();
178 UVit[i][0] = vertexDataOut[q + 0 + 2 * j];
179 UVit[i][1] = vertexDataOut[q + 1 + 2 * j];
183 // upload vertex data
184 m_Array.Upload();
185 m_Array.FreeBackingStore();
187 m_IndexArray.SetNumVertices(mdef->GetNumFaces() * 3);
188 m_IndexArray.Layout();
190 VertexArrayIterator<u16> Indices = m_IndexArray.GetIterator();
192 size_t idxidx = 0;
194 // reindex geometry and upload index
195 for (size_t j = 0; j < mdef->GetNumFaces(); ++j)
197 Indices[idxidx++] = remapTable[j * 3 + 0];
198 Indices[idxidx++] = remapTable[j * 3 + 1];
199 Indices[idxidx++] = remapTable[j * 3 + 2];
202 m_IndexArray.Upload();
203 m_IndexArray.FreeBackingStore();
205 else
207 // Upload model without calculating tangents:-
209 m_Array.SetNumVertices(numVertices);
210 m_Array.Layout();
212 VertexArrayIterator<CVector3D> Position = m_Position.GetIterator<CVector3D>();
213 VertexArrayIterator<CVector3D> Normal = m_Normal.GetIterator<CVector3D>();
215 ModelRenderer::CopyPositionAndNormals(mdef, Position, Normal);
217 for (size_t i = 0; i < mdef->GetNumUVsPerVertex(); i++)
219 VertexArrayIterator<float[2]> UVit = m_UVs[i].GetIterator<float[2]>();
220 ModelRenderer::BuildUV(mdef, UVit, i);
223 if (gpuSkinning)
225 VertexArrayIterator<u8[4]> BlendJoints = m_BlendJoints.GetIterator<u8[4]>();
226 VertexArrayIterator<u8[4]> BlendWeights = m_BlendWeights.GetIterator<u8[4]>();
227 for (size_t i = 0; i < numVertices; ++i)
229 const SModelVertex& vtx = mdef->GetVertices()[i];
230 for (size_t j = 0; j < 4; ++j)
232 BlendJoints[i][j] = vtx.m_Blend.m_Bone[j];
233 BlendWeights[i][j] = (u8)(255.f * vtx.m_Blend.m_Weight[j]);
238 m_Array.Upload();
239 m_Array.FreeBackingStore();
241 m_IndexArray.SetNumVertices(mdef->GetNumFaces()*3);
242 m_IndexArray.Layout();
243 ModelRenderer::BuildIndices(mdef, m_IndexArray.GetIterator());
244 m_IndexArray.Upload();
245 m_IndexArray.FreeBackingStore();
250 struct InstancingModelRendererInternals
252 bool gpuSkinning;
254 bool calculateTangents;
256 /// Previously prepared modeldef
257 IModelDef* imodeldef;
259 /// Index base for imodeldef
260 u8* imodeldefIndexBase;
264 // Construction and Destruction
265 InstancingModelRenderer::InstancingModelRenderer(bool gpuSkinning, bool calculateTangents)
267 m = new InstancingModelRendererInternals;
268 m->gpuSkinning = gpuSkinning;
269 m->calculateTangents = calculateTangents;
270 m->imodeldef = 0;
273 InstancingModelRenderer::~InstancingModelRenderer()
275 delete m;
279 // Build modeldef data if necessary - we have no per-CModel data
280 CModelRData* InstancingModelRenderer::CreateModelData(const void* key, CModel* model)
282 CModelDefPtr mdef = model->GetModelDef();
283 IModelDef* imodeldef = (IModelDef*)mdef->GetRenderData(m);
285 if (m->gpuSkinning)
286 ENSURE(model->IsSkinned());
287 else
288 ENSURE(!model->IsSkinned());
290 if (!imodeldef)
292 imodeldef = new IModelDef(mdef, m->gpuSkinning, m->calculateTangents);
293 mdef->SetRenderData(m, imodeldef);
296 return new CModelRData(key);
300 void InstancingModelRenderer::UpdateModelData(CModel* UNUSED(model), CModelRData* UNUSED(data), int UNUSED(updateflags))
302 // We have no per-CModel data
306 // Setup one rendering pass.
307 void InstancingModelRenderer::BeginPass(int streamflags)
309 ENSURE(streamflags == (streamflags & (STREAM_POS|STREAM_NORMAL|STREAM_UV0|STREAM_UV1)));
312 // Cleanup rendering pass.
313 void InstancingModelRenderer::EndPass(int UNUSED(streamflags))
315 CVertexBuffer::Unbind();
319 // Prepare UV coordinates for this modeldef
320 void InstancingModelRenderer::PrepareModelDef(const CShaderProgramPtr& shader, int streamflags, const CModelDef& def)
322 m->imodeldef = (IModelDef*)def.GetRenderData(m);
324 ENSURE(m->imodeldef);
326 u8* base = m->imodeldef->m_Array.Bind();
327 GLsizei stride = (GLsizei)m->imodeldef->m_Array.GetStride();
329 m->imodeldefIndexBase = m->imodeldef->m_IndexArray.Bind();
331 if (streamflags & STREAM_POS)
332 shader->VertexPointer(3, GL_FLOAT, stride, base + m->imodeldef->m_Position.offset);
334 if (streamflags & STREAM_NORMAL)
335 shader->NormalPointer(GL_FLOAT, stride, base + m->imodeldef->m_Normal.offset);
337 if (m->calculateTangents)
338 shader->VertexAttribPointer(str_a_tangent, 4, GL_FLOAT, GL_TRUE, stride, base + m->imodeldef->m_Tangent.offset);
340 if (streamflags & STREAM_UV0)
341 shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, base + m->imodeldef->m_UVs[0].offset);
343 if ((streamflags & STREAM_UV1) && def.GetNumUVsPerVertex() >= 2)
344 shader->TexCoordPointer(GL_TEXTURE1, 2, GL_FLOAT, stride, base + m->imodeldef->m_UVs[1].offset);
346 // GPU skinning requires extra attributes to compute positions/normals
347 if (m->gpuSkinning)
349 shader->VertexAttribPointer(str_a_skinJoints, 4, GL_UNSIGNED_BYTE, GL_FALSE, stride, base + m->imodeldef->m_BlendJoints.offset);
350 shader->VertexAttribPointer(str_a_skinWeights, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, base + m->imodeldef->m_BlendWeights.offset);
353 shader->AssertPointersBound();
357 // Render one model
358 void InstancingModelRenderer::RenderModel(const CShaderProgramPtr& shader, int UNUSED(streamflags), CModel* model, CModelRData* UNUSED(data))
360 CModelDefPtr mdldef = model->GetModelDef();
362 if (m->gpuSkinning)
364 // Bind matrices for current animation state.
365 // Add 1 to NumBones because of the special 'root' bone.
366 // HACK: NVIDIA drivers return uniform name with "[0]", Intel Windows drivers without;
367 // try uploading both names since one of them should work, and this is easier than
368 // canonicalising the uniform names in CShaderProgramGLSL
369 shader->Uniform(str_skinBlendMatrices_0, mdldef->GetNumBones() + 1, model->GetAnimatedBoneMatrices());
370 shader->Uniform(str_skinBlendMatrices, mdldef->GetNumBones() + 1, model->GetAnimatedBoneMatrices());
373 // render the lot
374 size_t numFaces = mdldef->GetNumFaces();
376 if (!g_Renderer.m_SkipSubmit)
378 // Draw with DrawRangeElements where available, since it might be more efficient
379 #if CONFIG2_GLES
380 glDrawElements(GL_TRIANGLES, (GLsizei)numFaces*3, GL_UNSIGNED_SHORT, m->imodeldefIndexBase);
381 #else
382 pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)m->imodeldef->m_Array.GetNumVertices()-1,
383 (GLsizei)numFaces*3, GL_UNSIGNED_SHORT, m->imodeldefIndexBase);
384 #endif
387 // bump stats
388 g_Renderer.m_Stats.m_DrawCalls++;
389 g_Renderer.m_Stats.m_ModelTris += numFaces;