File: InstancingModelRenderer.cpp

package info (click to toggle)
0ad 0.0.23.1-5
  • links: PTS, VCS
  • area: main
  • in suites: bullseye
  • size: 78,412 kB
  • sloc: cpp: 245,162; ansic: 200,249; javascript: 19,244; python: 13,754; sh: 6,104; perl: 4,620; makefile: 977; xml: 810; java: 533; ruby: 229; erlang: 46; pascal: 30; sql: 21; tcl: 4
file content (391 lines) | stat: -rw-r--r-- 11,525 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
/* Copyright (C) 2012 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 InstancingModelRenderer
 */

#include "precompiled.h"

#include "lib/ogl.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"

#include "ps/CLogger.h"

#include "graphics/Color.h"
#include "graphics/LightEnv.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"

#include "renderer/InstancingModelRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
#include "renderer/VertexArray.h"

#include "third_party/mikktspace/weldmesh.h"


///////////////////////////////////////////////////////////////////////////////////////////////
// InstancingModelRenderer implementation

struct IModelDef : public CModelDefRPrivate
{
	/// Static per-CModel vertex array
	VertexArray m_Array;

	/// Position and normals are static
	VertexArray::Attribute m_Position;
	VertexArray::Attribute m_Normal;
	VertexArray::Attribute m_Tangent;
	VertexArray::Attribute m_BlendJoints; // valid iff gpuSkinning == true
	VertexArray::Attribute m_BlendWeights; // valid iff gpuSkinning == true

	/// The number of UVs is determined by the model
	std::vector<VertexArray::Attribute> m_UVs;

	/// Indices are the same for all models, so share them
	VertexIndexArray m_IndexArray;

	IModelDef(const CModelDefPtr& mdef, bool gpuSkinning, bool calculateTangents);
};


IModelDef::IModelDef(const CModelDefPtr& mdef, bool gpuSkinning, bool calculateTangents)
	: m_IndexArray(GL_STATIC_DRAW), m_Array(GL_STATIC_DRAW)
{
	size_t numVertices = mdef->GetNumVertices();

	m_Position.type = GL_FLOAT;
	m_Position.elems = 3;
	m_Array.AddAttribute(&m_Position);

	m_Normal.type = GL_FLOAT;
	m_Normal.elems = 3;
	m_Array.AddAttribute(&m_Normal);

	m_UVs.resize(mdef->GetNumUVsPerVertex());
	for (size_t i = 0; i < mdef->GetNumUVsPerVertex(); i++)
	{
		m_UVs[i].type = GL_FLOAT;
		m_UVs[i].elems = 2;
		m_Array.AddAttribute(&m_UVs[i]);
	}

	if (gpuSkinning)
	{
		m_BlendJoints.type = GL_UNSIGNED_BYTE;
		m_BlendJoints.elems = 4;
		m_Array.AddAttribute(&m_BlendJoints);

		m_BlendWeights.type = GL_UNSIGNED_BYTE;
		m_BlendWeights.elems = 4;
		m_Array.AddAttribute(&m_BlendWeights);
	}

	if (calculateTangents)
	{
		// Generate tangents for the geometry:-

		m_Tangent.type = GL_FLOAT;
		m_Tangent.elems = 4;
		m_Array.AddAttribute(&m_Tangent);

		// floats per vertex; position + normal + tangent + UV*sets [+ GPUskinning]
		int numVertexAttrs = 3 + 3 + 4 + 2 * mdef->GetNumUVsPerVertex();
		if (gpuSkinning)
		{
			numVertexAttrs += 8;
		}

		// the tangent generation can increase the number of vertices temporarily
		// so reserve a bit more memory to avoid reallocations in GenTangents (in most cases)
		std::vector<float> newVertices;
		newVertices.reserve(numVertexAttrs * numVertices * 2);

		// Generate the tangents
		ModelRenderer::GenTangents(mdef, newVertices, gpuSkinning);

		// how many vertices do we have after generating tangents?
		int newNumVert = newVertices.size() / numVertexAttrs;

		std::vector<int> remapTable(newNumVert);
		std::vector<float> vertexDataOut(newNumVert * numVertexAttrs);

		// re-weld the mesh to remove duplicated vertices
		int numVertices2 = WeldMesh(&remapTable[0], &vertexDataOut[0],
					&newVertices[0], newNumVert, numVertexAttrs);

		// Copy the model data to graphics memory:-

		m_Array.SetNumVertices(numVertices2);
		m_Array.Layout();

		VertexArrayIterator<CVector3D> Position = m_Position.GetIterator<CVector3D>();
		VertexArrayIterator<CVector3D> Normal = m_Normal.GetIterator<CVector3D>();
		VertexArrayIterator<CVector4D> Tangent = m_Tangent.GetIterator<CVector4D>();

		VertexArrayIterator<u8[4]> BlendJoints;
		VertexArrayIterator<u8[4]> BlendWeights;
		if (gpuSkinning)
		{
			BlendJoints = m_BlendJoints.GetIterator<u8[4]>();
			BlendWeights = m_BlendWeights.GetIterator<u8[4]>();
		}

		// copy everything into the vertex array
		for (int i = 0; i < numVertices2; i++)
		{
			int q = numVertexAttrs * i;

			Position[i] = CVector3D(vertexDataOut[q + 0], vertexDataOut[q + 1], vertexDataOut[q + 2]);
			q += 3;

			Normal[i] = CVector3D(vertexDataOut[q + 0], vertexDataOut[q + 1], vertexDataOut[q + 2]);
			q += 3;

			Tangent[i] = CVector4D(vertexDataOut[q + 0], vertexDataOut[q + 1], vertexDataOut[q + 2],
					vertexDataOut[q + 3]);
			q += 4;

			if (gpuSkinning)
			{
				for (size_t j = 0; j < 4; ++j)
				{
					BlendJoints[i][j] = (u8)vertexDataOut[q + 0 + 2 * j];
					BlendWeights[i][j] = (u8)vertexDataOut[q + 1 + 2 * j];
				}
				q += 8;
			}

			for (size_t j = 0; j < mdef->GetNumUVsPerVertex(); j++)
			{
				VertexArrayIterator<float[2]> UVit = m_UVs[j].GetIterator<float[2]>();
				UVit[i][0] = vertexDataOut[q + 0 + 2 * j];
				UVit[i][1] = vertexDataOut[q + 1 + 2 * j];
			}
		}

		// upload vertex data
		m_Array.Upload();
		m_Array.FreeBackingStore();

		m_IndexArray.SetNumVertices(mdef->GetNumFaces() * 3);
		m_IndexArray.Layout();

		VertexArrayIterator<u16> Indices = m_IndexArray.GetIterator();

		size_t idxidx = 0;

		// reindex geometry and upload index
		for (size_t j = 0; j < mdef->GetNumFaces(); ++j)
		{
			Indices[idxidx++] = remapTable[j * 3 + 0];
			Indices[idxidx++] = remapTable[j * 3 + 1];
			Indices[idxidx++] = remapTable[j * 3 + 2];
		}

		m_IndexArray.Upload();
		m_IndexArray.FreeBackingStore();
	}
	else
	{
		// Upload model without calculating tangents:-

		m_Array.SetNumVertices(numVertices);
		m_Array.Layout();

		VertexArrayIterator<CVector3D> Position = m_Position.GetIterator<CVector3D>();
		VertexArrayIterator<CVector3D> Normal = m_Normal.GetIterator<CVector3D>();

		ModelRenderer::CopyPositionAndNormals(mdef, Position, Normal);

		for (size_t i = 0; i < mdef->GetNumUVsPerVertex(); i++)
		{
			VertexArrayIterator<float[2]> UVit = m_UVs[i].GetIterator<float[2]>();
			ModelRenderer::BuildUV(mdef, UVit, i);
		}

		if (gpuSkinning)
		{
			VertexArrayIterator<u8[4]> BlendJoints = m_BlendJoints.GetIterator<u8[4]>();
			VertexArrayIterator<u8[4]> BlendWeights = m_BlendWeights.GetIterator<u8[4]>();
			for (size_t i = 0; i < numVertices; ++i)
			{
				const SModelVertex& vtx = mdef->GetVertices()[i];
				for (size_t j = 0; j < 4; ++j)
				{
					BlendJoints[i][j] = vtx.m_Blend.m_Bone[j];
					BlendWeights[i][j] = (u8)(255.f * vtx.m_Blend.m_Weight[j]);
				}
			}
		}

		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 InstancingModelRendererInternals
{
	bool gpuSkinning;

	bool calculateTangents;

	/// Previously prepared modeldef
	IModelDef* imodeldef;

	/// Index base for imodeldef
	u8* imodeldefIndexBase;
};


// Construction and Destruction
InstancingModelRenderer::InstancingModelRenderer(bool gpuSkinning, bool calculateTangents)
{
	m = new InstancingModelRendererInternals;
	m->gpuSkinning = gpuSkinning;
	m->calculateTangents = calculateTangents;
	m->imodeldef = 0;
}

InstancingModelRenderer::~InstancingModelRenderer()
{
	delete m;
}


// Build modeldef data if necessary - we have no per-CModel data
CModelRData* InstancingModelRenderer::CreateModelData(const void* key, CModel* model)
{
	CModelDefPtr mdef = model->GetModelDef();
	IModelDef* imodeldef = (IModelDef*)mdef->GetRenderData(m);

	if (m->gpuSkinning)
 		ENSURE(model->IsSkinned());
	else
		ENSURE(!model->IsSkinned());

	if (!imodeldef)
	{
		imodeldef = new IModelDef(mdef, m->gpuSkinning, m->calculateTangents);
		mdef->SetRenderData(m, imodeldef);
	}

	return new CModelRData(key);
}


void InstancingModelRenderer::UpdateModelData(CModel* UNUSED(model), CModelRData* UNUSED(data), int UNUSED(updateflags))
{
	// We have no per-CModel data
}


// Setup one rendering pass.
void InstancingModelRenderer::BeginPass(int streamflags)
{
	ENSURE(streamflags == (streamflags & (STREAM_POS|STREAM_NORMAL|STREAM_UV0|STREAM_UV1)));
}

// Cleanup rendering pass.
void InstancingModelRenderer::EndPass(int UNUSED(streamflags))
{
	CVertexBuffer::Unbind();
}


// Prepare UV coordinates for this modeldef
void InstancingModelRenderer::PrepareModelDef(const CShaderProgramPtr& shader, int streamflags, const CModelDef& def)
{
	m->imodeldef = (IModelDef*)def.GetRenderData(m);

	ENSURE(m->imodeldef);

	u8* base = m->imodeldef->m_Array.Bind();
	GLsizei stride = (GLsizei)m->imodeldef->m_Array.GetStride();

	m->imodeldefIndexBase = m->imodeldef->m_IndexArray.Bind();

	if (streamflags & STREAM_POS)
		shader->VertexPointer(3, GL_FLOAT, stride, base + m->imodeldef->m_Position.offset);

	if (streamflags & STREAM_NORMAL)
		shader->NormalPointer(GL_FLOAT, stride, base + m->imodeldef->m_Normal.offset);

	if (m->calculateTangents)
		shader->VertexAttribPointer(str_a_tangent, 4, GL_FLOAT, GL_TRUE, stride, base + m->imodeldef->m_Tangent.offset);

	if (streamflags & STREAM_UV0)
		shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, base + m->imodeldef->m_UVs[0].offset);

	if ((streamflags & STREAM_UV1) && def.GetNumUVsPerVertex() >= 2)
		shader->TexCoordPointer(GL_TEXTURE1, 2, GL_FLOAT, stride, base + m->imodeldef->m_UVs[1].offset);

	// GPU skinning requires extra attributes to compute positions/normals
	if (m->gpuSkinning)
	{
		shader->VertexAttribPointer(str_a_skinJoints, 4, GL_UNSIGNED_BYTE, GL_FALSE, stride, base + m->imodeldef->m_BlendJoints.offset);
		shader->VertexAttribPointer(str_a_skinWeights, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, base + m->imodeldef->m_BlendWeights.offset);
	}

	shader->AssertPointersBound();
}


// Render one model
void InstancingModelRenderer::RenderModel(const CShaderProgramPtr& shader, int UNUSED(streamflags), CModel* model, CModelRData* UNUSED(data))
{
	CModelDefPtr mdldef = model->GetModelDef();

	if (m->gpuSkinning)
	{
		// Bind matrices for current animation state.
		// Add 1 to NumBones because of the special 'root' bone.
		// HACK: NVIDIA drivers return uniform name with "[0]", Intel Windows drivers without;
		// try uploading both names since one of them should work, and this is easier than
		// canonicalising the uniform names in CShaderProgramGLSL
		shader->Uniform(str_skinBlendMatrices_0, mdldef->GetNumBones() + 1, model->GetAnimatedBoneMatrices());
		shader->Uniform(str_skinBlendMatrices, mdldef->GetNumBones() + 1, model->GetAnimatedBoneMatrices());
	}

	// render the lot
	size_t numFaces = mdldef->GetNumFaces();

	if (!g_Renderer.m_SkipSubmit)
	{
		// Draw with DrawRangeElements where available, since it might be more efficient
#if CONFIG2_GLES
		glDrawElements(GL_TRIANGLES, (GLsizei)numFaces*3, GL_UNSIGNED_SHORT, m->imodeldefIndexBase);
#else
		pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)m->imodeldef->m_Array.GetNumVertices()-1,
				(GLsizei)numFaces*3, GL_UNSIGNED_SHORT, m->imodeldefIndexBase);
#endif
	}

	// bump stats
	g_Renderer.m_Stats.m_DrawCalls++;
	g_Renderer.m_Stats.m_ModelTris += numFaces;

}