Example #1
0
// Render one model
void PolygonSortModelRenderer::RenderModel(int streamflags, CModel* model, void* data)
{
    CModelDefPtr mdef = model->GetModelDef();
    PSModel* psmdl = (PSModel*)data;

    // Setup per-CModel arrays
    u8* base = psmdl->m_Array.Bind();
    GLsizei stride = (GLsizei)psmdl->m_Array.GetStride();

    glVertexPointer(3, GL_FLOAT, stride, base + psmdl->m_Position.offset);
    if (streamflags & STREAM_COLOR)
        glColorPointer(3, psmdl->m_Color.type, stride, base + psmdl->m_Color.offset);

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

    if (!g_Renderer.m_SkipSubmit) {
        pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdef->GetNumVertices()-1,
                                (GLsizei)numFaces*3, GL_UNSIGNED_SHORT, psmdl->m_Indices);
    }

    // bump stats
    g_Renderer.m_Stats.m_DrawCalls++;
    g_Renderer.m_Stats.m_ModelTris += numFaces;
}
Example #2
0
// Render one model
void ShaderModelRenderer::RenderModel(int streamflags, CModel* model, void* data)
{
	CModelDefPtr mdldef = model->GetModelDef();
	ShaderModel* shadermodel = (ShaderModel*)data;

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

	u8* indexBase = m->shadermodeldef->m_IndexArray.Bind();

	if (streamflags & STREAM_POS)
		glVertexPointer(3, GL_FLOAT, stride, base + shadermodel->m_Position.offset);

	if (streamflags & STREAM_NORMAL)
		glNormalPointer(GL_FLOAT, stride, base + shadermodel->m_Normal.offset);

	if (streamflags & STREAM_UV0)
		glTexCoordPointer(2, GL_FLOAT, stride, base + shadermodel->m_UV.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;
}
Example #3
0
// 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("skinBlendMatrices[0]", mdldef->GetNumBones() + 1, model->GetAnimatedBoneMatrices());
		shader->Uniform("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)mdldef->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;

}
Example #4
0
PSModel::PSModel(CModel* model)
    : m_Model(model), m_Array(GL_DYNAMIC_DRAW)
{
    CModelDefPtr mdef = m_Model->GetModelDef();

    // Positions and normals 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.

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

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

    m_Array.SetNumVertices(mdef->GetNumVertices());
    m_Array.Layout();

    // Verify alignment
    ENSURE(m_Position.offset % 16 == 0);
    ENSURE(m_Array.GetStride() % 16 == 0);

    m_Indices = new u16[mdef->GetNumFaces()*3];
}
Example #5
0
// Helper function to copy object-space position and normal vectors into arrays.
void ModelRenderer::CopyPositionAndNormals(
		const CModelDefPtr& mdef,
		const VertexArrayIterator<CVector3D>& Position,
		const VertexArrayIterator<CVector3D>& Normal)
{
	size_t numVertices = mdef->GetNumVertices();
	SModelVertex* vertices = mdef->GetVertices();

	for(size_t j = 0; j < numVertices; ++j)
	{
		Position[j] = vertices[j].m_Coords;
		Normal[j] = vertices[j].m_Norm;
	}
}
Example #6
0
// Copy UV coordinates
void ModelRenderer::BuildUV(
		const CModelDefPtr& mdef,
		const VertexArrayIterator<float[2]>& UV,
		int UVset)
{
	size_t numVertices = mdef->GetNumVertices();
	SModelVertex* vertices = mdef->GetVertices();

	for (size_t j=0; j < numVertices; ++j)
	{
		UV[j][0] = vertices[j].m_UVs[UVset * 2];
		UV[j][1] = 1.0-vertices[j].m_UVs[UVset * 2 + 1];
	}
}
Example #7
0
// Updated transforms
void PolygonSortModelRenderer::UpdateModelData(CModel* model, void* data, int updateflags)
{
    PSModel* psmdl = (PSModel*)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 = psmdl->m_Position.GetIterator<CVector3D>();
        VertexArrayIterator<CVector3D> Normal = VertexArrayIterator<CVector3D>(m->normals, 16);

        ModelRenderer::BuildPositionAndNormals(model, Position, Normal);

        VertexArrayIterator<SColor4ub> Color = psmdl->m_Color.GetIterator<SColor4ub>();

        ModelRenderer::BuildColor4ub(model, Normal, Color);

        // upload everything to vertex buffer
        psmdl->m_Array.Upload();
    }

    // resort model indices from back to front, according to the view camera position - and store
    // the returned sqrd distance to the centre of the nearest triangle
    // Use the view camera instead of the cull camera because:
    //  a) polygon sorting implicitly uses the view camera (and changing that would be costly)
    //  b) using the cull camera is likely not interesting from a debugging POV
    PROFILE_START( "sorting transparent" );

    CMatrix3D worldToCam;
    g_Renderer.GetViewCamera().m_Orientation.GetInverse(worldToCam);

    psmdl->BackToFrontIndexSort(worldToCam);
    PROFILE_END( "sorting transparent" );
}
Example #8
0
PSModelDef::PSModelDef(const CModelDefPtr& mdef)
    : m_Array(GL_STATIC_DRAW)
{
    m_UV.type = GL_FLOAT;
    m_UV.elems = 2;
    m_Array.AddAttribute(&m_UV);

    m_Array.SetNumVertices(mdef->GetNumVertices());
    m_Array.Layout();

    VertexArrayIterator<float[2]> UVit = m_UV.GetIterator<float[2]>();

    ModelRenderer::BuildUV(mdef, UVit);

    m_Array.Upload();
    m_Array.FreeBackingStore();
}
Example #9
0
// Helper function to transform position and normal vectors into world-space.
void ModelRenderer::BuildPositionAndNormals(
		CModel* model,
		const VertexArrayIterator<CVector3D>& Position,
		const VertexArrayIterator<CVector3D>& Normal)
{
	CModelDefPtr mdef = model->GetModelDef();
	size_t numVertices = mdef->GetNumVertices();
	SModelVertex* vertices=mdef->GetVertices();

	if (model->IsSkinned())
	{
		// boned model - calculate skinned vertex positions/normals

		// Avoid the noisy warnings that occur inside SkinPoint/SkinNormal in
		// some broken situations
		if (numVertices && vertices[0].m_Blend.m_Bone[0] == 0xff)
		{
			LOGERROR("Model %s is boned with unboned animation", mdef->GetName().string8());
			return;
		}

#if HAVE_SSE
		if (g_EnableSSE)
		{
			CModelDef::SkinPointsAndNormals_SSE(numVertices, Position, Normal, vertices, mdef->GetBlendIndices(), model->GetAnimatedBoneMatrices());
		}
		else
#endif
		{
			CModelDef::SkinPointsAndNormals(numVertices, Position, Normal, vertices, mdef->GetBlendIndices(), model->GetAnimatedBoneMatrices());
		}
	}
	else
	{
		PROFILE( "software transform" );
		// just copy regular positions, transform normals to world space
		const CMatrix3D& transform = model->GetTransform();
		const CMatrix3D& invtransform = model->GetInvTransform();
		for (size_t j=0; j<numVertices; j++)
		{
			transform.Transform(vertices[j].m_Coords,Position[j]);
			invtransform.RotateTransposed(vertices[j].m_Norm,Normal[j]);
		}
	}
}
Example #10
0
// Render one model
void InstancingModelRenderer::RenderModel(CShaderProgramPtr& UNUSED(shader), int UNUSED(streamflags), CModel* model, void* UNUSED(data))
{
	CModelDefPtr mdldef = model->GetModelDef();

	// 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, m->imodeldefIndexBase);
	}

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

}
Example #11
0
// Helper function for lighting
void ModelRenderer::BuildColor4ub(
		CModel* model,
		const VertexArrayIterator<CVector3D>& Normal,
		const VertexArrayIterator<SColor4ub>& Color)
{
	PROFILE( "lighting vertices" );

	CModelDefPtr mdef = model->GetModelDef();
	size_t numVertices = mdef->GetNumVertices();
	const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
	CColor shadingColor = model->GetShadingColor();

	for (size_t j=0; j<numVertices; j++)
	{
		RGBColor tempcolor = lightEnv.EvaluateUnitScaled(Normal[j]);
		tempcolor.X *= shadingColor.r;
		tempcolor.Y *= shadingColor.g;
		tempcolor.Z *= shadingColor.b;
		Color[j] = ConvertRGBColorTo4ub(tempcolor);
	}
}
Example #12
0
// Build model data (and modeldef data if necessary)
void* ShaderModelRenderer::CreateModelData(CModel* model)
{
	CModelDefPtr mdef = model->GetModelDef();
	ShaderModelDef* shadermodeldef = (ShaderModelDef*)mdef->GetRenderData(m);

	if (!shadermodeldef)
	{
		shadermodeldef = new ShaderModelDef(mdef);
		mdef->SetRenderData(m, shadermodeldef);
	}

	// Build the per-model data
	ShaderModel* shadermodel = new ShaderModel;

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

	shadermodel->m_UV.type = GL_FLOAT;
	shadermodel->m_UV.elems = 2;
	shadermodel->m_Array.AddAttribute(&shadermodel->m_UV);

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

	shadermodel->m_Array.SetNumVertices(mdef->GetNumVertices());
	shadermodel->m_Array.Layout();

	// Fill in static UV coordinates
	VertexArrayIterator<float[2]> UVit = shadermodel->m_UV.GetIterator<float[2]>();

	ModelRenderer::BuildUV(mdef, UVit);

	return shadermodel;
}
Example #13
0
IModelDef::IModelDef(const CModelDefPtr& mdef)
	: 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_UV.type = GL_FLOAT;
	m_UV.elems = 2;
	m_Array.AddAttribute(&m_UV);

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

	VertexArrayIterator<CVector3D> Position = m_Position.GetIterator<CVector3D>();
	VertexArrayIterator<CVector3D> Normal = m_Normal.GetIterator<CVector3D>();
	VertexArrayIterator<float[2]> UVit = m_UV.GetIterator<float[2]>();

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