Esempio n. 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;
}
Esempio n. 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;
}
// 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;

}
Esempio n. 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];
}
Esempio n. 5
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ShaderModelDef::ShaderModelDef(const CModelDefPtr& mdef)
	: m_IndexArray(GL_STATIC_DRAW)
{
	m_IndexArray.SetNumVertices(mdef->GetNumFaces()*3);
	m_IndexArray.Layout();
	ModelRenderer::BuildIndices(mdef, m_IndexArray.GetIterator());
	m_IndexArray.Upload();
	m_IndexArray.FreeBackingStore();
}
Esempio n. 6
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// Build default indices array.
void ModelRenderer::BuildIndices(
		const CModelDefPtr& mdef,
		const VertexArrayIterator<u16>& Indices)
{
	size_t idxidx = 0;
	SModelFace* faces = mdef->GetFaces();

	for (size_t j = 0; j < mdef->GetNumFaces(); ++j) {
		SModelFace& face=faces[j];
		Indices[idxidx++]=face.m_Verts[0];
		Indices[idxidx++]=face.m_Verts[1];
		Indices[idxidx++]=face.m_Verts[2];
	}
}
Esempio n. 7
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;

}
Esempio n. 8
0
float PSModel::BackToFrontIndexSort(const CMatrix3D& worldToCam)
{
    static std::vector<IntFloatPair> IndexSorter;

    CModelDefPtr mdef = m_Model->GetModelDef();
    size_t numFaces = mdef->GetNumFaces();
    const SModelFace* faces = mdef->GetFaces();

    if (IndexSorter.size() < numFaces)
        IndexSorter.resize(numFaces);

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

    for(size_t i = 0; i < numFaces; ++i)
    {
        tmpvtx = Position[faces[i].m_Verts[0]];
        tmpvtx += Position[faces[i].m_Verts[1]];
        tmpvtx += Position[faces[i].m_Verts[2]];
        tmpvtx *= 1.0f/3.0f;

        tmpvtx = worldToCam.Transform(tmpvtx);
        float distsqrd = SQR(tmpvtx.X)+SQR(tmpvtx.Y)+SQR(tmpvtx.Z);

        IndexSorter[i].first = (int)i;
        IndexSorter[i].second = distsqrd;
    }

    std::sort(IndexSorter.begin(),IndexSorter.begin()+numFaces,SortFacesByDist());

    // now build index list
    size_t idxidx = 0;
    for (size_t i = 0; i < numFaces; ++i) {
        const SModelFace& face = faces[IndexSorter[i].first];
        m_Indices[idxidx++] = (u16)(face.m_Verts[0]);
        m_Indices[idxidx++] = (u16)(face.m_Verts[1]);
        m_Indices[idxidx++] = (u16)(face.m_Verts[2]);
    }

    return IndexSorter[0].second;
}
Esempio n. 9
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();
	}
}