/* Copyright (C) 2024 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 .
*/
#include "precompiled.h"
#include "renderer/CPUSkinnedModelRenderer.h"
#include "graphics/Color.h"
#include "graphics/LightEnv.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "graphics/ShaderProgram.h"
#include "lib/bits.h"
#include "lib/sysdep/rtl.h"
#include "maths/Vector3D.h"
#include "ps/containers/StaticVector.h"
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
#include "renderer/VertexArray.h"
#include
namespace
{
constexpr uint32_t MODEL_VERTEX_ATTRIBUTE_STRIDE = 32;
constexpr uint32_t MODEL_VERTEX_ATTRIBUTE_POSITION_OFFSET = 16;
constexpr uint32_t MODEL_VERTEX_ATTRIBUTE_NORMAL_OFFSET = 0;
struct ModelDefRData : public CModelDefRPrivate
{
/// Indices are the same for all models, so share them
VertexIndexArray m_IndexArray;
/// Static per-CModelDef vertex array
VertexArray m_Array;
/// The number of UVs is determined by the model
std::vector m_UVs;
Renderer::Backend::IVertexInputLayout* m_VertexInputLayout = nullptr;
ModelDefRData(const CModelDefPtr& mdef);
};
ModelDefRData::ModelDefRData(const CModelDefPtr& mdef)
: m_IndexArray(Renderer::Backend::IBuffer::Usage::TRANSFER_DST),
m_Array(Renderer::Backend::IBuffer::Type::VERTEX,
Renderer::Backend::IBuffer::Usage::TRANSFER_DST)
{
size_t numVertices = mdef->GetNumVertices();
m_UVs.resize(mdef->GetNumUVsPerVertex());
for (size_t i = 0; i < mdef->GetNumUVsPerVertex(); ++i)
{
m_UVs[i].format = Renderer::Backend::Format::R32G32_SFLOAT;
m_Array.AddAttribute(&m_UVs[i]);
}
m_Array.SetNumberOfVertices(numVertices);
m_Array.Layout();
for (size_t i = 0; i < mdef->GetNumUVsPerVertex(); ++i)
{
VertexArrayIterator UVit = m_UVs[i].GetIterator();
ModelRenderer::BuildUV(mdef, UVit, i);
}
m_Array.Upload();
m_Array.FreeBackingStore();
m_IndexArray.SetNumberOfVertices(mdef->GetNumFaces()*3);
m_IndexArray.Layout();
ModelRenderer::BuildIndices(mdef, m_IndexArray.GetIterator());
m_IndexArray.Upload();
m_IndexArray.FreeBackingStore();
const uint32_t stride = m_Array.GetStride();
PS::StaticVector attributes{
{Renderer::Backend::VertexAttributeStream::UV0,
m_UVs[0].format, m_UVs[0].offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::POSITION,
Renderer::Backend::Format::R32G32B32_SFLOAT,
MODEL_VERTEX_ATTRIBUTE_POSITION_OFFSET, MODEL_VERTEX_ATTRIBUTE_STRIDE,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1},
{Renderer::Backend::VertexAttributeStream::NORMAL,
Renderer::Backend::Format::R32G32B32_SFLOAT,
MODEL_VERTEX_ATTRIBUTE_NORMAL_OFFSET, MODEL_VERTEX_ATTRIBUTE_STRIDE,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1}
};
if (mdef->GetNumUVsPerVertex() >= 2)
{
attributes.push_back({
Renderer::Backend::VertexAttributeStream::UV1,
m_UVs[1].format, m_UVs[1].offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0});
}
m_VertexInputLayout = g_Renderer.GetVertexInputLayout({attributes.begin(), attributes.end()});
}
struct ModelRData : public CModelRData
{
/// Dynamic per-CModel vertex array
VertexArray m_Array;
/// Position and normals/lighting are recalculated on CPU every frame
VertexArray::Attribute m_Position;
VertexArray::Attribute m_Normal;
ModelRData(const void* key)
: CModelRData(key),
m_Array(Renderer::Backend::IBuffer::Type::VERTEX,
Renderer::Backend::IBuffer::Usage::DYNAMIC | Renderer::Backend::IBuffer::Usage::TRANSFER_DST)
{}
};
} // anonymous namespace
struct CPUSkinnedModelVertexRenderer::Internals
{
// Previously prepared modeldef
ModelDefRData* modelDefRData{nullptr};
};
// Construction and Destruction
CPUSkinnedModelVertexRenderer::CPUSkinnedModelVertexRenderer()
: m(std::make_unique())
{
}
CPUSkinnedModelVertexRenderer::~CPUSkinnedModelVertexRenderer() = default;
// Build model data (and modeldef data if necessary)
CModelRData* CPUSkinnedModelVertexRenderer::CreateModelData(const void* key, CModel* model)
{
CModelDefPtr mdef = model->GetModelDef();
ModelDefRData* modelDefRData = static_cast(mdef->GetRenderData(m.get()));
if (!modelDefRData)
{
modelDefRData = new ModelDefRData(mdef);
mdef->SetRenderData(m.get(), modelDefRData);
}
// Build the per-model data
ModelRData* modelRData = new ModelRData(key);
// Positions and normals must be 16-byte aligned for SSE writes.
modelRData->m_Position.format = Renderer::Backend::Format::R32G32B32A32_SFLOAT;
modelRData->m_Array.AddAttribute(&modelRData->m_Position);
modelRData->m_Normal.format = Renderer::Backend::Format::R32G32B32A32_SFLOAT;
modelRData->m_Array.AddAttribute(&modelRData->m_Normal);
modelRData->m_Array.SetNumberOfVertices(mdef->GetNumVertices());
modelRData->m_Array.Layout();
// Verify alignment
ENSURE(modelRData->m_Position.offset % 16 == 0);
ENSURE(modelRData->m_Normal.offset % 16 == 0);
ENSURE(modelRData->m_Array.GetStride() % 16 == 0);
// We assume that the vertex input layout is the same for all models with the
// same ModelDefRData.
// TODO: we need a more strict way to guarantee that.
ENSURE(modelRData->m_Array.GetStride() == MODEL_VERTEX_ATTRIBUTE_STRIDE);
ENSURE(modelRData->m_Position.offset == MODEL_VERTEX_ATTRIBUTE_POSITION_OFFSET);
ENSURE(modelRData->m_Normal.offset == MODEL_VERTEX_ATTRIBUTE_NORMAL_OFFSET);
return modelRData;
}
void CPUSkinnedModelVertexRenderer::UpdateModelsData(
Renderer::Backend::IDeviceCommandContext* UNUSED(deviceCommandContext),
PS::span models)
{
for (CModel* model : models)
{
CModelRData* rdata = static_cast(model->GetRenderData());
UpdateModelData(model, rdata, rdata->m_UpdateFlags);
}
}
// Fill in and upload dynamic vertex array
void CPUSkinnedModelVertexRenderer::UpdateModelData(CModel* model, CModelRData* data, int updateflags)
{
ModelRData* modelRData = static_cast(data);
if (updateflags & RENDERDATA_UPDATE_VERTICES)
{
// build vertices
VertexArrayIterator Position = modelRData->m_Position.GetIterator();
VertexArrayIterator Normal = modelRData->m_Normal.GetIterator();
ModelRenderer::BuildPositionAndNormals(model, Position, Normal);
// upload everything to vertex buffer
modelRData->m_Array.Upload();
}
modelRData->m_Array.PrepareForRendering();
}
void CPUSkinnedModelVertexRenderer::UploadModelsData(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
PS::span models)
{
for (CModel* model : models)
{
CModelRData* rdata = static_cast(model->GetRenderData());
UploadModelData(deviceCommandContext, model, rdata);
}
}
void CPUSkinnedModelVertexRenderer::UploadModelData(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
CModel* model, CModelRData* data)
{
ModelDefRData* modelDefRData = static_cast(model->GetModelDef()->GetRenderData(m.get()));
ENSURE(modelDefRData);
modelDefRData->m_Array.UploadIfNeeded(deviceCommandContext);
modelDefRData->m_IndexArray.UploadIfNeeded(deviceCommandContext);
ModelRData* modelRData = static_cast(data);
modelRData->m_Array.UploadIfNeeded(deviceCommandContext);
}
// Prepare UV coordinates for this modeldef
void CPUSkinnedModelVertexRenderer::PrepareModelDef(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CModelDef& def)
{
m->modelDefRData = static_cast(def.GetRenderData(m.get()));
ENSURE(m->modelDefRData);
deviceCommandContext->SetVertexInputLayout(m->modelDefRData->m_VertexInputLayout);
const uint32_t stride = m->modelDefRData->m_Array.GetStride();
const uint32_t firstVertexOffset = m->modelDefRData->m_Array.GetOffset() * stride;
deviceCommandContext->SetVertexBuffer(
0, m->modelDefRData->m_Array.GetBuffer(), firstVertexOffset);
}
// Render one model
void CPUSkinnedModelVertexRenderer::RenderModel(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* UNUSED(shader), CModel* model, CModelRData* data)
{
const CModelDefPtr& mdldef = model->GetModelDef();
ModelRData* modelRData = static_cast(data);
const uint32_t stride = modelRData->m_Array.GetStride();
const uint32_t firstVertexOffset = modelRData->m_Array.GetOffset() * stride;
deviceCommandContext->SetVertexBuffer(
1, modelRData->m_Array.GetBuffer(), firstVertexOffset);
deviceCommandContext->SetIndexBuffer(m->modelDefRData->m_IndexArray.GetBuffer());
// Render the lot.
const size_t numberOfFaces = mdldef->GetNumFaces();
deviceCommandContext->DrawIndexedInRange(
m->modelDefRData->m_IndexArray.GetOffset(), numberOfFaces * 3, 0, mdldef->GetNumVertices() - 1);
// Bump stats.
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_ModelTris += numberOfFaces;
}