/* 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/HWLightingModelRenderer.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" 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; } // anonymous namespace struct ShaderModelDef : 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; ShaderModelDef(const CModelDefPtr& mdef); }; ShaderModelDef::ShaderModelDef(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 ShaderModel : 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; ShaderModel(const void* key) : CModelRData(key), m_Array(Renderer::Backend::IBuffer::Type::VERTEX, Renderer::Backend::IBuffer::Usage::DYNAMIC | Renderer::Backend::IBuffer::Usage::TRANSFER_DST) {} }; struct ShaderModelVertexRenderer::ShaderModelRendererInternals { /// Previously prepared modeldef ShaderModelDef* shadermodeldef; }; // Construction and Destruction ShaderModelVertexRenderer::ShaderModelVertexRenderer() { m = new ShaderModelRendererInternals; m->shadermodeldef = nullptr; } ShaderModelVertexRenderer::~ShaderModelVertexRenderer() { delete m; } // Build model data (and modeldef data if necessary) CModelRData* ShaderModelVertexRenderer::CreateModelData(const void* key, 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(key); // Positions and normals must be 16-byte aligned for SSE writes. shadermodel->m_Position.format = Renderer::Backend::Format::R32G32B32A32_SFLOAT; shadermodel->m_Array.AddAttribute(&shadermodel->m_Position); shadermodel->m_Normal.format = Renderer::Backend::Format::R32G32B32A32_SFLOAT; shadermodel->m_Array.AddAttribute(&shadermodel->m_Normal); shadermodel->m_Array.SetNumberOfVertices(mdef->GetNumVertices()); shadermodel->m_Array.Layout(); // Verify alignment ENSURE(shadermodel->m_Position.offset % 16 == 0); ENSURE(shadermodel->m_Normal.offset % 16 == 0); ENSURE(shadermodel->m_Array.GetStride() % 16 == 0); // We assume that the vertex input layout is the same for all models with the // same ShaderModelDef. // TODO: we need a more strict way to guarantee that. ENSURE(shadermodel->m_Array.GetStride() == MODEL_VERTEX_ATTRIBUTE_STRIDE); ENSURE(shadermodel->m_Position.offset == MODEL_VERTEX_ATTRIBUTE_POSITION_OFFSET); ENSURE(shadermodel->m_Normal.offset == MODEL_VERTEX_ATTRIBUTE_NORMAL_OFFSET); return shadermodel; } // Fill in and upload dynamic vertex array void ShaderModelVertexRenderer::UpdateModelData(CModel* model, CModelRData* data, int updateflags) { ShaderModel* shadermodel = static_cast(data); if (updateflags & RENDERDATA_UPDATE_VERTICES) { // build vertices VertexArrayIterator Position = shadermodel->m_Position.GetIterator(); VertexArrayIterator Normal = shadermodel->m_Normal.GetIterator(); ModelRenderer::BuildPositionAndNormals(model, Position, Normal); // upload everything to vertex buffer shadermodel->m_Array.Upload(); } shadermodel->m_Array.PrepareForRendering(); } void ShaderModelVertexRenderer::UploadModelData( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, CModel* model, CModelRData* data) { ShaderModelDef* shaderModelDef = static_cast(model->GetModelDef()->GetRenderData(m)); ENSURE(shaderModelDef); shaderModelDef->m_Array.UploadIfNeeded(deviceCommandContext); shaderModelDef->m_IndexArray.UploadIfNeeded(deviceCommandContext); ShaderModel* shaderModel = static_cast(data); shaderModel->m_Array.UploadIfNeeded(deviceCommandContext); } // Prepare UV coordinates for this modeldef void ShaderModelVertexRenderer::PrepareModelDef( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const CModelDef& def) { m->shadermodeldef = (ShaderModelDef*)def.GetRenderData(m); ENSURE(m->shadermodeldef); deviceCommandContext->SetVertexInputLayout(m->shadermodeldef->m_VertexInputLayout); const uint32_t stride = m->shadermodeldef->m_Array.GetStride(); const uint32_t firstVertexOffset = m->shadermodeldef->m_Array.GetOffset() * stride; deviceCommandContext->SetVertexBuffer( 0, m->shadermodeldef->m_Array.GetBuffer(), firstVertexOffset); } // Render one model void ShaderModelVertexRenderer::RenderModel( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, Renderer::Backend::IShaderProgram* UNUSED(shader), CModel* model, CModelRData* data) { const CModelDefPtr& mdldef = model->GetModelDef(); ShaderModel* shadermodel = static_cast(data); const uint32_t stride = shadermodel->m_Array.GetStride(); const uint32_t firstVertexOffset = shadermodel->m_Array.GetOffset() * stride; deviceCommandContext->SetVertexBuffer( 1, shadermodel->m_Array.GetBuffer(), firstVertexOffset); deviceCommandContext->SetIndexBuffer(m->shadermodeldef->m_IndexArray.GetBuffer()); // Render the lot. const size_t numberOfFaces = mdldef->GetNumFaces(); deviceCommandContext->DrawIndexedInRange( m->shadermodeldef->m_IndexArray.GetOffset(), numberOfFaces * 3, 0, mdldef->GetNumVertices() - 1); // Bump stats. g_Renderer.m_Stats.m_DrawCalls++; g_Renderer.m_Stats.m_ModelTris += numberOfFaces; }