// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program 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 Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #include "std3d.h" #include "nel/3d/render_trav.h" #include "nel/3d/hrc_trav.h" #include "nel/3d/clip_trav.h" #include "nel/3d/light_trav.h" #include "nel/3d/driver.h" #include "nel/3d/light.h" #include "nel/3d/skeleton_model.h" #include "nel/3d/scene.h" #include "nel/3d/coarse_mesh_manager.h" #include "nel/3d/lod_character_manager.h" #include "nel/3d/water_model.h" #include "nel/3d/water_shape.h" #include "nel/misc/hierarchical_timer.h" #include "nel/3d/transform.h" #include "nel/misc/fast_floor.h" #include "nel/3d/vertex_stream_manager.h" #include "nel/3d/landscape_model.h" #include "nel/3d/shape_bank.h" using namespace std; using namespace NLMISC; namespace NL3D { // default is undefined, allows to see which CTransformShape are displayed in a scene, useful for debugging //#define NL_DEBUG_RENDER_TRAV // *************************************************************************** // *************************************************************************** // CRenderTrav // *************************************************************************** // *************************************************************************** // *************************************************************************** CRenderTrav::CRenderTrav() { RenderList.resize(1024); _CurrentNumVisibleModels= 0; _MaxTransparencyPriority = 0; OrderOpaqueList.init(1024); setupTransparencySorting(); Driver = NULL; _CurrentPassOpaque = true; _CacheLightContribution= NULL; // Default light Setup. LightingSystemEnabled= false; AmbientGlobal= CRGBA(50, 50, 50); SunAmbient= CRGBA::Black; SunDiffuse= SunSpecular= CRGBA::White; _SunDirection.set(0, 0.5, -0.5); _SunDirection.normalize(); _StrongestLightTouched = true; _MeshSkinManager= NULL; _ShadowMeshSkinManager= NULL; _LayersRenderingOrder= true; _FirstWaterModel = NULL; } // *************************************************************************** void CRenderTrav::traverse(UScene::TRenderPart renderPart, bool newRender, bool generateShadows) { #ifdef NL_DEBUG_RENDER_TRAV nlwarning("Render trave begin"); #endif H_AUTO( NL3D_TravRender ); if (getDriver()->isLost()) return; // device is lost so no need to render anything CTravCameraScene::update(); // Bind to Driver. setupDriverCamera(); getDriver()->setupViewport(_Viewport); // reset the light setup, and set global ambient. resetLightSetup(); if (newRender) { // reset the Skin manager, if needed if(_MeshSkinManager) { if(Driver!=_MeshSkinManager->getDriver()) { _MeshSkinManager->release(); _MeshSkinManager->init(Driver, NL3D_MESH_SKIN_MANAGER_VERTEXFORMAT, NL3D_MESH_SKIN_MANAGER_MAXVERTICES, NL3D_MESH_SKIN_MANAGER_NUMVB, "MRMSkinVB", true); } } // Same For Shadow ones. NB: use AuxDriver here!!! if(_ShadowMeshSkinManager) { if(getAuxDriver()!=_ShadowMeshSkinManager->getDriver()) { _ShadowMeshSkinManager->release(); _ShadowMeshSkinManager->init(getAuxDriver(), NL3D_SHADOW_MESH_SKIN_MANAGER_VERTEXFORMAT, NL3D_SHADOW_MESH_SKIN_MANAGER_MAXVERTICES, NL3D_SHADOW_MESH_SKIN_MANAGER_NUMVB, "ShadowSkinVB", true); } } // Fill OT with models, for both Opaque and transparent pass // ============================= // Sort the models by distance from camera // This is done here and not in the addRenderModel because of the LoadBalancing traversal which can modify // the transparency flag (multi lod for instance) // clear the OTs, and prepare to allocate max element space OrderOpaqueList.reset(_CurrentNumVisibleModels); for(uint k = 0; k <= (uint) _MaxTransparencyPriority; ++k) { _OrderTransparentListByPriority[k].reset(_CurrentNumVisibleModels); // all table share the same allocator (CLayeredOrderingTable::shareAllocator has been called) // and an object can be only inserted in one table, so we only need to init the main allocator } // fill the OTs. CTransform **itRdrModel= NULL; uint32 nNbModels = _CurrentNumVisibleModels; if(nNbModels) itRdrModel= &RenderList[0]; float rPseudoZ, rPseudoZ2; // Some precalc float OOFar= 1.0f / this->Far; uint32 opaqueOtSize= OrderOpaqueList.getSize(); uint32 opaqueOtMax= OrderOpaqueList.getSize()-1; uint32 transparentOtSize= _OrderTransparentListByPriority[0].getSize(); // there is at least one list, and all list have the same number of entries uint32 transparentOtMax= _OrderTransparentListByPriority[0].getSize()-1; uint32 otId; // fast floor NLMISC::OptFastFloorBegin(); // For all rdr models for( ; nNbModels>0; itRdrModel++, nNbModels-- ) { CTransform *pTransform = *itRdrModel; // if this entry was killed by removeRenderModel(), skip! if(!pTransform) continue; // Yoyo: skins are rendered through skeletons, so models WorldMatrix are all good here (even sticked objects) rPseudoZ = (pTransform->getWorldMatrix().getPos() - CamPos).norm(); // rPseudoZ from 0.0 -> 1.0 rPseudoZ = sqrtf( rPseudoZ * OOFar ); if( pTransform->isOpaque() ) { // since norm, we are sure that rPseudoZ>=0 rPseudoZ2 = rPseudoZ * opaqueOtSize; otId= NLMISC::OptFastFloor(rPseudoZ2); otId= min(otId, opaqueOtMax); OrderOpaqueList.insert( otId, pTransform ); } if( pTransform->isTransparent() ) { // since norm, we are sure that rPseudoZ>=0 rPseudoZ2 = rPseudoZ * transparentOtSize; otId= NLMISC::OptFastFloor(rPseudoZ2); otId= min(otId, transparentOtMax); // must invert id, because transparent, sort from back to front _OrderTransparentListByPriority[std::min(pTransform->getTransparencyPriority(), _MaxTransparencyPriority)].insert( pTransform->getOrderingLayer(), pTransform, transparentOtMax-otId ); } } // fast floor NLMISC::OptFastFloorEnd(); } if (renderPart & UScene::RenderOpaque) { // Render Opaque stuff. // ============================= // TestYoyo //OrderOpaqueList.reset(0); //OrderTransparentList.reset(0); // Clear any landscape clearRenderLandscapeList(); // Start LodCharacter Manager render. CLodCharacterManager *clodMngr= Scene->getLodCharacterManager(); if(clodMngr) clodMngr->beginRender(getDriver(), CamPos); // Render the opaque materials _CurrentPassOpaque = true; OrderOpaqueList.begin(); while( OrderOpaqueList.get() != NULL ) { CTransform *tr= OrderOpaqueList.get(); #ifdef NL_DEBUG_RENDER_TRAV CTransformShape *trShape = dynamic_cast(tr); if (trShape) { const std::string *shapeName = Scene->getShapeBank()->getShapeNameFromShapePtr(trShape->Shape); if (shapeName) { nlwarning("Displaying %s", shapeName->c_str()); } } #endif tr->traverseRender(); OrderOpaqueList.next(); } /* Render MeshBlock Manager. Some Meshs may be render per block. Interesting to remove VertexBuffer and Material setup overhead. Faster if rendered before lods, for ZBuffer optimisation: render first near objects then far. Lods are usually far objects. */ MeshBlockManager.flush(Driver, Scene, this); // End LodCharacter Manager render. if(clodMngr) clodMngr->endRender(); /* Render Scene CoarseMeshManager. Important to render them at end of Opaque rendering, because coarses instances are created/removed during this model opaque rendering pass. */ if( Scene->getCoarseMeshManager() ) Scene->getCoarseMeshManager()->flushRender(Driver); /* Render ShadowMaps. Important to render them at end of Opaque rendering, because alphaBlended objects must blend with opaque objects shadowed. Therefore, transparent objects neither can't cast or receive shadows... NB: Split in 2 calls and interleave Landscape Rendering between the 2. WHY??? Because it is far more efficient for VBLock (but not for ZBuffer optim...) because in renderGenerate() the ShadowMeshSkinManager do lot of VBLocks that really stall (because only 2 VBHard with swap scheme). Therefore the first Lock that stall will wait not only for the first MeshSkin to finish but also for the preceding landscape render to finish too! => big STALL. */ // Generate ShadowMaps if (generateShadows) _ShadowMapManager.renderGenerate(Scene); // Render the Landscape renderLandscapes(); // Project ShadowMaps. if(Scene->getLandscapePolyDrawingCallback() != NULL) { Scene->getLandscapePolyDrawingCallback()->beginPolyDrawing(); } _ShadowMapManager.renderProject(Scene); if(Scene->getLandscapePolyDrawingCallback()) { Scene->getLandscapePolyDrawingCallback()->endPolyDrawing(); } // Profile this frame? if(Scene->isNextRenderProfile()) { OrderOpaqueList.begin(); while( OrderOpaqueList.get() != NULL ) { OrderOpaqueList.get()->profileRender(); OrderOpaqueList.next(); } } } if (renderPart & UScene::RenderTransparent) { if (_FirstWaterModel) // avoid a lock if no water is to be rendered { // setup water models CWaterModel *curr = _FirstWaterModel; uint numWantedVertices = 0; while (curr) { numWantedVertices += curr->getNumWantedVertices(); curr = curr->_Next; } if (numWantedVertices != 0) { CWaterModel::setupVertexBuffer(Scene->getWaterVB(), numWantedVertices, getDriver()); // { CVertexBufferReadWrite vbrw; Scene->getWaterVB().lock(vbrw); CWaterModel *curr = _FirstWaterModel; void *datas = vbrw.getVertexCoordPointer(0); // uint tri = 0; while (curr) { tri = curr->fillVB(datas, tri, *getDriver()); nlassert(tri <= numWantedVertices); curr = curr->_Next; } nlassert(tri * 3 == numWantedVertices); } } // Unlink all water model clearWaterModelList(); } } if ((renderPart & UScene::RenderTransparent) && (renderPart & UScene::RenderFlare) ) { // Render all transparent stuffs including flares. // ============================= // Render transparent materials (draw higher priority last, because their appear in front) _CurrentPassOpaque = false; for(std::vector >::iterator it = _OrderTransparentListByPriority.begin(); it != _OrderTransparentListByPriority.end(); ++it) { it->begin(_LayersRenderingOrder); while( it->get() != NULL ) { #ifdef NL_DEBUG_RENDER_TRAV CTransformShape *trShape = dynamic_cast(it->get()); if (trShape) { const std::string *shapeName = Scene->getShapeBank()->getShapeNameFromShapePtr(trShape->Shape); if (shapeName) { nlwarning("Displaying %s", shapeName->c_str()); } } #endif it->get()->traverseRender(); it->next(); } } // Profile this frame? if(Scene->isNextRenderProfile()) { for(std::vector >::iterator it = _OrderTransparentListByPriority.begin(); it != _OrderTransparentListByPriority.end(); ++it) { it->begin(); while( it->get() != NULL ) { it->get()->profileRender(); it->next(); } } } } else if (renderPart & UScene::RenderTransparent) { // Render all transparent stuffs, don't render flares // ============================= _CurrentPassOpaque = false; for(std::vector >::iterator it = _OrderTransparentListByPriority.begin(); it != _OrderTransparentListByPriority.end(); ++it) { it->begin(_LayersRenderingOrder); while( it->get() != NULL ) { if (!it->get()->isFlare()) { #ifdef NL_DEBUG_RENDER_TRAV CTransformShape *trShape = dynamic_cast(it->get()); if (trShape) { const std::string *shapeName = Scene->getShapeBank()->getShapeNameFromShapePtr(trShape->Shape); if (shapeName) { nlwarning("Displaying %s", shapeName->c_str()); } } #endif it->get()->traverseRender(); } it->next(); } } // Profile this frame? if(Scene->isNextRenderProfile()) { for(std::vector >::iterator it = _OrderTransparentListByPriority.begin(); it != _OrderTransparentListByPriority.end(); ++it) { it->begin(); while( it->get() != NULL ) { if (!it->get()->isFlare()) { it->get()->profileRender(); } it->next(); } } } } else if (renderPart & UScene::RenderFlare) { // Render flares only // ============================= _CurrentPassOpaque = false; for(std::vector >::iterator it = _OrderTransparentListByPriority.begin(); it != _OrderTransparentListByPriority.end(); ++it) { it->begin(_LayersRenderingOrder); while( it->get() != NULL ) { if (it->get()->isFlare()) { #ifdef NL_DEBUG_RENDER_TRAV CTransformShape *trShape = dynamic_cast(it->get()); if (trShape) { const std::string *shapeName = Scene->getShapeBank()->getShapeNameFromShapePtr(trShape->Shape); if (shapeName) { nlwarning("Displaying %s", shapeName->c_str()); } } #endif it->get()->traverseRender(); } it->next(); } } // Profile this frame? if(Scene->isNextRenderProfile()) { for(std::vector >::iterator it = _OrderTransparentListByPriority.begin(); it != _OrderTransparentListByPriority.end(); ++it) { it->begin(); while( it->get() != NULL ) { if (it->get()->isFlare()) { it->get()->profileRender(); } it->next(); } } } } // END! // ============================= // clean: reset the light setup resetLightSetup(); } // *************************************************************************** void CRenderTrav::setupDriverCamera() { getDriver()->setFrustum(Left, Right, Bottom, Top, Near, Far, Perspective); // Use setupViewMatrixEx() for ZBuffer precision. getDriver()->setupViewMatrixEx(ViewMatrix, CamPos); } // *************************************************************************** void CRenderTrav::clearRenderList() { _CurrentNumVisibleModels= 0; } // *************************************************************************** void CRenderTrav::setSunDirection(const CVector &dir) { _SunDirection= dir; _SunDirection.normalize(); } // *************************************************************************** void CRenderTrav::setMeshSkinManager(CVertexStreamManager *msm) { _MeshSkinManager= msm; } // *************************************************************************** void CRenderTrav::setShadowMeshSkinManager(CVertexStreamManager *msm) { _ShadowMeshSkinManager= msm; } // *************************************************************************** void CRenderTrav::reserveRenderList(uint numModels) { // enlarge only. if(numModels>RenderList.size()) RenderList.resize(numModels); } // *************************************************************************** void CRenderTrav::removeRenderModel(CTransform *m) { // NB: storing a 8 bit in CTransform, instead of a 32 bits, is just to save space. uint lsb= m->_IndexLSBInRenderList; // this method is rarely called, so don't bother the slow down // btw, we parse the entire list / 256!!! which is surely fast!! for(uint i=lsb;i<_CurrentNumVisibleModels;i+=256) { // if i am really this entry, then set NULL if(RenderList[i]==m) { RenderList[i]= NULL; break; } } } // *************************************************************************** // *************************************************************************** // LightSetup // *************************************************************************** // *************************************************************************** // *************************************************************************** void CRenderTrav::resetLightSetup() { // If lighting System disabled, skip if(!LightingSystemEnabled) { // Dont modify Driver lights, but setup default lighting For VertexProgram Lighting. _NumLightEnabled= 1; // Setup A default directionnal. CVector defDir(-0.5f, 0.0, -0.85f); defDir.normalize(); CRGBA aday= CRGBA(130, 105, 119); CRGBA dday= CRGBA(238, 225, 204); _DriverLight[0].setupDirectional(aday, dday, dday, defDir); return; } else { uint i; // Disable all lights. for(i=0; igetMaxLight(); ++i) { Driver->enableLight(uint8(i), false); } // setup the precise cache, and setup lights according to this cache? // setup blackSun (factor==0). _LastSunFactor= 0; _LastFinalAmbient.set(0,0,0,255); _DriverLight[0].setupDirectional(CRGBA::Black, CRGBA::Black, CRGBA::Black, _SunDirection); Driver->setLight(0, _DriverLight[0]); // setup NULL point lights (=> cache will fail), so no need to setup other lights in Driver. for(i=0; isetAmbientColor(AmbientGlobal); // clear the cache. _CacheLightContribution= NULL; _NumLightEnabled= 0; _StrongestLightTouched = true; } } // *************************************************************************** void CRenderTrav::changeLightSetup(CLightContribution *lightContribution, bool useLocalAttenuation) { // If lighting System disabled, skip if(!LightingSystemEnabled) return; uint i; // if same lightContribution, no-op. if (_CacheLightContribution == lightContribution && (lightContribution == NULL || _LastLocalAttenuation == useLocalAttenuation)) return; // else, must setup the lights into driver. else { _StrongestLightTouched = true; // if the setup is !NULL if(lightContribution) { // Compute SunAmbient / LocalAmbient //----------- // Take the current model ambient CRGBA finalAmbient= lightContribution->computeCurrentAmbient(SunAmbient); // If use the mergedPointLight, add it to final Ambient if(lightContribution->UseMergedPointLight) finalAmbient.addRGBOnly(finalAmbient, lightContribution->MergedPointLight); // Force Alpha to 255 for good cache test. finalAmbient.A= 255; // Setup the directionnal Sunlight. //----------- // expand 0..255 to 0..256, to avoid loss of precision. uint ufactor= lightContribution->SunContribution; // different SunLight as in cache ?? // NB: sunSetup can't change during renderPass, so need only to test factor. if(ufactor != _LastSunFactor || finalAmbient != _LastFinalAmbient) { // cache (before expanding!!) _LastSunFactor= ufactor; // Cache final ambient light _LastFinalAmbient= finalAmbient; // expand to 0..256. ufactor+= ufactor>>7; // add 0 or 1. // modulate color with factor of the lightContribution. CRGBA sunDiffuse, sunSpecular; sunDiffuse.modulateFromuiRGBOnly(SunDiffuse, ufactor); sunSpecular.modulateFromuiRGBOnly(SunSpecular, ufactor); // setup driver light _DriverLight[0].setupDirectional(finalAmbient, sunDiffuse, sunSpecular, _SunDirection); Driver->setLight(0, _DriverLight[0]); } // Setup other point lights //----------- uint plId=0; // for the list of light. while(lightContribution->PointLight[plId]!=NULL) { CPointLight *pl= lightContribution->PointLight[plId]; uint inf; if(useLocalAttenuation) inf= lightContribution->Factor[plId]; else inf= lightContribution->AttFactor[plId]; // different PointLight setup than in cache?? // NB: pointLight setup can't change during renderPass, so need only to test pointer, // attenuation mode and factor. if( pl!=_LastPointLight[plId] || inf!=_LastPointLightFactor[plId] || useLocalAttenuation!=_LastPointLightLocalAttenuation[plId] ) { // need to resetup the light. Cache it. _LastPointLight[plId]= pl; _LastPointLightFactor[plId]= uint8(inf); _LastPointLightLocalAttenuation[plId]= useLocalAttenuation; // compute the driver light if(useLocalAttenuation) pl->setupDriverLight(_DriverLight[plId+1], uint8(inf)); else // Compute it with user Attenuation pl->setupDriverLightUserAttenuation(_DriverLight[plId+1], uint8(inf)); // setup driver. decal+1 because of sun. Driver->setLight(uint8(plId+1), _DriverLight[plId+1]); } // next light? plId++; if(plId>=NL3D_MAX_LIGHT_CONTRIBUTION) break; } // Disable olds, enable news, and cache. //----------- // count new number of light enabled. uint newNumLightEnabled; // number of pointLight + the sun newNumLightEnabled= plId + 1; // enable lights which are used now and were not before. for(i=_NumLightEnabled; ienableLight(uint8(i), true); } // disable lights which are no more used. for(i=newNumLightEnabled; i<_NumLightEnabled; i++) { Driver->enableLight(uint8(i), false); } // cache the setup. _CacheLightContribution = lightContribution; _NumLightEnabled= newNumLightEnabled; _LastLocalAttenuation= useLocalAttenuation; } else { // Disable old lights, and cache. //----------- // disable lights which are no more used. for(i=0; i<_NumLightEnabled; i++) { Driver->enableLight(uint8(i), false); } // cache the setup. _CacheLightContribution = NULL; _NumLightEnabled= 0; } } } // *************************************************************************** // *************************************************************************** // VertexProgram LightSetup // *************************************************************************** // *************************************************************************** void CRenderTrav::prepareVPLightSetup() { nlassert(MaxVPLight==4); _VPNumLights= min(_NumLightEnabled, (uint)MaxVPLight); // Must force real light setup at least the first time, in changeVPLightSetupMaterial() _VPMaterialCacheDirty= true; } // *************************************************************************** void CRenderTrav::beginVPLightSetup(CVertexProgramLighted *program, const CMatrix &invObjectWM) { uint i; // nlassert(MaxVPLight==4); // _VPNumLights= min(_NumLightEnabled, (uint)MaxVPLight); // _VPCurrentCtStart= ctStart; // _VPSupportSpecular= supportSpecular; _VPCurrent = program; bool supportSpecular = program->featuresLighted().SupportSpecular; // Prepare Colors (to be multiplied by material) //================ // Ambient. _VPCurrentCtStart+0 _VPFinalAmbient= AmbientGlobal; for(i=0; i<_VPNumLights; i++) { _VPFinalAmbient+= _DriverLight[i].getAmbiant(); } // Diffuse. _VPCurrentCtStart+1 to 4 for(i=0; i<_VPNumLights; i++) { _VPLightDiffuse[i]= _DriverLight[i].getDiffuse(); } // reset other to 0. for(; iidxLighted().Diffuse[i] != ~0) { Driver->setUniform4f(IDriver::VertexProgram, program->idxLighted().Diffuse[i], 0.f, 0.f, 0.f, 0.f); } } // Specular. _VPCurrentCtStart+5 to 8 (only if supportSpecular) if(supportSpecular) { for(i=0; i<_VPNumLights; i++) { _VPLightSpecular[i]= _DriverLight[i].getSpecular(); } // reset other to 0. for(; iidxLighted().Specular[i] != ~0) { Driver->setUniform4f(IDriver::VertexProgram, program->idxLighted().Specular[i], 0.f, 0.f, 0.f, 0.f); } } } // Compute Eye position in Object space. CVector eye= invObjectWM * CamPos; // Setup Sun Directionnal light. //================ CVector lightDir; // in objectSpace. lightDir= invObjectWM.mulVector(_DriverLight[0].getDirection()); lightDir.normalize(); lightDir= -lightDir; Driver->setUniform3f(IDriver::VertexProgram, program->idxLighted().DirOrPos[0], lightDir); // The sun is the same for every instance. // Setup PointLights //================ uint startPLPos; if (supportSpecular) { // Setup eye in objectSpace for localViewer Driver->setUniform3f(IDriver::VertexProgram, program->idxLighted().EyePosition, eye); } // For all pointLight enabled (other are black: don't matter) for(i=1; i<_VPNumLights; i++) { // Setup position of light. CVector lightPos; lightPos = invObjectWM * _DriverLight[i].getPosition(); Driver->setUniform3f(IDriver::VertexProgram, program->idxLighted().DirOrPos[i], lightPos); } // Must force real light setup at least the first time, in changeVPLightSetupMaterial() _VPMaterialCacheDirty= true; } // *************************************************************************** void CRenderTrav::changeVPLightSetupMaterial(const CMaterial &mat, bool excludeStrongest) { CVertexProgramLighted *program = _VPCurrent; nlassert(program); // Must test if at least done one time. if(!_VPMaterialCacheDirty) { // Must test if same as in cache if( _VPMaterialCacheEmissive == mat.getEmissive().getPacked() && _VPMaterialCacheAmbient == mat.getAmbient().getPacked() && _VPMaterialCacheDiffuse == mat.getDiffuse().getPacked() ) { // Same Diffuse part, test if same specular if necessary if( !program->featuresLighted().SupportSpecular || ( _VPMaterialCacheSpecular == mat.getSpecular().getPacked() && _VPMaterialCacheShininess == mat.getShininess() ) ) { // Then ok, skip. return; } } } // If not skiped, cache now. cache all for simplification _VPMaterialCacheDirty= false; _VPMaterialCacheEmissive= mat.getEmissive().getPacked(); _VPMaterialCacheAmbient= mat.getDiffuse().getPacked(); _VPMaterialCacheDiffuse= mat.getDiffuse().getPacked(); _VPMaterialCacheSpecular= mat.getSpecular().getPacked(); _VPMaterialCacheShininess= mat.getShininess(); // Setup constants CRGBAF color; uint i; CRGBAF matDiff= mat.getDiffuse(); CRGBAF matSpec= mat.getSpecular(); float specExp= mat.getShininess(); uint strongestLightIndex = excludeStrongest ? getStrongestLightIndex() : _VPNumLights; // setup Ambient + Emissive color= _VPFinalAmbient * mat.getAmbient(); color+= mat.getEmissive(); Driver->setUniform4f(IDriver::VertexProgram, program->idxLighted().Ambient, color); // is the strongest light is not excluded, its index should have been setup to _VPNumLights // setup Diffuse. for(i = 0; i < strongestLightIndex; ++i) { color= _VPLightDiffuse[i] * matDiff; Driver->setUniform4f(IDriver::VertexProgram, program->idxLighted().Diffuse[i], color); } if (i != _VPNumLights) { color= _VPLightDiffuse[i] * matDiff; _StrongestLightDiffuse.set((uint8) (255.f * color.R), (uint8) (255.f * color.G), (uint8) (255.f * color.B), (uint8) (255.f * color.A)); // setup strongest light to black for the gouraud part Driver->setUniform4f(IDriver::VertexProgram, program->idxLighted().Diffuse[i], 0.f, 0.f, 0.f, 0.f); ++i; // setup other lights for(; i < _VPNumLights; i++) { color= _VPLightDiffuse[i] * matDiff; Driver->setUniform4f(IDriver::VertexProgram, program->idxLighted().Diffuse[i], color); } } // setup Specular if (program->featuresLighted().SupportSpecular) { for(i = 0; i < strongestLightIndex; ++i) { color= _VPLightSpecular[i] * matSpec; color.A= specExp; Driver->setUniform4f(IDriver::VertexProgram, program->idxLighted().Specular[i], color); } if (i != _VPNumLights) { color= _VPLightSpecular[i] * matSpec; _StrongestLightSpecular.set((uint8) (255.f * color.R), (uint8) (255.f * color.G), (uint8) (255.f * color.B), (uint8) (255.f * color.A)); // setup strongest light to black (for gouraud part) Driver->setUniform4f(IDriver::VertexProgram, program->idxLighted().Specular[i], 0.f, 0.f, 0.f, 0.f); ++i; // setup other lights for(; i < _VPNumLights; i++) { color= _VPLightSpecular[i] * matSpec; color.A= specExp; Driver->setUniform4f(IDriver::VertexProgram, program->idxLighted().Specular[i], color); } } } // setup alpha. static float alphaCte[4]= {0,0,1,0}; alphaCte[3]= matDiff.A; // setup at good place Driver->setUniform4fv(IDriver::VertexProgram, program->idxLighted().DiffuseAlpha, 1, alphaCte); } // *************************************************************************** sint CRenderTrav::getStrongestLightIndex() const { if (!_StrongestLightTouched) return -1; uint vpNumLights = min(_NumLightEnabled, (uint)MaxVPLight); // If there is only a directionnal light, use it // If there is any point light, use the nearest, or the directionnal light if it is brighter if (vpNumLights == 0) return -1; if (vpNumLights == 1) return 0; // First point light is brightest ? float lumDir = _VPLightDiffuse[0].R + _VPLightDiffuse[0].G + _VPLightDiffuse[0].B + _VPLightDiffuse[0].A + _VPLightSpecular[0].R + _VPLightSpecular[0].G + _VPLightSpecular[0].B + _VPLightSpecular[0].A; float lumOmni = _VPLightDiffuse[1].R + _VPLightDiffuse[1].G + _VPLightDiffuse[1].B + _VPLightDiffuse[1].A + _VPLightSpecular[1].R + _VPLightSpecular[1].G + _VPLightSpecular[1].B + _VPLightSpecular[1].A; return lumDir > lumOmni ? 0 : 1; } // *************************************************************************** void CRenderTrav::getStrongestLightColors(NLMISC::CRGBA &diffuse, NLMISC::CRGBA &specular) { sint strongestLightIndex = getStrongestLightIndex(); if (strongestLightIndex == -1) { diffuse = specular = NLMISC::CRGBA::Black; } else { diffuse = _StrongestLightDiffuse; specular = _StrongestLightSpecular; } } // *************************************************************************** static const char* LightingVPFragmentNormalize= " # normalize normal \n\ DP3 R6.w, R6, R6; \n\ RSQ R6.w, R6.w; \n\ MUL R6, R6, R6.w; \n\ "; // *************************************************************************** // NB: all CTS+x are replaced with good cte index. static const char* LightingVPFragmentNoSpecular_Begin= " \n\ # Global Ambient. \n\ MOV R2, c[CTS+0]; \n\ \n\ # Diffuse Sun \n\ DP3 R0.x, R6, c[CTS+5]; # R0.x= normal*-lightDir \n\ LIT R0.y, R0.xxxx; # R0.y= R0.x clamped \n\ MAD R2, R0.y, c[CTS+1], R2; # R2= summed vertex color. \n\ "; // The 3 point Light code. static const char* LightingVPFragmentNoSpecular_PL[]= { " # Diffuse PointLight 0. \n\ ADD R0, c[CTS+6], -R5; # R0= lightPos-vertex \n\ DP3 R0.w, R0, R0; # normalize R0. \n\ RSQ R0.w, R0.w; \n\ MUL R0, R0, R0.w; \n\ DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\ LIT R0.y, R0.xxxx; # R0.y= R0.x clamped \n\ MAD R2, R0.y, c[CTS+2], R2; # R2= summed vertex color. \n\ ", " # Diffuse PointLight 1. \n\ ADD R0, c[CTS+7], -R5; # R0= lightPos-vertex \n\ DP3 R0.w, R0, R0; # normalize R0. \n\ RSQ R0.w, R0.w; \n\ MUL R0, R0, R0.w; \n\ DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\ LIT R0.y, R0; # R0.y= R0.x clamped \n\ MAD R2, R0.y, c[CTS+3], R2; # R2= summed vertex color. \n\ ", " # Diffuse PointLight 2. \n\ ADD R0, c[CTS+8], -R5; # R0= lightPos-vertex \n\ DP3 R0.w, R0, R0; # normalize R0. \n\ RSQ R0.w, R0.w; \n\ MUL R0, R0, R0.w; \n\ DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\ LIT R0.y, R0; # R0.y= R0.x clamped \n\ MAD R2, R0.y, c[CTS+4], R2; # R2= summed vertex color. \n\ " }; // The End code. static const char* LightingVPFragmentNoSpecular_End= " # output to o[COL0] only, replacing alpha with material alpha. \n\ MAD o[COL0], R2, c[CTS+9].zzzx, c[CTS+9].xxxw; \n\ "; // *************************************************************************** // NB: all CTS+x are replaced with good cte index. static const char* LightingVPFragmentSpecular_Begin= " \n\ # Global Ambient. \n\ MOV R2, c[CTS+0]; \n\ \n\ # Always keep Specular exponent in R0.w \n\ MOV R0.w, c[CTS+5].w; \n\ \n\ # Compute vertex-to-eye vector normed. \n\ ADD R4, c[CTS+11], -R5; \n\ DP3 R1.w, R4, R4; \n\ RSQ R1.w, R1.w; \n\ MUL R4, R4, R1.w; \n\ \n\ # Diffuse-Specular Sun \n\ # Compute R1= halfAngleVector= (lightDir+R4).normed(). \n\ ADD R1.xyz, c[CTS+9], R4; # R1= halfAngleVector \n\ DP3 R1.w, R1, R1; # normalize R1. \n\ RSQ R1.w, R1.w; \n\ MUL R1.xyz, R1, R1.w; \n\ # Compute Factors and colors. \n\ DP3 R0.x, R6, c[CTS+9]; # R0.x= normal*-lightDir \n\ DP3 R0.yz, R6, R1; # R0.yz= normal*halfAngleVector \n\ LIT R0.yz, R0; # R0.y= R0.x clamped, R0.z= pow(spec, R0.w) clamp \n\ MAD R2, R0.y, c[CTS+1], R2; # R2= summed vertex color. \n\ MUL R3, R0.z, c[CTS+5]; # R3= specular color. \n\ "; // The 3 point Light code. static const char* LightingVPFragmentSpecular_PL[]= { " # Diffuse-Specular PointLight 0. \n\ # Compute R0= (lightPos-vertex).normed(). \n\ ADD R0.xyz, c[CTS+12], -R5; # R0= lightPos-vertex \n\ DP3 R1.w, R0, R0; # normalize R0. \n\ RSQ R1.w, R1.w; \n\ MUL R0.xyz, R0, R1.w; \n\ # Compute R1= halfAngleVector= (R0+R4).normed(). \n\ ADD R1.xyz, R0, R4; # R1= halfAngleVector \n\ DP3 R1.w, R1, R1; # normalize R1. \n\ RSQ R1.w, R1.w; \n\ MUL R1.xyz, R1, R1.w; \n\ # Compute Factors and colors. \n\ DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\ DP3 R0.yz, R6, R1; # R0.yz= normal*halfAngleVector \n\ LIT R0.yz, R0; # R0.y= R0.x clamped, R0.z= pow(spec, R0.w) clamp \n\ MAD R2, R0.y, c[CTS+2], R2; # R2= summed vertex color. \n\ MAD R3, R0.z, c[CTS+6], R3; # R3= summed specular color. \n\ ", " # Diffuse-Specular PointLight 1. \n\ # Compute R0= (lightPos-vertex).normed(). \n\ ADD R0.xyz, c[CTS+13], -R5; # R0= lightPos-vertex \n\ DP3 R1.w, R0, R0; # normalize R0. \n\ RSQ R1.w, R1.w; \n\ MUL R0.xyz, R0, R1.w; \n\ # Compute R1= halfAngleVector= (R0+R4).normed(). \n\ ADD R1.xyz, R0, R4; # R1= halfAngleVector \n\ DP3 R1.w, R1, R1; # normalize R1. \n\ RSQ R1.w, R1.w; \n\ MUL R1.xyz, R1, R1.w; \n\ # Compute Factors and colors. \n\ DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\ DP3 R0.yz, R6, R1; # R0.yz= normal*halfAngleVector \n\ LIT R0.yz, R0; # R0.y= R0.x clamped, R0.z= pow(spec, R0.w) clamp \n\ MAD R2, R0.y, c[CTS+3], R2; # R2= summed vertex color. \n\ MAD R3, R0.z, c[CTS+7], R3; # R3= summed specular color. \n\ ", " # Diffuse-Specular PointLight 2. \n\ # Compute R0= (lightPos-vertex).normed(). \n\ ADD R0.xyz, c[CTS+14], -R5; # R0= lightPos-vertex \n\ DP3 R1.w, R0, R0; # normalize R0. \n\ RSQ R1.w, R1.w; \n\ MUL R0.xyz, R0, R1.w; \n\ # Compute R1= halfAngleVector= (R0+R4).normed(). \n\ ADD R1.xyz, R0, R4; # R1= halfAngleVector \n\ DP3 R1.w, R1, R1; # normalize R1. \n\ RSQ R1.w, R1.w; \n\ MUL R1.xyz, R1, R1.w; \n\ # Compute Factors and colors. \n\ DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\ DP3 R0.yz, R6, R1; # R0.yz= normal*halfAngleVector \n\ LIT R0.yz, R0; # R0.y= R0.x clamped, R0.z= pow(spec, R0.w) clamp \n\ MAD R2, R0.y, c[CTS+4], R2; # R2= summed vertex color. \n\ " }; // The End code. static const char* LightingVPFragmentSpecular_End= " # output directly to secondary color. \n\ MAD o[COL1], R0.z, c[CTS+8], R3; # final summed specular color. \n\ \n\ # output diffuse to o[COL0], replacing alpha with material alpha. \n\ MAD o[COL0], R2, c[CTS+10].zzzx, c[CTS+10].xxxw; \n\ "; // *************************************************************************** static void strReplaceAll(string &strInOut, const string &tokenSrc, const string &tokenDst) { string::size_type pos; string::difference_type srcLen= tokenSrc.size(); while( (pos=strInOut.find(tokenSrc)) != string::npos) { strInOut.replace(pos, srcLen, tokenDst); } } void CVertexProgramLighted::buildInfo() { CVertexProgram::buildInfo(); if (profile() == nelvp) { // Fixed uniform locations m_IdxLighted.Ambient = m_FeaturesLighted.CtStartNeLVP + 0; for (uint i = 0; i < MaxLight; ++i) { m_IdxLighted.Diffuse[i] = m_FeaturesLighted.CtStartNeLVP + 1 + i; } if (m_FeaturesLighted.SupportSpecular) { for (uint i = 0; i < MaxLight; ++i) { m_IdxLighted.Specular[i] = m_FeaturesLighted.CtStartNeLVP + 5 + i; } m_IdxLighted.DirOrPos[0] = 9; for (uint i = 1; i < MaxLight; ++i) { m_IdxLighted.DirOrPos[i] = m_FeaturesLighted.CtStartNeLVP + (12 - 1) + i; } m_IdxLighted.DiffuseAlpha = m_FeaturesLighted.CtStartNeLVP + 10; m_IdxLighted.EyePosition = m_FeaturesLighted.CtStartNeLVP + 11; } else { for (uint i = 0; i < MaxLight; ++i) { m_IdxLighted.Specular[i] = ~0; } for (uint i = 0; i < MaxLight; ++i) { m_IdxLighted.DirOrPos[i] = m_FeaturesLighted.CtStartNeLVP + 5 + i; } m_IdxLighted.DiffuseAlpha = m_FeaturesLighted.CtStartNeLVP + 9; m_IdxLighted.EyePosition = ~0; } } else { // Named uniform locations // TODO_VP_GLSL // m_IdxLighted.Ambient = getUniformIndex("ambient"); // etc } nlassert(m_IdxLighted.Diffuse[0] != ~0); if (m_FeaturesLighted.SupportSpecular) { nlassert(m_IdxLighted.Specular[0] != ~0); nlassert(m_IdxLighted.EyePosition != ~0); } nlassert(m_IdxLighted.DirOrPos[0] != ~0); nlassert(m_IdxLighted.DiffuseAlpha != ~0); } // generates the lighting part of a vertex program, nelvp profile // *************************************************************************** std::string CRenderTrav::getLightVPFragmentNeLVP(uint numActivePointLights, uint ctStart, bool supportSpecular, bool normalize) { string ret; // Code frag written for 4 light max. nlassert(MaxVPLight==4); nlassert(numActivePointLights<=MaxVPLight-1); // Add LightingVPFragmentNormalize fragment? if(normalize) ret+= LightingVPFragmentNormalize; // Which fragment to use... if(supportSpecular) { // Add start of VP. ret+= LightingVPFragmentSpecular_Begin; // Add needed pointLights. for(uint i=0;i=0; i--) { char tokenSrc[256]; sprintf(tokenSrc, "CTS+%d", i); char tokenDst[256]; sprintf(tokenDst, "%d", ctStart+i); // replace all in the string strReplaceAll(ret, tokenSrc, tokenDst); } // verify no CTS+ leaved... (not all ctes parsed!!!) nlassert( ret.find("CTS+")==string::npos ); return ret; } // *************************************************************************** // *************************************************************************** // *************************************************************************** // *************************************************************************** // *************************************************************************** void CRenderTrav::clearRenderLandscapeList() { _LandscapeRenderList.clear(); } // *************************************************************************** void CRenderTrav::addRenderLandscape(CLandscapeModel *model) { _LandscapeRenderList.push_back(model); } // *************************************************************************** void CRenderTrav::renderLandscapes() { // Render Each Landscapes. for(uint i=0;i<_LandscapeRenderList.size();i++) { _LandscapeRenderList[i]->clipAndRenderLandscape(); } } // *************************************************************************** void CRenderTrav::setupTransparencySorting(uint8 maxPriority /*=0*/,uint NbDistanceEntries /*=1024*/) { NLMISC::contReset(_OrderTransparentListByPriority); // avoid useless object copy when vector is resized (every element is reseted anyway) _OrderTransparentListByPriority.resize((uint) maxPriority + 1); for(uint k = 0; k < _OrderTransparentListByPriority.size(); ++k) { _OrderTransparentListByPriority[k].init(NbDistanceEntries); if (k != 0) _OrderTransparentListByPriority[k].shareAllocator(_OrderTransparentListByPriority[0]); // node allocator is shared between all layers } _MaxTransparencyPriority = maxPriority; } // *************************************************************************** void CRenderTrav::clearWaterModelList() { while (_FirstWaterModel) { _FirstWaterModel->unlink(); } } // *************************************************************************** void CRenderTrav::debugWaterModelMemory(const char *tag, bool dumpList) { // Test Memory of water model render list (because someone crash it...) // Yoyo: this crash seems to be fixed, but i leave the code, in case of..... if(dumpList) _DebugWaterModelList.clear(); CWaterModel *curr= _FirstWaterModel; while(curr) { // the model in the list Must have not empty clipped poly CWaterModelDump dmp; dmp.Address= (void*)curr; curr->debugDumpMem(dmp.ClippedPolyBegin, dmp.ClippedPolyEnd); // if same ptr (begin==end), error!! if(dmp.ClippedPolyBegin==dmp.ClippedPolyEnd) { // Before crash, do some log nlwarning("******* WaterModelList crash after %s", tag); nlwarning("Current: Ptr:%p. List:%p/%p", dmp.Address, dmp.ClippedPolyBegin, dmp.ClippedPolyEnd); // Log also the list bkuped (to do comparisons) for(uint i=0;i<_DebugWaterModelList.size();i++) { CWaterModelDump &bkup= _DebugWaterModelList[i]; nlwarning("List%02d: Ptr:%p. Array:%p/%p", i, bkup.Address, bkup.ClippedPolyBegin, bkup.ClippedPolyEnd); } // crash (assert not stop for clearness) nlassert(dmp.ClippedPolyBegin!=dmp.ClippedPolyEnd); } // bkup infos for future log if(dumpList) _DebugWaterModelList.push_back(dmp); // next curr= curr->_Next; } } }