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#ifndef _CONSOLE_H_
#define _CONSOLE_H_

#include "Core/Headers/Singleton.h"
#include <boost/thread/mutex.hpp>
#include <boost/function.hpp>

DEFINE_SINGLETON(Console)
	typedef boost::function2<void, const char*, bool > consolePrintCallback;

public:
	void printCopyrightNotice() const;
	void printfn(const char* format, ...) const;
	void printf(const char* format, ...) const;
	void errorfn(const char* format, ...) const;
	void errorf(const char* format, ...) const;
#ifdef _DEBUG
	void d_printfn(const char* format, ...) const;
	void d_printf(const char* format, ...) const;
	void d_errorfn(const char* format, ...) const;
	void d_errorf(const char* format, ...) const;
#endif

	inline void toggleTimeStamps(const bool state)                                {_timestamps = state;}
	inline void bindConsoleOutput(const consolePrintCallback& guiConsoleCallback) {_guiConsoleCallback = guiConsoleCallback;}

protected:
	void output(const char* text,const bool error = false) const;

private:
	mutable boost::mutex io_mutex;
	consolePrintCallback _guiConsoleCallback;
	bool _timestamps;

END_SINGLETON

/// General use
#define PRINT_F(x, ...) Console::getInstance().printf(x, __VA_ARGS__);
#define PRINT_FN(x, ...) Console::getInstance().printfn(x, __VA_ARGS__);
#define ERROR_F(x, ...) Console::getInstance().errorf(x, __VA_ARGS__);
#define ERROR_FN(x, ...) Console::getInstance().errorfn(x, __VA_ARGS__);

#ifdef _DEBUG
/// Debug only
#define D_PRINT_F(x, ...) Console::getInstance().d_printf(x, __VA_ARGS__);
#define D_PRINT_FN(x, ...) Console::getInstance().d_printfn(x, __VA_ARGS__);
#define D_ERROR_F(x, ...) Console::getInstance().d_errorf(x, __VA_ARGS__);
#define D_ERROR_FN(x, ...) Console::getInstance().d_errorfn(x, __VA_ARGS__);
#else
#define D_PRINT_F(x, ...)
#define D_PRINT_FN(x, ...)
#define D_ERROR_F(x, ...)
#define D_ERROR_FN(x, ...)
#endif
/// Misc
#define CONSOLE_TIMESTAMP_OFF() Console::getInstance().toggleTimeStamps(false)
#define CONSOLE_TIMESTAMP_ON() Console::getInstance().toggleTimeStamps(true)

#endif

Commits for Divide-Framework/trunk/Source Code/Core/Headers/Console.h

Diff revisions: vs.
Revision Author Commited Message
168 Diff Diff k1ngp1n picture k1ngp1n Sat 26 Oct, 2013 19:03:21 +0000

- Reworked the Camera class[[BR]]
— Now fully quaternion based [[BR]]
— Basic camera types added but not used yet (third person, first person, orbit) [[BR]]
- Cleaned up Material and Texture handling [[BR]]
- Added clipping plane support [[BR]]
— Similar to OpenGL fixed-function clip planes but fully shader driven [[BR]]
— Added a new class, “Plane”, that helps define clip planes [[BR]]
- Optimized the Singleton class to allow faster “getInstance” calls without performance penalties [[BR]]
-- “createInstance” must be called for each singleton class before usage. Or “gerOrCreateInstance” can be used, which is basically the former “getInstance” implementation [[BR]]
- Improved console logging by changing some heap allocations to stack and removing dependencies on the std::string class [[BR]]
- Added a lot of performance optimizations related to coding standards and redundant calculations [[BR]]
— e.g. Frustum AABB check didn’t need to recompute the AABB points as they were calculated already [[BR]]
— e.g. A vector did not need to be set to 0 on initialization as that is already it’s default state on creation [[BR]]
— e.g. Faster Framerate and Timing calculations by using less member variables that are not needed outsied of calling functions [[BR]]
- The SceneState now contains the SceneRenderState and is passed on to the SceneGraph’s update calls [[BR]]
- Better material export/import to/from XML format [[BR]]
- More bug fixes and cleanups [[BR]]

152 Diff Diff k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
[[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]

149 Diff Diff k1ngp1n picture k1ngp1n Sun 21 Apr, 2013 21:38:05 +0000

[Ionut] [[BR]]
- Major GUI revamp: [[BR]]
— Fixed CEGUI rendering (invalid state reset after VBO/VAO unbind) [[BR]]
— Added a working Console window with a basic command parser [[BR]]
— GUI inputs take priority over scene (e.g. pressing a key in the console, does not affect the scene)[[BR]]
— Added AutoKey repeat [[BR]]
— Added config options for the GUI [[BR]]
- Revamped OpenGL Vertex Array Object class [[BR]]
— VBO’s without a shader attached will not use VAO’s [[BR]]
— VAO’s and VBO’s cleanup all states after them [[BR]]
- Added multiple Joystick support [[BR]]
- FrameBufferObject take in account the combination of texture id and bind slot when checking for double binds [[BR]]
- Upgraded Framerate/timing system [[BR]]
- Fixed Deferred rendering (typo in normal buffer creation) [[BR]]
- Fixed initial camera placement via scene config (RotateX(Y) replace with setAngleX(Y)) on camera init) [[BR]]
- Added better thread deletion in Event class [[BR]]
- Major mutex/semaphore/shared_lock rework in threaded classes [[BR]]
- Better A.I. initialization/destruction [[BR]]
- Fixed a typo in window positioning [[BR]]
- Better Unit movement code [[BR]]

114 Diff Diff k1ngp1n picture k1ngp1n Sat 02 Jun, 2012 13:03:01 +0000

[Ionut][[BR]]
-First steps in moving away from a generalized “ResourceManager”: [[BR]]
--Added templated resource loaders (Core\Resources\ConcreteLoaders). Just add a new loader for a new resource type and it’s ready for use [[BR]]
---Next step involves moving loading responsibility from the resource itself to the resource loader that handles it’s creation [[BR]]
--Renamed the ResourceManager to ResourceCache and limited it’s responsibility from general resource operations to a more standard abstract template factory with cache [[BR]]
---Manager base class is renamed to BaseCache as it’s a wrapper for a cache map in essence [[BR]]
---Next step involves adding a ResourceCache per scene (dropping Singleton status) with the possibility of sharing resources between them (to avoid reloading existing resources for a new scene) [[BR]]
-Translated AITenisScene and PingPongScene source code to english [[BR]]

113 Diff Diff k1ngp1n picture k1ngp1n Fri 01 Jun, 2012 16:51:23 +0000

[Ionut] [[BR]]
-Fixed animated bounding box calculations[[BR]]
-BoundingBox recalculation per frame is now a general SceneNode property [[BR]]
--Note: Animated BB’s have problems with multi-threaded collision detection for now (see AITenisScene) [[BR]]
-Wrapped boost::mutex to separate file and moved it to shared_mutex structure as read requests are more frequent than write requests [[BR]]
-Mesh class now calls animations update on all of it’s subclasses so animations for each node in a mesh are in sync [[BR]]
-Split up GUI elements by class [[BR]]
-Added base code for a console GUI element (disabled) [[BR]]
-Animations can now be disabled in confg file [[BR]]
-Added a “texture not found” default texture [[BR]]
-Some AI rewrite in AITenisScene (translation to english in next commit) [[BR]]
-Inlines, const’s, cleanups, etc [[BR]]

111 Diff Diff k1ngp1n picture k1ngp1n Tue 08 May, 2012 21:49:31 +0000

[Ionut] [[BR]]
-Added animation support based on Scott Lee’s animation loader library added a few revision’s back [[BR]]
--Added cached skeleton rendering to the library [[BR]]
--Added cached AABB transformations based on current animation frame [[BR]]
--Scene animators are added per submesh and only processed if said submesh is visible and only in the rendering stage: FINAL_STAGE [[BR]]
[[BR]]
-Added support for shader-based VBO data upload (glVertexAttribPointer) with full backwards compatibility to old method (glTexCoordPointer)[[BR]]
-Added support for Index Buffer Object (improper name) indice upload for VBO’s with full backwards compatibility to old method [[BR]]
-Reworked coordination class to better handle AIEntity teams [[BR]]
-Added “updateSceneState(currentTime)” callback that is called once per frame (used for animation update)[[BR]]
-Added “initializeAI/deinitializeAI” scene callbacks for AI creation/destruction [[BR]]
-Templatized the Quaternion class [[BR]]
-Added a “drawLines” subroutine to the rendering api[[BR]]
-Disabled tree loading in MainScene as current ASSIMP implementation is slow. Will be restored after backing and loading models to own format is added in next revision [[BR]]
-Other various small performance tweaks [[BR]]

103 Diff Diff k1ngp1n picture k1ngp1n Mon 12 Mar, 2012 19:06:00 +0000

[Ionut] [[BR]]
Features: [[BR]]
-Added a proper RenderState Management system similar to the D3D default one[[BR]]
--All possible states are managed: cull, blend, alpha-blend, color mask, lighting, stencil mask, fill mode etc [[BR]]
--Every material has different states for normal rendering, shadow rendering and reflection rendering [[BR]]
--Nodes are sorted by shader first then by state hash depending on current render stage [[BR]]
--Redundant states are not changed [[BR]]
--Every entity submits it’s desired state before render [[BR]]
--Every state is checked before rendering a VBO or other primitive type[[BR]]
[[BR]]
-Added a Reflector base class used for reflection calculations and updates (useful for water, mirrors, portals etc)[[BR]]
--Reflections are triggered between pre-render and render calls [[BR]]
--Water now derives from Reflector class as well [[BR]]
[[BR]]
-Material now properly calculates if it has transparency or is double sided, setting desired states to handle this feature (cull, blend) [[BR]]
-Added some basic defines or inline template functions to facilitate access to useful classes and methods (hardware devices, resource management, console printing, etc) [[BR]]
-Lights are updated after every camera update[[BR]]
-Added a new FrameListener event triggered after pre-render call is finished (used by reflectors) [[BR]]
-Added a CRC class to compute unique hash values for entities[[BR]]
-Added D3D dummy files [[BR]]
-Removed executables from subversion [[BR]]
Performance: [[BR]]
-Image loading has been improved a bit [[BR]]
-Terrain texel density now varies with LOD level [[BR]]
-Light API specific calls,except position, are set only if values changed[[BR]]
-Specific GUI casting and rendering are the Rendering API’s job now, not the GUI class [[BR]]
-Rendering Queue processing is now more efficient in sorting valid visible nodes and setting appropriate states/materials
[[BR]]
Bug fixes: [[BR]]
-Better drawState checks[[BR]]
-Proper light effects in deferred rendering[[BR]]
-Light dummy now renders properly[[BR]]
-Reworked bounding box computation [[BR]]
[[BR]]
Known bugs: [[BR]]
-Terrain infinite plain still not visible [[BR]]
-Some z-fighting occurs when looking at certain objects from a distance. (looking at another object and back again fixes it) [[BR]]

100 Diff Diff k1ngp1n picture k1ngp1n Mon 05 Mar, 2012 17:45:11 +0000

[Ionut] [[BR]]
Features: [[BR]]
-Added a physics system interface instead of direct PhysX interaction to allow other physics engines (Bullet, ODE etc) to be easily implemented [[BR]]
--This will aid in Object-Object collisions and character control in future revisions [[BR]]
-Added an Ogre3D inspired FrameListener which now allows Before-frame/during-frame/after-frame event plugins of callbacks [[BR]]
-Added a renderInViewport system to draw elements in a user defined rectangle on screen [[BR]]
--Current uses: shadowmap preview (F10) [[BR]]
-Separated Shaders from ShaderPrograms[[BR]]
--ShaderPrograms can now use multiple Shaders [[BR]]
-Error output is now sent to errors.log[[BR]]
-All SceneNode based elements now have a postDraw calls as well [[BR]]
-A cubemap generating function has been added to the GFXDevice class[[BR]]
-Added debug only print options to the Console class [[BR]]
[[BR]]
Performance: [[BR]]
-All shadows are now filtered by a faster Gaussian 3x3 blur filter [[BR]]
-All renderables are now sorted and rendered by material/front-to-back/back-to-front, depending on case [[BR]]
-RenderQueue now sorts and queue’s translucent and opaque objects separately[[BR]]
-Shader uniforms/attributes are now cached to reduce number of address calls to the GPU[[BR]]
-Shaders are now cached, so that if multiple ShaderPrograms use an already compiled Shader, that Shader is returned from memory instead of creating a new copy[[BR]]
-Shaders are not unbound/rebound except when an objects demands so (vastly improves performance)[[BR]]
-Reduced calls to glEnable[[BR]]
[[BR]]
Bug fixes: [[BR]]
-Preprocessor configurations now work properly [[BR]]
-Video API is now unloaded before destruction [[BR]]
-Manager base class now properly frees memory [[BR]]
-Materials are saved to XML only if they are changed at any point [[BR]]

97 k1ngp1n picture k1ngp1n Tue 07 Feb, 2012 15:23:45 +0000

[ Ionut ] [[BR]]
-Restructured code base to a more logical layout [[BR]]
--Geometry folder contains shapes, materials, animations and the importer; Environment folder holds sky, terrain, water, vegetation; etc [[BR]]
--All header files are moved to a “Headers” sub-folder [[BR]]
--Renamed most of the Romanian code/comments/files/folders to English [[BR]]
--Added comments to parts of the code (ongoing from now on) [[BR]]
[[BR]]
-Rewrote the entire lighting system [[BR]]
--Added a LightManager class to handle all lights [[BR]]
---LightManager calls updates and render calls to all lights it manages [[BR]]
--Lights have all needed properties stored in 2 maps (one for vector values, one for float values) [[BR]]
--Added a LightImpostor class that takes the light’s properties and applies it to a dummy sphere [[BR]]
--If a light should draw it’s impostor, the impostor draws the dummy sphere [[BR]]
--Rewrote the Light <-> GFXDevice interaction [[BR]]
---Each light stores it’s type in a variable and passes all properties to the rendering API that then decides what to use based on that type [[BR]]
--Each light handles it’s own ShadowMapping [[BR]]
[[BR]]
-ShadowMapping: [[BR]]
-Each light stores it’s own depth maps and generates them based on it’s type [[BR]]
-LightManager binds all available depth maps and shaders pick them up automatically for use [[BR]]
-Each shadow map (of a total of 3 per light) corresponds to a detail level[[BR]]
-The final shadow map resolution is decided by the shadow detail level set in the config [[BR]]
--Camera and Frustum are set up for shadow rendering and applied to the render callback set for the current light (for example, Scene::render()) [[BR]]
--The light manager tells every light that has “_castShadows = true” to generate shadowmaps automatically after the Scene::PreRender stage [[BR]]
--ShadowMaps are blurred before applied to the fragment’s final color via shaders. [[BR]]
[[BR]]
-Added detail level configuration options [[BR]]
--ToDo: add shaders for each detail level [[BR]]
[[BR]]
-Moved all predefined geometry from immediate mode to VBO’s [[BR]]
--This allowed the rendering pipeline to be more streamlined (one render function for all geometry) [[BR]]
[[BR]]
-Fixed GuiElement visibility toggle [[BR]]
-Fixed GuiText color state problem [[BR]]
-Added FBO texture format options [[BR]]
-VBO rendering uses U16 as default instead of U32 (better for GPU) [[BR]]
-VBO’s now contain BiTangent data as well [[BR]]
-Added OpenGL 2.0 compatibility (not guaranteed!) [[BR]]
-Added static (on load) shader selection based on detail level [[BR]]
-Added SSAO PostFX option, but this won’t work until the implementation of “plugins” for PostFX system [[BR]]
-Optimized/Fixed code based on VisualLint + CppCheck analysis [[BR]]