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/*
   Copyright (c) 2013 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.
   
   Permission is hereby granted, free of charge, to any person obtaining a copy of this software
   and associated documentation files (the "Software"), to deal in the Software without restriction,
   including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, 
   and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, 
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, 
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE 
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */

#ifndef _KERNEL_H_
#define _KERNEL_H_

#include "core.h"
#include <boost/noncopyable.hpp>
#include "Hardware/Platform/Headers/Thread.h"

class GUI;
class Task;
class Scene;
class PXDevice;
class GFXDevice;
class SFXDevice;
class Application;
class LightManager;
class SceneManager;
class CameraManager;
class ShaderManager;
class FrameListenerManager;
///Input
namespace OIS {
	class KeyEvent;
	class MouseEvent;
	class JoyStickEvent;
	enum MouseButtonID;
}
struct FrameEvent;
class InputInterface;
///The kernel is the main interface to our engine components:
///-video
///-audio
///-physx
///-scene manager
///-etc
class Kernel : private boost::noncopyable {

public:
	Kernel(I32 argc, char **argv, Application& parentApp);
	~Kernel();

	I8 Initialize(const std::string& entryPoint);
	void Shutdown();

	///This sets the _mainLoopCallback and starts the main loop
	void beginLogicLoop();
	///Our main loop entry function. The actual callback can be changed at runtime (i.e. pausing rendering in some menus, or pre-rendering a frame offscreen)
	inline static void MainLoopStatic() {_mainLoopCallback();}
	///Our main application rendering loop. Call input requests, physics calculations, pre-rendering, rendering,post-rendering etc
		   static void MainLoopApp();
	///Called after a swap-buffer call and before a clear-buffer call.
	///In a GPU-bound application, the CPU will wait on the GPU to finish processing the frame so this should keep it busy (old-GLUT heritage)
		   static void Idle();
	///Update all engine components that depend on the current resolution
	static void updateResolutionCallback(I32 w, I32 h);

public:
	GFXDevice& getGFXDevice() const {return _GFX;}
	SFXDevice& getSFXDevice() const {return _SFX;}
	PXDevice&  getPXDevice()  const {return _PFX;}
	/// get elapsed time since kernel initialization
	inline U32 getCurrentTime()   const {return _currentTime;}
	inline U32 getCurrentTimeMS() const {return _currentTimeMS;}
	/// get a pointer to the kernel's threadpool to add,remove,pause or stop tasks
	inline boost::threadpool::pool* const getThreadPool() {assert(_mainTaskPool != NULL); return _mainTaskPool;}

public: ///Input
	///Key pressed
	bool onKeyDown(const OIS::KeyEvent& key);
	///Key released
	bool onKeyUp(const OIS::KeyEvent& key);
	///Joystic axis change
	bool onJoystickMoveAxis(const OIS::JoyStickEvent& arg,I8 axis,I32 deadZone);
	///Joystick direction change
	bool onJoystickMovePOV(const OIS::JoyStickEvent& arg,I8 pov);
	///Joystick button pressed
	bool onJoystickButtonDown(const OIS::JoyStickEvent& arg,I8 button);
	///Joystick button released
	bool onJoystickButtonUp(const OIS::JoyStickEvent& arg, I8 button);
	bool sliderMoved( const OIS::JoyStickEvent &arg, I8 index);
	bool vector3Moved( const OIS::JoyStickEvent &arg, I8 index);
	///Mouse moved
	bool onMouseMove(const OIS::MouseEvent& arg);
	///Mouse button pressed
	bool onMouseClickDown(const OIS::MouseEvent& arg,OIS::MouseButtonID button);
	///Mouse button released
	bool onMouseClickUp(const OIS::MouseEvent& arg,OIS::MouseButtonID button);

private:
   static void FirstLoop();
   bool MainLoopScene(FrameEvent& evt);
   bool presentToScreen(FrameEvent& evt);

private:
	Application&    _APP;
	///Access to the GPU
	GFXDevice&		_GFX;
	///Access to the audio device
	SFXDevice&		_SFX;
	///Access to the physics system
	PXDevice&		_PFX;
	///The graphical user interface
	GUI&			_GUI;
	///The SceneManager/ Scene Pool
	SceneManager&	_sceneMgr;
	///The active scene
	Scene*          _activeScene;
    ///The ShaderMAnager
    ShaderManager&  _shaderMgr;
	///The manager class responsible for sending frame update events
	FrameListenerManager& _frameMgr;
	///Access to all of the input devices
	InputInterface& _inputInterface;
	///General light management and rendering (individual lights are handled by each scene)
	///Unloading the lights is a scene level responsibility
	LightManager&   _lightPool;
	static bool   _keepAlive;
	static bool   _applicationReady;
    static bool   _renderingPaused;

private:
   static boost::function0<void> _mainLoopCallback;
   boost::threadpool::pool*      _mainTaskPool;
   static U32     _currentTime;
   static U32     _currentTimeMS;
   CameraManager* _cameraMgr;
   U32 _nextGameTick;
   U8 _loops;
   //Command line arguments
   I32    _argc;
   char **_argv;
};

#endif

Commits for Divide-Framework/trunk/Source Code/Core/Headers/Kernel.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]]

160 Diff Diff k1ngp1n picture k1ngp1n Wed 10 Jul, 2013 17:07:04 +0000

[Ionut] [[BR]]
- Changed licensing from LGPL to the MIT license [[BR]]
— Code can now be used in non-commercial or commercial closed or open source projects [[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]]

151 Diff Diff k1ngp1n picture k1ngp1n Tue 07 May, 2013 00:00:52 +0000

[Ionut] [[BR]]
- Better ReCast integration [[BR]]
— Any entity can be used as an obstacle in the NavMesh if that’s specified in each scene’s assets.xml file for said entity [[BR]]
— New console command, “createNavMesh”, that passes geometry data to ReCast [[BR]]
-— NavMesh generation is not yet complete [[BR]]
- Better PhysX integration [[BR]]
— Each scene passes data to and gets data from the Physics API better and safer[[BR]]
- Multi-threaded support extended: [[BR]]
— Event class replaced with Task [[BR]]
— Kernel uses a threadpool for scene tasks [[BR]]
— Each task can be added to a different threadpool if needed [[BR]]
— Most critical sections use the new boost::atomic wrapper for thread safety [[BR]]
- Rendering system updated [[BR]]
— VBO’s keep track of the geometry type internally [[BR]]
— Rendering by specific element list is internal to the VBO [[BR]]
— VBO’s can draw a “lite” version that doesn’t send Tangent, BiTangent and TexCoord data for depth rendering (disabled) [[BR]]
- Reflectors now offer a preview of the generated reflective texture if needed [[BR]]
- Buttons are now added and rendered by CEGUI [[BR]]
[[BR]]
Deprecation: [[BR]]
- Removed fixed pipeline material system [[BR]]
- Removed BoundingBox late update system [[BR]]
- Shadow references in the material system are now depth references [[BR]]
[[BR]]
Bug fixes: [[BR]]
- Problematic FBO double bind check removed [[BR]]
- Faster terrain rendering via chunk size selection through each scene’s terrain.xml[[BR]]
- Rendering is paused when the window is minimized [[BR]]
- CEGUI and impostors now render properly in deferred rendering mode [[BR]]
- Fixed various level 4 (VS2008) warnings [[BR]]
- Better state management and cleaning [[BR]]
- Better SceneGraph node management and trasformation/AABB update calls [[BR]]
- AITenisScene has proper collisions now [[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]]

146 Diff Diff k1ngp1n picture k1ngp1n Wed 10 Apr, 2013 13:20:15 +0000

[Ionut] [[BR]]
*Final LightBranch updates 2/3 : Main trunk merge and build test (VC90, VC100, gDebugger) [[BR]]
-Merged light branch with trunk [[BR]]
-Deleted light branch [[BR]]

141 Diff Diff k1ngp1n picture k1ngp1n Wed 30 Jan, 2013 19:35:31 +0000

[Ionut] [[BR]]
-Updated to boost 1.52 and CEGUI 0.7.9 [[BR]]
-Updated to PhysX 3.2 [[BR]]
-Updated copyright notices [[BR]]

119 Diff Diff k1ngp1n picture k1ngp1n Fri 08 Jun, 2012 19:40:41 +0000

[Ionut] [[BR]]
-Reworked resolution change callbacks and render target resizing [[BR]]
-Changed Depth of Field o a proper “PreRenderOperator” [[BR]]
-AIManager is now created and started by the “Kernel” [[BR]]
-LightManager is now handled in the “Kernel”. Individual lights are still scene’s responsibility [[BR]]
-Added a “preLoad” method to scene’s used to setup the engine before loading any assets (eg: setting deferred mode) [[BR]]
-Fixed a small bug in sensor addition to “AIEntity” [[BR]]
-Fixed a bug related to refreshing VBO data [[BR]]
-Fixed a bug related to Bloom outputFBO not unbinding [[BR]]
-Scene’s “setInitialData()” is renamed to “loadXMLAssets()” and is automatically called before Scene’s “load()” is called [[BR]]

118 Diff Diff k1ngp1n picture k1ngp1n Thu 07 Jun, 2012 18:25:10 +0000

[Ionut] [[BR]]
-Decoupled “Scene” and “SceneManager” from “InputManager” [[BR]]
--All input events are routed through the “Kernel” now [[BR]]
--Renamed “InputManager” to “InputInterface” [[BR]]
-Decoupled “Application” class from the rest of the engine except for the “Kernel” and “GUI” (for resize callbacks) [[BR]]
-Added cached resolution values to classes so no queries to “Application” are needed anymore [[BR]]
-Added a missing option from “config.xml” to enable or disable animations [[BR]]
Forgot to commit changed scene xml’s after the romanian>english translation [[BR]]
-All window dimension references are renamed to resolution and all variables related to it are now U16’s as floats are irrelevant (what’s a half pixel? for examle) [[BR]]
-GUI resize callback is now called from “GFXDevice” instead of “GLWrapper” (will be moved to “Kernel” soon together with the “PostFX” resize callback) [[BR]]

117 k1ngp1n picture k1ngp1n Tue 05 Jun, 2012 17:30:40 +0000

[Ionut] [[BR]]
-Separated responsibilities between “Application” and “Kernel” [[BR]]
--“Application” handles data such as window dimensions, logs, “ParamHandler” etc [[BR]]
--“Kernel” handles the main loop, SFX, GFX, physics, sceneManager etc updates [[BR]]
---“Kernel” is now a “Core” component [[BR]]
-Reduced coupling between some classes by passing more info via parameters rather than relying on singleton access [[BR]]
--Ex: eyePos in “Terrain”,“Water” and “Trigger” classes is now passed as a "vec3<F32>" on render call rather than querying “CameraManager” [[BR]]
-Reworked “GLWrapper” shutdown routine [[BR]]
Singleton witch hunt [[BR]]
-“Kernel” is no longer a singleton and it’s initialized on application startup in the “Application” class[[BR]]
-“CameraManager” is no longer a singleton and it’s instantiated in the kernel [[BR]]