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#include "Headers/Sky.h"

#include "Rendering/Headers/Frustum.h"
#include "Core/Headers/ParamHandler.h"
#include "Core/Math/Headers/Transform.h"
#include "Managers/Headers/SceneManager.h"
#include "Managers/Headers/LightManager.h"
#include "Hardware/Video/Headers/GFXDevice.h"
#include "Hardware/Video/Headers/RenderStateBlock.h"
#include "Geometry/Material/Headers/Material.h"
#include "Geometry/Shapes/Headers/Predefined/Sphere3D.h"

Sky::Sky(const std::string& name) : SceneNode(TYPE_SKY),
                                    _skyShader(NULL),
									_skybox(NULL),
									_skyGeom(NULL),
									_init(false),
									_exclusionMask(0)
{
	///The sky doesn't cast shadows, doesn't need ambient occlusion and doesn't have real "depth"
	addToDrawExclusionMask(DEPTH_STAGE);

	///Generate a render state
	RenderStateBlockDescriptor skyboxDesc;
	skyboxDesc.setCullMode(CULL_MODE_NONE);
	skyboxDesc.setZReadWrite(false,false);
    _skyboxRenderState = GFX_DEVICE.createStateBlock(skyboxDesc);

}

Sky::~Sky(){
	SAFE_DELETE(_skyboxRenderState);
	RemoveResource(_skyShader);
	RemoveResource(_skybox);
}

bool Sky::load() {
	if(_init) return false;
   	std::string location = ParamHandler::getInstance().getParam<std::string>("assetsLocation")+"/misc_images/";

	SamplerDescriptor skyboxSampler;
	skyboxSampler.toggleMipMaps(false);
	skyboxSampler.setAnisotrophy(16);
	skyboxSampler.setWrapMode(TEXTURE_CLAMP_TO_EDGE);   

	ResourceDescriptor skyboxTextures("SkyboxTextures");
	skyboxTextures.setResourceLocation(location+"skybox_2.jpg "+ location+"skybox_1.jpg "+
								       location+"skybox_5.jpg "+ location+"skybox_6.jpg "+
									   location+"skybox_3.jpg "+ location+"skybox_4.jpg");
    skyboxTextures.setEnumValue(TEXTURE_CUBE_MAP);
	skyboxTextures.setPropertyDescriptor<SamplerDescriptor>(skyboxSampler);
	_skybox =  CreateResource<TextureCubemap>(skyboxTextures);

	ResourceDescriptor skybox("SkyBox");
	skybox.setFlag(true); //no default material;
	_sky = CreateResource<Sphere3D>(skybox);
	
	ResourceDescriptor sun("Sun");
	sun.setFlag(true);
	_sun = CreateResource<Sphere3D>(sun);


	ResourceDescriptor skyShaderDescriptor("sky");
	_skyShader = CreateResource<ShaderProgram>(skyShaderDescriptor);

	_skyShader->setMatrixMask(false,false,false,true);
	assert(_skyShader);
	_sky->setResolution(4);
	_sun->setResolution(16);
	_sun->setRadius(0.1f);
	//_sky->getGeometryVBO()->setShaderProgram(_skyShader);
	setRenderingOptions(true,true);
	PRINT_FN(Locale::get("CREATE_SKY_RES_OK"));
	_init = true;
	return true;
}

void Sky::postLoad(SceneGraphNode* const sgn){
	if(!_init) load();
	_sunNode = sgn->addNode(_sun);
	_skyGeom = sgn->addNode(_sky);
	_sky->getSceneNodeRenderState().setDrawState(false);
	_sun->getSceneNodeRenderState().setDrawState(false);
    _sky->setCustomShader(_skyShader);
    _sun->setCustomShader(_skyShader);
	//getSceneNodeRenderState().setDrawState(false);
}

void Sky::prepareMaterial(SceneGraphNode* const sgn) {
	SET_STATE_BLOCK(_skyboxRenderState);
}

void Sky::releaseMaterial(){
}

void Sky::onDraw(const RenderStage& currentStage){
	_sky->onDraw(currentStage);
	_sun->onDraw(currentStage);
}

void Sky::render(SceneGraphNode* const sgn){
	vec3<F32> eyeTemp(Frustum::getInstance().getEyePos());

	sgn->getTransform()->setPosition(eyeTemp);

	if (_drawSky){
		_skyShader->bind();
		_skybox->Bind(0);
		_skyShader->UniformTexture("texSky", 0);
		_sky->renderInstance()->transform(sgn->getTransform());

		GFX_DEVICE.renderInstance(_sky->renderInstance());

		_skybox->Unbind(0);
	}
	if (!_drawSky && _drawSun) {
		Light* l = LightManager::getInstance().getLight(0);
		if(l){
			_sun->getMaterial()->setDiffuse(l->getDiffuseColor());
		}
		_sunNode->getTransform()->setPosition(eyeTemp - _sunVect);
		_sun->renderInstance()->transform(_sunNode->getTransform());

		GFX_DEVICE.renderInstance(_sun->renderInstance());
	}
}

void Sky::setRenderingOptions(bool drawSun, bool drawSky) {
	_drawSun = drawSun;
	_drawSky = drawSky;
	_skyShader->Uniform("enable_sun", _drawSun);
}

void Sky::setSunVector(const vec3<F32>& sunVect) {
	_sunVect = sunVect;
	_skyShader->Uniform("sun_vector", _sunVect);
}

void Sky::removeFromDrawExclusionMask(I32 stageMask) {
	assert((stageMask & ~(INVALID_STAGE-1)) == 0);
	_exclusionMask &= ~stageMask;
}

void Sky::addToDrawExclusionMask(I32 stageMask) {
	assert((stageMask & ~(INVALID_STAGE-1)) == 0);
	_exclusionMask |= static_cast<RenderStage>(stageMask);
}

bool Sky::getDrawState(const RenderStage& currentStage)  const{
	if(!_init) return false;
	return !bitCompare(_exclusionMask,currentStage);
}

Commits for Divide-Framework/trunk/Source Code/Environment/Sky/Sky.cpp

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]]

154 Diff Diff k1ngp1n picture k1ngp1n Sun 23 Jun, 2013 23:39:07 +0000

[Ionut] [[BR]]
- Changed math computation for: Matrix multiplication, Normal and Tangent calculation, Quaternion to Matrix conversion and more [[BR]]
- Removed useless UBO classes and extended the functionality of the base UBO class [[BR]]
- Changed lighting shaders to be more streamlined [[BR]]
- Added full shader based fog [[BR]]
— Added per-scene optional fog settings [[BR]]
- Re-enabled sorting by shader program for Mesh Delegate Bin (was set to Front to Back for debugging purposes and forgotten there) [[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]]

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]]

122 Diff Diff k1ngp1n picture k1ngp1n Mon 11 Jun, 2012 14:39:08 +0000

[Ionut] [[BR]]
-Restructured “Hardware” folder to match the rest of the projects header-separation pattern [[BR]]

121 Diff Diff k1ngp1n picture k1ngp1n Sun 10 Jun, 2012 16:40:45 +0000

[Ionut] [[BR]]
-Added basic localization support [[BR]]
-Added cross-platform INI parsing [[BR]]
-Moved ReCast+Detour to LIBS folder [[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]]

116 Diff Diff k1ngp1n picture k1ngp1n Mon 04 Jun, 2012 22:27:07 +0000

[Ionut] [[BR]]
-Removed now useless “BaseCache” class as a simple unordered_map in each manager-type class is all that’s needed [[BR]]
-Moved loading responsibility from each Resource implementation to each "ImplResourceLoader<T>" class (defaults via macro’s are available for convenience) [[BR]]
--Resources now have a “setInitialData” method for setting post-load values [[BR]]
--Also added a loader for Particle Emitters [[BR]]
-Added a new class, “HardwareResource” (for textures, shaders, etc) that needs special loading routines to facilitate future multi-threaded asset streaming [[BR]]
--HardwareResource’s have a “generateHWResource” that should be called after threaded loading routines join with main thread [[BR]]
-Renamed “Guardian” class to “Kernel” as that’s what it’s new responsibility will be in future revisions [[BR]]
-Added the “threadpool” library from here: http://threadpool.sourceforge.net/ (not used yet) [[BR]]
-Added some more macro’s and cleanups [[BR]]

111 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]]