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#include "Headers\Vegetation.h"

#include "Core/Headers/ParamHandler.h"
#include "Managers/Headers/SceneManager.h"
#include "Graphs/Headers/SceneGraphNode.h"
#include "Hardware/Video/Headers/GFXDevice.h"
#include "Hardware/Video/Headers/RenderStateBlock.h"
#include "Environment/Terrain/Headers/Terrain.h"
#include "Environment/Terrain/Headers/TerrainChunk.h"
#include "Environment/Terrain/Quadtree/Headers/Quadtree.h"
#include "Environment/Terrain/Quadtree/Headers/QuadtreeNode.h"
#include "Hardware/Video/Buffers/VertexBufferObject/Headers/VertexBufferObject.h"

Vegetation::~Vegetation(){
	PRINT_FN(Locale::get("UNLOAD_VEGETATION_BEGIN"),_terrain->getName().c_str());
	SAFE_DELETE(_grassVBO);

	RemoveResource(_grassShader);
	for(U8 i = 0; i < _grassBillboards.size(); i++){
		RemoveResource(_grassBillboards[i]);
	}

	SAFE_DELETE(_grassStateBlock);

	PRINT_FN(Locale::get("UNLOAD_VEGETATION_END"));
}

void Vegetation::initialize(const std::string& grassShader, Terrain* const terrain, SceneGraphNode* const terrainSGN) {
	assert(terrain);
	_grassShader  = CreateResource<ShaderProgram>(ResourceDescriptor(grassShader));
	_grassDensity = _grassDensity/_billboardCount;
	_terrain = terrain;
	_terrainSGN = terrainSGN;
    _grassVBO = GFX_DEVICE.newVBO(QUADS);
	_grassVBO->useHWIndices(false);//<Use custom LOD indices;
	_grassVBO->useLargeIndices(true);
	_grassVBO->computeTriangles(false);
    U32 size = (U32) _grassDensity * _billboardCount * 12;
	_grassVBO->reservePositionCount( size );
	_grassVBO->reserveNormalCount( size );
	_grassVBO->getTexcoord().reserve( size );
    _grassVBOBillboardIndice.resize(_billboardCount,0);

    assert(_map.data() != NULL);
	_success = generateGrass(_billboardCount,size);
   
	_grassShader->Uniform("lod_metric", 100.0f);
    _grassShader->Uniform("dvd_lightCount", 1);
	_grassShader->Uniform("grassScale", _grassScale);
	_grassShader->UniformTexture("texDiffuse", 0);
	
	_grassVBO->setShaderProgram(_grassShader);
	if(_success) _success = generateTrees();

	RenderStateBlockDescriptor transparent;
    transparent.setCullMode(CULL_MODE_NONE);
    transparent.setBlend(true, BLEND_PROPERTY_SRC_ALPHA, BLEND_PROPERTY_INV_SRC_ALPHA);
    _grassStateBlock = GFX_DEVICE.createStateBlock( transparent );

	_render = true;
}

void Vegetation::sceneUpdate(const U32 sceneTime, SceneGraphNode* const sgn, SceneState& sceneState){
	if(!_render || !_success) return;
	///Query shadow state every "_stateRefreshInterval" milliseconds
	if (sceneTime - _stateRefreshIntervalBuffer >= _stateRefreshInterval){
		_windX = sceneState.getWindDirX();
		_windZ = sceneState.getWindDirZ();
		_windS = sceneState.getWindSpeed();
		_shadowMapped = ParamHandler::getInstance().getParam<bool>("rendering.enableShadows");
        _grassShader->bind();
        _grassShader->Uniform("windDirection",vec2<F32>(_windX,_windZ));
	    _grassShader->Uniform("windSpeed", _windS);
    	_grassShader->Uniform("dvd_enableShadowMapping", _shadowMapped);
        _grassShader->Uniform("worldHalfExtent", GET_ACTIVE_SCENEGRAPH()->getRoot()->getBoundingBox().getWidth() * 0.5f);
        _grassShader->unbind();
		_stateRefreshIntervalBuffer += _stateRefreshInterval;
	}
}

void Vegetation::draw(const RenderStage& currentStage, Transform* const parentTransform){
	if(!_render || !_success) return;
	if(GFX_DEVICE.isCurrentRenderStage(SHADOW_STAGE)) return;

     SET_STATE_BLOCK(_grassStateBlock);

	_grassShader->bind();

	_grassShader->uploadModelMatrices();

	for(U32 index = 0; index < _billboardCount; index++){
        _grassBillboards[index]->Bind(0);

        _terrain->getQuadtree().DrawGrass(index,parentTransform);

        _grassBillboards[index]->Unbind(0);
    }
}

bool Vegetation::generateGrass(U32 billboardCount, U32 size){
	PRINT_FN(Locale::get("CREATE_GRASS_BEGIN"), (U32)_grassDensity * billboardCount);
	vec2<F32> pos0(cosf(RADIANS(0.0f)), sinf(RADIANS(0.0f)));
	vec2<F32> pos120(cosf(RADIANS(120.0f)), sinf(RADIANS(120.0f)));
	vec2<F32> pos240(cosf(RADIANS(240.0f)), sinf(RADIANS(240.0f)));

	vec3<F32> tVertices[] = {
		vec3<F32>(-pos0.x,   -pos0.y,   0.0f),	vec3<F32>(-pos0.x,   -pos0.y,   1.0f),	vec3<F32>(pos0.x,   pos0.y,   1.0f),	vec3<F32>(pos0.x,   pos0.y,   0.0f),
		vec3<F32>(-pos120.x, -pos120.y, 0.0f),	vec3<F32>(-pos120.x, -pos120.y, 1.0f),	vec3<F32>(pos120.x, pos120.y, 1.0f),	vec3<F32>(pos120.x, pos120.y, 0.0f),
		vec3<F32>(-pos240.x, -pos240.y, 0.0f),	vec3<F32>(-pos240.x, -pos240.y, 1.0f),	vec3<F32>(pos240.x, pos240.y, 1.0f),	vec3<F32>(pos240.x, pos240.y, 0.0f)
	};
	vec2<F32> tTexcoords[] = {
		vec2<F32>(0.0f, 0.49f), vec2<F32>(0.0f, 0.01f), vec2<F32>(1.0f, 0.01f), vec2<F32>(1.0f, 0.49f),
		vec2<F32>(0.0f, 0.49f), vec2<F32>(0.0f, 0.01f), vec2<F32>(1.0f, 0.01f), vec2<F32>(1.0f, 0.49f),
		vec2<F32>(0.0f, 0.49f), vec2<F32>(0.0f, 0.01f), vec2<F32>(1.0f, 0.01f), vec2<F32>(1.0f, 0.49f)
	};

    for(U8 index = 0; index < billboardCount; index++){
        _grassVBOBillboardIndice[index] = _grassVBO->getPosition().size();

		mat3<F32> matRot;
		vec2<F32> uv_offset(0,0);
		vec3<I32> map_color;
		vec3<F32> data;
		vec3<F32> currentVertex;
		F32 grassScaleFactor = 256/_grassScale;

        for(U32 k=0; k<(U32)_grassDensity; k++) {
		    F32 x = random(1.0f);
		    F32 y = random(1.0f);

			const vec3<F32>& P = _terrain->getPosition(x, y);
		    if(P.y < GET_ACTIVE_SCENE()->state().getWaterLevel()){
			    k--;
			    continue;
		    }

		    uv_offset.y = random(3)==0 ? 0.0f : 0.5f;
		    map_color.set(_map.getColor((U16)(x * _map.dimensions().width), (U16)(y * _map.dimensions().height)));

		    if(map_color.g < 150) {
    			k--;
	    		continue;
		    }

		    _grassSize = (F32)(map_color.g+1) / grassScaleFactor;

		    const vec3<F32>& N = _terrain->getNormal(x, y);
		    if(N.y < 0.8f) {
			    k--;
			    continue;
		    }

			matRot.identity();
			matRot.rotate_z(random(360.0f));

			QuadtreeNode* node = _terrain->getQuadtree().FindLeaf(vec2<F32>(P.x, P.z));
			assert(node);
			TerrainChunk* chunk = node->getChunk();
			assert(chunk);
            ChunkGrassData& chunkGrassData = chunk->getGrassData();

            if(chunkGrassData.empty()){
                 chunkGrassData._grassIndice.resize(_billboardCount);
                 chunkGrassData._grassVBO = _grassVBO;
            }

            U32 idx = (U32)_grassVBOBillboardIndice[index] + chunkGrassData._grassIndice[index].size();

			const vec3<F32>& T = _terrain->getTangent(x, y);
		    const vec3<F32>& B = _terrain->getBiTangent(x, y);

    		for(U8 i=0; i < 12 /*3 * 4 */; i++)	{
    			data.set(matRot*(tVertices[i]*_grassSize));
	    		currentVertex.set(P);
		    	currentVertex.x += Dot(data, T);
			   	currentVertex.y += Dot(data, B) - 0.075f;
			    currentVertex.z += Dot(data, N);

			    _grassVBO->addPosition(currentVertex);
			    _grassVBO->addNormal( tTexcoords[i].t < 0.2f ? N : -N );
			    _grassVBO->getTexcoord().push_back( uv_offset + tTexcoords[i] );
				_grassVBO->addIndex(idx+i);
			    chunkGrassData._grassIndice[index].push_back(idx+i);
 			}
        }
	}
    _grassVBO->Create();
	PRINT_FN(Locale::get("CREATE_GRASS_END"));
	return true;
}

bool Vegetation::generateTrees(){
	//--> Unique position generation
	vectorImpl<vec3<F32> > positions;
	//<-- End unique position generation
	vectorImpl<FileData>& DA = GET_ACTIVE_SCENE()->getVegetationDataArray();
	if(DA.empty()){
		ERROR_FN(Locale::get("ERROR_CREATE_TREE_NO_GEOM"));
		return true;
	}
	PRINT_FN(Locale::get("CREATE_TREE_START"), _treeDensity);

	for(U16 k=0; k<(U16)_treeDensity; k++) {
		I16 map_x = (I16)random((F32)_map.dimensions().width);
		I16 map_y = (I16)random((F32)_map.dimensions().height);
		vec3<I32> map_color = _map.getColor(map_x, map_y);
		if(map_color.g < 55) {
			k--;
			continue;
		}

		vec3<F32> P = _terrain->getPosition(((F32)map_x)/_map.dimensions().width, ((F32)map_y)/_map.dimensions().height);
		P.y -= 0.2f;
		if(P.y < GET_ACTIVE_SCENE()->state().getWaterLevel()){
			k--;
			continue;
		}
		bool continueLoop = true;
		for_each(vec3<F32>& it, positions){
			if(it.compare(P) || (it.distance(P) < 0.02f)){
				k--;
				continueLoop = false;
				break; //iterator for
			}
		}
		if(!continueLoop) continue;
		positions.push_back(P);
		QuadtreeNode* node = _terrain->getQuadtree().FindLeaf(vec2<F32>(P.x, P.z));
		assert(node);
		TerrainChunk* chunk = node->getChunk();
		assert(chunk);

		U16 index = rand() % DA.size();
		chunk->addTree(vec4<F32>(P, random(360.0f)),_treeScale,DA[index],_terrainSGN);
	}

	positions.clear();
	PRINT_FN(Locale::get("CREATE_TREE_END"));
	DA.empty();
	return true;
}

Commits for Divide-Framework/trunk/Source Code/Environment/Vegetation/Vegetation.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]]

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]]

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]]

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]]

106 Diff Diff k1ngp1n picture k1ngp1n Wed 28 Mar, 2012 21:50:23 +0000

[Ionut] [[BR]]
Unstable revision – New animation code is not yet optimized and loading performance is low [[BR]]
[[BR]]
-Added animation loading and bone matrix calculations (actual skinning not implemented yet)[[BR]]
-Modified VBO classes to support dynamic data and faster updates [[BR]]
-Templatized Math classes (vec2,vec3,vec4,mat3,mat4) for greater flexibility [[BR]]
-Separated Rendering API from Rendering API version [[BR]]
-Fixed buggy GL error checking [[BR]]
-Small bugs fixed in Projectile and Weapon classes [[BR]]

103 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]]