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#include "Headers/Water.h"

#include "Core/Headers/ParamHandler.h"
#include "Core/Math/Headers/Transform.h"
#include "Managers/Headers/SceneManager.h"
#include "Hardware/Video/Headers/RenderStateBlock.h"
#include "Geometry/Material/Headers/Material.h"

#pragma message("ToDo: check water visibility - Ionut")

WaterPlane::WaterPlane() : SceneNode(TYPE_WATER), Reflector(TYPE_WATER_SURFACE,vec2<U16>(1024,1024)),
						   _plane(NULL),_texture(NULL), _shader(NULL),_planeTransform(NULL),
						   _node(NULL),_planeSGN(NULL),_waterLevel(0),_waterDepth(0),_clippingPlaneID(-1),_reflectionRendering(false){}

void WaterPlane::postLoad(SceneGraphNode* const sgn){
    assert(_texture && _shader && _plane);
    _node = sgn;

	_farPlane = 2.0f * ParamHandler::getInstance().getParam<F32>("runtime.zFar");
	_plane->setCorner(Quad3D::TOP_LEFT, vec3<F32>(   -_farPlane, 0, -_farPlane));
	_plane->setCorner(Quad3D::TOP_RIGHT, vec3<F32>(   _farPlane, 0, -_farPlane));
	_plane->setCorner(Quad3D::BOTTOM_LEFT, vec3<F32>(-_farPlane, 0,  _farPlane));
	_plane->setCorner(Quad3D::BOTTOM_RIGHT, vec3<F32>(_farPlane, 0,  _farPlane));
	_plane->getSceneNodeRenderState().setDrawState(false);
	_plane->setCustomShader(_shader);
	_plane->renderInstance()->preDraw(true);
	_planeSGN = _node->addNode(_plane);
    _planeSGN->setActive(false);
	_planeTransform = _planeSGN->getTransform();
	_plane->renderInstance()->transform(_planeTransform);
	///The water doesn't cast shadows, doesn't need ambient occlusion and doesn't have real "depth"
	getSceneNodeRenderState().addToDrawExclusionMask(DEPTH_STAGE);

	_shader->UniformTexture("texWaterNoiseNM", 0);
	_shader->UniformTexture("texWaterReflection", 1);
	_shader->UniformTexture("texWaterRefraction", 2);
}

bool WaterPlane::computeBoundingBox(SceneGraphNode* const sgn){
	BoundingBox& bb = _node->getBoundingBox();

	if(bb.isComputed()) 
		return true;

	_waterLevel = GET_ACTIVE_SCENE()->state().getWaterLevel();
	_waterDepth = GET_ACTIVE_SCENE()->state().getWaterDepth();
	_planeTransform->setPositionY(_waterLevel);
	_planeDirty = true;
	bb.set(vec3<F32>(-_farPlane,_waterLevel - _waterDepth, -_farPlane),
		   vec3<F32>(_farPlane, _waterLevel, _farPlane));
	_planeSGN->getBoundingBox().Add(bb);
	PRINT_FN(Locale::get("WATER_CREATE_DETAILS_1"), bb.getMax().y)
	PRINT_FN(Locale::get("WATER_CREATE_DETAILS_2"), bb.getMin().y);

	return SceneNode::computeBoundingBox(sgn);
}

bool WaterPlane::unload(){
	bool state = false;
	state = SceneNode::unload();
	return state;
}

void WaterPlane::setParams(F32 shininess, const vec2<F32>& noiseTile, const vec2<F32>& noiseFactor, F32 transparency){

	_shader->Uniform("_waterShininess",shininess  );
	_shader->Uniform("_noiseFactor",   noiseFactor);
	_shader->Uniform("_noiseTile",     noiseTile  );
	_shader->Uniform("_transparencyBias", transparency);
}

void WaterPlane::onDraw(const RenderStage& currentStage){
	const vec3<F32>& newEye = GET_ACTIVE_SCENE()->renderState().getCamera().getEye();

	if(newEye != _eyePos){
		_eyeDiff.set(_eyePos.xz() - newEye.xz());
		_eyePos.set(newEye);
		_planeTransform->translateX(_eyeDiff.x);
		_planeTransform->translateZ(_eyeDiff.y);
		BoundingBox& bb = _node->getBoundingBox();
		bb.Translate(vec3<F32>(-_eyeDiff.x,0,-_eyeDiff.y));
		_shader->Uniform("water_bb_min", bb.getMin());
		_shader->Uniform("water_bb_diff",bb.getMax() - bb.getMin());
		_shader->Uniform("underwater",isPointUnderWater(_eyePos));
	}

}

void WaterPlane::postDraw(const RenderStage& currentStage){
}

void WaterPlane::prepareMaterial(SceneGraphNode* const sgn){
	//Prepare the main light (directional light only, sun) for now.
	//Find the most influental light for the terrain. Usually the Sun
	_lightCount = LightManager::getInstance().findLightsForSceneNode(sgn,LIGHT_TYPE_DIRECTIONAL);
	//Update lights for this node
	LightManager::getInstance().update();
	//Only 1 shadow map for terrains
	
	if(GFX_DEVICE.isCurrentRenderStage(DISPLAY_STAGE)){
		U8 offset = Config::MAX_TEXTURE_STORAGE;
		CLAMP<U8>(_lightCount, 0, 1);
		for(U8 n = 0; n < _lightCount; n++, offset++){
			Light* l = LightManager::getInstance().getLightForCurrentNode(n);
			LightManager::getInstance().bindDepthMaps(l, n, offset);
		}
	}

	SET_STATE_BLOCK(getMaterial()->getRenderState(FINAL_STAGE));

	_texture->Bind(0);
	_reflectedTexture->Bind(1);
	//_refractedTexture->Bind(2);
	_shader->bind();
    _shader->Uniform("material",getMaterial()->getMaterialMatrix());
}

void WaterPlane::releaseMaterial(){
	//_refractedTexture->Unbind(2);
	_reflectedTexture->Unbind(1);
	_texture->Unbind(0);
	if(GFX_DEVICE.isCurrentRenderStage(DISPLAY_STAGE)){
		U8 offset = (_lightCount - 1) + Config::MAX_TEXTURE_STORAGE;
		for(I32 n = _lightCount - 1; n >= 0; n--,offset--){
			Light* l = LightManager::getInstance().getLightForCurrentNode(n);
			LightManager::getInstance().unbindDepthMaps(l, offset);
		}
	}
}

void WaterPlane::render(SceneGraphNode* const sgn){
	GFX_DEVICE.renderInstance(_plane->renderInstance());
}

bool WaterPlane::getDrawState(const RenderStage& currentStage)  const {
	// Wait for the Reflector to update
	if(!_createdFBO) return false;
	
	// Make sure we are not drawing ourself unless this is desired
	if((currentStage == REFLECTION_STAGE || _reflectionRendering) && !_updateSelf)	return false;
	
	// Else, process normal exclusion
	return SceneNode::getDrawState(currentStage);
}

/// update water refraction
//void WaterPlane::updateRefraction(){
	// Early out check for render callback
	//if(_renderCallback.empty()) return;
	//_refractionRendering = true;
	// bind the refractive texture
	//_refractionTexture->Begin();
		// render to the reflective texture
		//_renderCallback();
	//_refractionTexture->End();
	//_refractionRendering = false;
//}

/// Update water reflections
void WaterPlane::updateReflection(){
	// Early out check for render callback
	if(_renderCallback.empty()) return;
	//ToDo:: this will cause problems later with multiple reflectors. Fix it! -Ionut
	_reflectionRendering = true;
	// If we are above water, process the plane's reflection. If we are below, we render the scene normally
	bool underwater = isPointUnderWater(_eyePos);

	if(!underwater){
		GFX_DEVICE.setRenderStage(REFLECTION_STAGE);
		GFX_DEVICE.enableClipPlane(_clippingPlaneID);
	}

	// bind the reflective texture
	_reflectedTexture->Begin();
		// render to the reflective texture
		_renderCallback();
	_reflectedTexture->End();

	if(!underwater){
		GFX_DEVICE.disableClipPlane(_clippingPlaneID);	
		GFX_DEVICE.setPreviousRenderStage();
	}
	_reflectionRendering = false;
}

void WaterPlane::updatePlaneEquation(){
	_absNormal = _planeSGN->getTransform()->getGlobalOrientation() * WORLD_Y_AXIS;
	_absNormal.normalize();
	_reflectionPlane.set(_absNormal,_waterLevel); 
	_reflectionPlane.active(false);
	if(_clippingPlaneID == -1){
		_clippingPlaneID = GFX_DEVICE.addClipPlane(_reflectionPlane);
	}else{
		GFX_DEVICE.setClipPlane(_clippingPlaneID,_reflectionPlane);
	}
}

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

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]]

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 Diff Diff 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]]

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]]

113 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]]