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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 _RENDER_API_H_
#define _RENDER_API_H_

#include "RenderAPIEnums.h"
#include "RenderInstance.h"
#include <boost/function.hpp>
#include "Utility/Headers/Vector.h"
#include "Core/Math/Headers/MathClasses.h"
#if defined( OS_WINDOWS )
#  ifndef WIN32_LEAN_AND_MEAN
#    define WIN32_LEAN_AND_MEAN
#  endif
#  include "windows.h"
#  ifdef min
#    undef min
#  endif
#  ifdef max
#	 undef max
#  endif
//////////////////////////////////////////////////////////////////////
////////////////////////////////////Needed Linux Headers//////////////
#elif defined OIS_LINUX_PLATFORM
#  include <X11/Xlib.h>
//////////////////////////////////////////////////////////////////////
////////////////////////////////////Needed Mac Headers//////////////
#elif defined OIS_APPLE_PLATFORM
#  include <Carbon/Carbon.h>
#endif
///Simple frustum representation
struct frustum{
	F32 nearPlane;
	F32 farPlane;
	F32 fov;
	F32 ratio;
	vec3<F32> point[8];
};

typedef struct {
	// Video resolution
	I32 Width, Height;
	// Red bits per pixel
	I32 RedBits;
	// Green bits per pixel
	I32 GreenBits;
	// Blue bits per pixel
	I32 BlueBits;
} VideoModes;
//FWD DECLARE CLASSES

class Light;
class Shader;
class Kernel;
class SubMesh;
class Texture;
class Material;
class Object3D;
class Transform;
class SceneGraph;
class GUIElement;
class IMPrimitive;
class ShaderProgram;
class SceneGraphNode;
class RenderStateBlock;
class PixelBufferObject;
class FrameBufferObject;
class VertexBufferObject;

///FWD DECLARE ENUMS
enum ShaderType;

///FWD DECLARE TYPEDEFS
typedef Texture Texture2D;
typedef Texture TextureCubemap;
template<class T> class Plane;
typedef vectorImpl<Plane<F32> > PlaneList;
///FWD DECLARE STRUCTS
class RenderStateBlockDescriptor;

///Renderer Programming Interface
class RenderAPIWrapper {
public: //RenderAPIWrapper global

protected:
	RenderAPIWrapper() : _apiId(GFX_RENDER_API_PLACEHOLDER),
		                 _apiVersionId(GFX_RENDER_API_VER_PLACEHOLDER),
					     _GPUVendor(GPU_VENDOR_PLACEHOLDER)
    {
    }

    friend class GFXDevice;

	inline void setId(const RenderAPI& apiId)                       {_apiId = apiId;}
	inline void setVersionId(const RenderAPIVersion& apiVersionId)  {_apiVersionId = apiVersionId;}
	inline void setGPUVendor(const GPUVendor& gpuvendor)            {_GPUVendor = gpuvendor;}

	inline const RenderAPI&        getId()        const { return _apiId;}
	inline const RenderAPIVersion& getVersionId() const { return _apiVersionId;}
	inline const GPUVendor&        getGPUVendor() const { return _GPUVendor;}

	/*Application display frame*/
	///Clear buffers, set default states, etc
	virtual void beginFrame() = 0;
	///Clear shaders, restore active texture units, etc
	virtual void endFrame() = 0;
	///Clear buffers,shaders, etc.
	virtual void flush() = 0;

	virtual void lookAt(const mat4<F32>& viewMatrix, const vec3<F32>& viewDirection) = 0;
	virtual void lookAt(const vec3<F32>& eye, const vec3<F32>& target, const vec3<F32>& up) = 0;

	virtual void idle() = 0;
	virtual void getMatrix(const MATRIX_MODE& mode, mat4<F32>& mat) = 0;
    virtual void getMatrix(const EXTENDED_MATRIX& mode, mat4<F32>& mat) = 0;
    virtual void getMatrix(const EXTENDED_MATRIX& mode, mat3<F32>& mat) = 0;

	///Change the resolution and reshape all graphics data
	virtual void changeResolution(U16 w, U16 h) = 0;
	///Change the window's position
	virtual void setWindowPos(U16 w, U16 h) const = 0;
	///Platform specific cursor manipulation. Set's the cursor's location to the specified X and Y relative to the edge of the window
	virtual void setMousePosition(D32 x, D32 y) const = 0;
	virtual FrameBufferObject*  newFBO(const FBOType& type = FBO_2D_COLOR) = 0;
	virtual VertexBufferObject* newVBO(const PrimitiveType& type = TRIANGLES) = 0;
	virtual PixelBufferObject*  newPBO(const PBOType& type = PBO_TEXTURE_2D) = 0;
	virtual Texture2D*          newTexture2D(const bool flipped = false) = 0;
	virtual TextureCubemap*     newTextureCubemap(const bool flipped = false) = 0;
	virtual ShaderProgram*      newShaderProgram(const bool optimise = false) = 0;
	virtual Shader*             newShader(const std::string& name,const ShaderType& type,const bool optimise = false) = 0;
	virtual bool                initShaders() = 0;
    virtual bool                deInitShaders() = 0;

	virtual I8   initHardware(const vec2<U16>& resolution, I32 argc, char **argv) = 0;
	virtual void exitRenderLoop(const bool killCommand = false) = 0;
	virtual void closeRenderingApi() = 0;
	virtual void initDevice(U32 targetFrameRate) = 0;

	/*State Matrix Manipulation*/
	virtual void setOrthoProjection(const vec4<F32>& rect, const vec2<F32>& planes) = 0;
	virtual void setPerspectiveProjection(F32 FoV,F32 aspectRatio, const vec2<F32>& planes) = 0;
    //push-pop our rendering matrices and set the current matrix to whatever "setCurrentMatrix" is
    virtual void lockMatrices(const MATRIX_MODE& setCurrentMatrix, bool lockView , bool lockProjection) = 0;
	virtual void releaseMatrices(const MATRIX_MODE& setCurrentMatrix, bool releaseView, bool releaseProjection) = 0;
	/*State Matrix Manipulation*/

	virtual void toggle2D(bool _2D) = 0;
    virtual void drawText(const std::string& text, const I32 width, const std::string& fontName, const F32 fontSize) = 0;
	virtual void drawText(const std::string& text,  const I32 width, const vec2<I32> position, const std::string& fontName, const F32 fontSize) = 0;

	/*Object viewing*/
	virtual void renderInViewport(const vec4<U32>& rect, boost::function0<void> callback) = 0;
	virtual void setAnaglyphFrustum(F32 camIOD, bool rightFrustum = false) = 0;
	virtual void updateClipPlanes() = 0;
	/*Object viewing*/

	/*Primitives Rendering*/
	virtual void drawBox3D(const vec3<F32>& min,const vec3<F32>& max, const mat4<F32>& globalOffset) = 0;
	virtual void drawLines(const vectorImpl<vec3<F32> >& pointsA,
						   const vectorImpl<vec3<F32> >& pointsB,
						   const vectorImpl<vec4<U8> >& colors,
						   const mat4<F32>& globalOffset,
						   const bool orthoMode = false,
						   const bool disableDepth = false) = 0;
	///Render bounding boxes, skeletons, axis etc.
	virtual void debugDraw() = 0;
	/*Primitives Rendering*/
    /*Immediate Mode Emmlation*/
    virtual IMPrimitive* createPrimitive(bool allowPrimitiveRecycle = true) = 0;
    /*Immediate Mode Emmlation*/

	/*Mesh Rendering*/
	///Render a specific object with a specific transform and/or transforms for instanced meshes
	virtual void renderInstance(RenderInstance* const instance) = 0;
	///Render a single vbo with the specified transformation (THIS DOES NOT CALL ENABLE/DISABLE for you! - note: OGL does call Enable if needed to avoid crashes)
	virtual void renderBuffer(VertexBufferObject* const vbo, Transform* const vboTransform = NULL) = 0;
	/*Mesh Rendering*/

	/*Light Management*/
	virtual void setLight(Light* const light) = 0;
	/*Light Management*/
	virtual void Screenshot(char *filename, const vec4<F32>& rect) = 0;
	virtual ~RenderAPIWrapper(){};
    virtual bool loadInContext(const CurrentContext& context, boost::function0<void> callback) = 0;

public: //RenderAPIWrapper global

#if defined( OS_WINDOWS )
	virtual HWND getHWND() {return _hwnd;}
#elif defined( OS_APPLE ) // Apple OS X
	??
#else //Linux
	virtual Display* getDisplay() {return _dpy;}
	virtual GLXDrawable getDrawSurface() {return _drawable;}
#endif
	virtual void updateStateInternal(RenderStateBlock* block, bool force = false) = 0;
	virtual RenderStateBlock* newRenderStateBlock(const RenderStateBlockDescriptor& descriptor) = 0;

private:
	RenderAPI        _apiId;
	GPUVendor        _GPUVendor;
	RenderAPIVersion _apiVersionId;

protected:
#if defined( OS_WINDOWS )
	HWND _hwnd;
	HDC  _hdc ;
#elif defined( OS_APPLE ) // Apple OS X
	??
#else //Linux
	Display* _dpy;
	GLXDrawable _drawable;
#endif
};

#endif

Commits for Divide-Framework/trunk/Source Code/Hardware/Video/Headers/RenderAPIWrapper.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]]

156 Diff Diff k1ngp1n picture k1ngp1n Thu 04 Jul, 2013 21:50:54 +0000

[Ionut] [[BR]]
- More work on Navigation Mesh creation [[BR]]
- IMEmulation primitives were not recycled properly (old, unused primitives were saved, new ones were deleted and recreated – behavior reversed ) [[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]]

153 Diff Diff k1ngp1n picture k1ngp1n Fri 21 Jun, 2013 14:06:55 +0000

[Ionut] [[BR]]
- Small fix to resolution changing system [[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]]

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]]

123 k1ngp1n picture k1ngp1n Tue 12 Jun, 2012 16:52:41 +0000

[Ionut] [[BR]]
-Split FBO’s in 3: RenderToTexture, RenderToDepth and RenderToDeferred (experimental) [[BR]]