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#include "Headers/glMSTextureBufferObject.h"

#include "core.h"
#include "Core/Headers/ParamHandler.h"
#include "Hardware/Video/OpenGL/Headers/glResources.h"
#include "Hardware/Video/Headers/GFXDevice.h"

glMSTextureBufferObject::glMSTextureBufferObject() : glFrameBufferObject(FBO_2D_COLOR_MS),
													 _msaaBufferResolver(0),
													 _colorBufferHandle(0)
{
	_msaaSamples = ParamHandler::getInstance().getParam<U8>("rendering.FSAAsamples",2);
	_textureType = GL_TEXTURE_2D;
}

bool glMSTextureBufferObject::Create(GLushort width, GLushort height, GLubyte imageLayers){
	if(!_attachementDirty[TextureDescriptor::Color0])
		return true;

	D_PRINT_FN(Locale::get("GL_FBO_GEN_COLOR_MS"),width,height);
	Destroy();
	TextureDescriptor texDescriptor = _attachement[TextureDescriptor::Color0];
	const SamplerDescriptor& sampler = texDescriptor.getSampler();
	///And get the image formats and data type
	if(_textureType != glTextureTypeTable[texDescriptor._type]){
		ERROR_FN(Locale::get("ERROR_FBO_ATTACHEMENT_DIFFERENT"), (I32)TextureDescriptor::Color0);
	}

	if(_msaaBufferResolver <= 0){
		// create a new fbo with multisampled color and depth attachements
		GLCheck(glGenFramebuffers(1, &_msaaBufferResolver));
		GLCheck(glBindFramebuffer(GL_FRAMEBUFFER, _msaaBufferResolver));
	}

	GLenum format = glImageFormatTable[texDescriptor._format];
	GLenum internalFormat = glImageFormatTable[texDescriptor._internalFormat];
	GLenum dataType = glDataFormat[texDescriptor._dataType];

	_width = width;
	_height = height;
	_useDepthBuffer = true;

	GLCheck(glGenTextures(1, &_textureId[0]));
	GLCheck(glBindTexture(_textureType, _textureId[0]));

	///General texture parameters for either color or depth
	if(sampler.generateMipMaps()){
		///(depth doesn't need mipmaps, but no need for another "if" to complicate things)
		GLCheck(glTexParameteri(_textureType, GL_TEXTURE_BASE_LEVEL, texDescriptor._mipMinLevel));
		GLCheck(glTexParameteri(_textureType, GL_TEXTURE_MAX_LEVEL,  texDescriptor._mipMaxLevel));
	}
	GLCheck(glTexParameterf(_textureType, GL_TEXTURE_MAG_FILTER, glTextureFilterTable[sampler.magFilter()]));
	GLCheck(glTexParameterf(_textureType, GL_TEXTURE_MIN_FILTER, glTextureFilterTable[sampler.minFilter()]));
	GLCheck(glTexParameterf(_textureType, GL_TEXTURE_WRAP_S,     glWrapTable[sampler.wrapU()]));
	GLCheck(glTexParameterf(_textureType, GL_TEXTURE_WRAP_T,     glWrapTable[sampler.wrapV()]));

	GLCheck(glTexImage2D(_textureType,
						 0,
						 internalFormat,
						_width,
						_height,
						0,
						format,
						dataType,
						NULL));

	//create a resolver buffer for rendering
	GLCheck(glGenFramebuffers(1, &_msaaBufferResolver));
	GLCheck(glBindFramebuffer(GL_FRAMEBUFFER, _msaaBufferResolver));
	GLCheck(glFramebufferTexture2D(GL_FRAMEBUFFER,
	                               GL_COLOR_ATTACHMENT0,
								   _textureType,
								   _textureId[TextureDescriptor::Color0],
								   0));

	GLCheck(glBindTexture(_textureType, 0));

   // create a new fbo with multisampled color and depth attachements
	GLCheck(glGenFramebuffers(1, &_frameBufferHandle));
	GLCheck(glBindFramebuffer(GL_FRAMEBUFFER, _frameBufferHandle));

	GLCheck(glGenRenderbuffers(1, &_colorBufferHandle));
    GLCheck(glBindRenderbuffer(GL_RENDERBUFFER, _colorBufferHandle));
    GLCheck(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaaSamples, internalFormat, _width, _height));

    GLCheck(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorBufferHandle));

    if(_useDepthBuffer){
        // Create the multisample depth render buffer image and attach it to the second FBO.
        GLCheck(glGenRenderbuffers(1, &_depthBufferHandle));
        GLCheck(glBindRenderbuffer(GL_RENDERBUFFER, _depthBufferHandle));
        GLCheck(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaaSamples, GL_DEPTH_COMPONENT, _width, _height));
        GLCheck(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthBufferHandle));
        GLCheck(glBindRenderbuffer(GL_RENDERBUFFER,0));
    }

	checkStatus();
	GLCheck(glBindFramebuffer(GL_FRAMEBUFFER, 0));
	return true;
}

void glMSTextureBufferObject::Destroy() {
	glFrameBufferObject::Destroy();

	if(_msaaBufferResolver > 0){
		GLCheck(glDeleteFramebuffers(1, &_msaaBufferResolver));
		_msaaBufferResolver = 0;
	}
	if (_colorBufferHandle > 0) {
        GLCheck(glDeleteRenderbuffersEXT(1, &_colorBufferHandle));
        _colorBufferHandle = 0;
    }
}

void glMSTextureBufferObject::End(GLubyte nFace) const {
	assert(nFace<6);
	GLCheck(glBindFramebuffer(GL_READ_FRAMEBUFFER, _frameBufferHandle));
	GLCheck(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _msaaBufferResolver));
	GLCheck(glBlitFramebuffer(0, 0, _width, _height,
				              0, 0, _width, _height,
						      GL_COLOR_BUFFER_BIT, GL_NEAREST));
	GLCheck(glBindFramebuffer(GL_FRAMEBUFFER, 0));
}

Commits for Divide-Framework/trunk/Source Code/Hardware/Video/OpenGL/Buffers/FrameBufferObject/glMSTextureBufferObject.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 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]]