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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 _WRAPPER_GL_H_
#define _WRAPPER_GL_H_

#include "core.h"
#include "glResources.h"
#include "Hardware/Video/Headers/RenderAPIWrapper.h"
#include "Hardware/Video/Headers/ImmediateModeEmulation.h"
#include "Hardware/Video/OpenGL/Shaders/Headers/glShaderProgram.h"
#include "Hardware/Video/OpenGL/Shaders/Headers/glShader.h"
#include "Hardware/Video/OpenGL/Textures/Headers/glTexture.h"
#include "Hardware/Video/OpenGL/Headers/glEnumTable.h"
#include <boost/lockfree/spsc_queue.hpp>

class Text3D;
class FTFont;
class FTPoint;
class glIMPrimitive;
class glUniformBufferObject;
class glRenderStateBlock;

struct glslopt_ctx;

///Ugliest hack in the book, but it's needed for "deferred" immediate mode
typedef struct
{
  F32 mat[16];
} OffsetMatrix;

DEFINE_SINGLETON_EXT1(GL_API,RenderAPIWrapper)
	typedef Unordered_map<std::string, SceneGraphNode*> sceneGraphMap;
	typedef void (*callback)();	void glCommand(callback f){f();}

private:

	GL_API() : RenderAPIWrapper(),
			   _currentGLRenderStateBlock(NULL),
			   _state2DRendering(NULL),
               _defaultStateNoDepth(NULL),
			   _useMSAA(false),
               _2DRendering(false),
			   _msaaSamples(0),
			   _prevWidthNode(0),
			   _prevWidthString(0),
			   _prevSizeNode(0),
			   _prevSizeString(0)
	{
	}

	void exitRenderLoop(const bool killCommand = false);

	GLbyte initHardware(const vec2<GLushort>& resolution, I32 argc, char **argv);
	void closeRenderingApi();
	void initDevice(GLuint targetFrameRate);
	inline void changeResolution(GLushort w, GLushort h) {changeResolutionInternal(w,h);}
	///Change the window's position
	void setWindowPos(U16 w, U16 h) const;
	void setMousePosition(D32 x, D32 y) const;

	void lookAt(const vec3<F32>& eye, const vec3<F32>& target, const vec3<F32>& up);

	inline void lookAt(const mat4<F32>& viewMatrix, const vec3<F32>& viewDirection) {
		Divide::GL::_LookAt(viewMatrix.mat, viewDirection);
	}

	void beginFrame();
	void endFrame();
	void idle();
	void flush();
    void clearStates(const bool skipShader,const bool skipTextures,const bool skipBuffers, const bool forceAll);
    void getMatrix(const MATRIX_MODE& mode,     mat4<GLfloat>& mat);
    void getMatrix(const EXTENDED_MATRIX& mode, mat4<GLfloat>& mat);
    void getMatrix(const EXTENDED_MATRIX& mode, mat3<GLfloat>& mat);

	FrameBufferObject*  newFBO(const FBOType& type);
	VertexBufferObject* newVBO(const PrimitiveType& type);
	PixelBufferObject*  newPBO(const PBOType& type);

	inline Texture2D*          newTexture2D(const bool flipped = false)                   {return New glTexture(glTextureTypeTable[TEXTURE_2D],flipped);}
	inline TextureCubemap*     newTextureCubemap(const bool flipped = false)              {return New glTexture(glTextureTypeTable[TEXTURE_CUBE_MAP],flipped);}
	inline ShaderProgram*      newShaderProgram(const bool optimise = false)              {return New glShaderProgram(optimise); }

	inline Shader*             newShader(const std::string& name,const ShaderType& type, const bool optimise = false)  {return New glShader(name,type,optimise); }
           bool                initShaders();
           bool                deInitShaders();

	void lockMatrices(const MATRIX_MODE& setCurrentMatrix = VIEW_MATRIX, bool lockView = true, bool lockProjection = true);
	void releaseMatrices(const MATRIX_MODE& setCurrentMatrix = VIEW_MATRIX, bool releaseView = true, bool releaseProjection = true);

	void setOrthoProjection(const vec4<GLfloat>& rect, const vec2<GLfloat>& planes);
	void setPerspectiveProjection(GLfloat FoV,GLfloat aspectRatio, const vec2<GLfloat>& planes);
	void setAnaglyphFrustum(F32 camIOD, bool rightFrustum = false);
	void updateClipPlanes();

	void toggle2D(bool state);

	void debugDraw();
    void drawText(const std::string& text, const I32 width, const std::string& fontName, const F32 fontSize);
	void drawText(const std::string& text, const I32 width, const vec2<I32> position, const std::string& fontName, const F32 fontSize);
	void drawBox3D(const vec3<GLfloat>& min,const vec3<GLfloat>& max, const mat4<GLfloat>& globalOffset);
	void drawLines(const vectorImpl<vec3<GLfloat> >& pointsA,
				   const vectorImpl<vec3<GLfloat> >& pointsB,
				   const vectorImpl<vec4<GLubyte> >& colors,
				   const mat4<GLfloat>& globalOffset,
				   const bool orthoMode = false,
				   const bool disableDepth = false);

    /*immediate mode emmlation*/
    IMPrimitive* createPrimitive(bool allowPrimitiveRecycle = true);
    /*immediate mode emmlation end*/

	void renderInViewport(const vec4<GLuint>& rect, boost::function0<GLvoid> callback);

	void renderInstance(RenderInstance* const instance);
	void renderBuffer(VertexBufferObject* const vbo, Transform* const vboTransform = NULL);

	void setLight(Light* const light);

	void Screenshot(char *filename, const vec4<GLfloat>& rect);

	RenderStateBlock* newRenderStateBlock(const RenderStateBlockDescriptor& descriptor);
	void updateStateInternal(RenderStateBlock* block, bool force = false);

    bool loadInContext(const CurrentContext& context, boost::function0<GLvoid> callback);

protected:
	friend class glVertexArrayObject;
	inline static glShaderProgram* getActiveProgram()  {return _activeShaderProgram;}
    inline static GLuint getActiveVAOId()              {return _activeVAOId;}

protected:
    friend class glFrameBufferObject;
    friend class glDeferredBufferObject;
           static void restoreViewport();
		   static vec4<U32> setViewport(const vec4<U32>& viewport ,bool force = false);
		   static void clearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a, bool force = false);
		   inline static void clearColor(const vec4<F32>& color,bool force = false) {
			   clearColor(color.r,color.g,color.b,color.a,force);
		   }
protected:
    friend class glShader;
    friend class glShaderProgram;
    inline static glslopt_ctx* getGLSLOptContext()                    {return _GLSLOptContex;}
	inline        glUniformBufferObject* getUBO(const UBO_NAME& name) {return _uniformBufferObjects[name]; }

protected:
	friend class glSamplerObject;
	inline static GLuint getActiveTextureUnit() {return _activeTextureUnit;}

public:

    static void setActiveTextureUnit(GLuint unit,const bool force = false);
    static void setActiveVAO(GLuint id,const bool force = false);
	static void setActiveProgram(glShaderProgram* const program,const bool force = false);
		   void updateProjectionMatrix();
		   void updateViewMatrix();
private:
	GLFWvidmode _modes[20];
	void loadInContextInternal();
	boost::lockfree::spsc_queue<boost::function0<GLvoid>, boost::lockfree::capacity<10> > _loadQueue;
	boost::thread *_loaderThread;
	boost::atomic_bool _closeLoadingThread;

    FTFont* getFont(const std::string& fontName);
	glIMPrimitive* getOrCreateIMPrimitive(bool allowPrimitiveRecycle = true);
	///Used for rendering skeletons
	void setupLineState(const OffsetMatrix& mat, RenderStateBlock* const drawState,const bool ortho);
	void releaseLineState(const bool ortho);
    void drawDebugAxisInternal();
	void setupLineStateViewPort(const OffsetMatrix& mat);
	void releaseLineStateViewPort();
	void changeResolutionInternal(U16 w, U16 h);

private: //OpenGL specific:

	///Text Rendering
	///The previous plain text string's relative position on screen
	FTPoint* _prevPointString;
	///The previous Text3D node's font face size
	F32 _prevSizeNode;
	///The previous plain text string's font face size
	F32 _prevSizeString;
	///The previous Text3D node's line width
	F32 _prevWidthNode;
	///The previous plain text string's line width
	F32 _prevWidthString;
	///Window management:
	vec2<GLushort> _cachedResolution; ///<Current window resolution
	//Render state specific:
	glRenderStateBlock*   _currentGLRenderStateBlock; //<Currently active rendering states used by OpenGL
	RenderStateBlock*     _state2DRendering;    //<Special render state for 2D rendering
	RenderStateBlock*     _defaultStateNoDepth; //<The default render state buth with GL_DEPTH_TEST false
    bool                  _2DRendering;

    vectorImpl<vec3<GLfloat> > _pointsA;
    vectorImpl<vec3<GLfloat> > _pointsB;
    vectorImpl<vec4<GLubyte> > _colors;
	vectorImpl<glUniformBufferObject* > _uniformBufferObjects;
	//Immediate mode emulation
	ShaderProgram*               _imShader;       //<The shader used to render VBO data
	vectorImpl<glIMPrimitive* >  _glimInterfaces; //<The interface that coverts IM calls to VBO data

	///A cache of all fonts used (use a separate map for 3D text
    typedef Unordered_map<std::string , FTFont* > FontCache;
	///2D GUI-like text (bitmap fonts) go in this
	FontCache  _fonts;
	GLuint     _msaaSamples;
	bool       _useMSAA;///<set to falls for FXAA or SMAA

    static glslopt_ctx* _GLSLOptContex;
    static glShaderProgram* _activeShaderProgram;
    static GLuint _activeVAOId;
    static GLuint _activeTextureUnit;
	static vec4<GLfloat> _prevClearColor;

	bool _activeClipPlanes[Config::MAX_CLIP_PLANES];

END_SINGLETON

#endif

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