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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 _SHADER_HANDLER_H_
#define _SHADER_HANDLER_H_

#include "Utility/Headers/Vector.h"
#include "Core/Resources/Headers/HardwareResource.h"

class Shader;
enum ShaderType;
enum MATRIX_MODE;

class ShaderProgram : public HardwareResource {
public:
	virtual ~ShaderProgram();

	virtual void bind();
	virtual void unbind(bool resetActiveProgram = true);
	virtual U8   tick(const U32 deltaTime);

	///Attributes
	virtual void Attribute(const std::string& ext, D32 value) = 0;
	virtual void Attribute(const std::string& ext, F32 value) = 0 ;
	virtual void Attribute(const std::string& ext, const vec2<F32>& value) = 0;
	virtual void Attribute(const std::string& ext, const vec3<F32>& value) = 0;
	virtual void Attribute(const std::string& ext, const vec4<F32>& value) = 0;
	///Uniforms
    virtual void Uniform(const std::string& ext, U32 value) = 0;
	virtual void Uniform(const std::string& ext, I32 value) = 0;
	virtual void Uniform(const std::string& ext, F32 value) = 0 ;
	virtual void Uniform(const std::string& ext, const vec2<F32>& value) = 0;
	virtual void Uniform(const std::string& ext, const vec2<I32>& value) = 0;
	virtual void Uniform(const std::string& ext, const vec2<U16>& value) = 0;
	virtual void Uniform(const std::string& ext, const vec3<F32>& value) = 0;
	virtual void Uniform(const std::string& ext, const vec4<F32>& value) = 0;
	virtual void Uniform(const std::string& ext, const mat3<F32>& value, bool rowMajor = false) = 0;
	virtual void Uniform(const std::string& ext, const mat4<F32>& value, bool rowMajor = false) = 0;
	virtual void Uniform(const std::string& ext, const vectorImpl<I32 >& values) = 0;
	virtual void Uniform(const std::string& ext, const vectorImpl<F32 >& values) = 0;
	virtual void Uniform(const std::string& ext, const vectorImpl<vec2<F32> >& values) = 0;
	virtual void Uniform(const std::string& ext, const vectorImpl<vec3<F32> >& values) = 0;
	virtual void Uniform(const std::string& ext, const vectorImpl<vec4<F32> >& values) = 0;
	virtual void Uniform(const std::string& ext, const vectorImpl<mat4<F32> >& values, bool rowMajor = false) = 0;
	///Uniform Texture
	virtual void UniformTexture(const std::string& ext, U16 slot) = 0;
	virtual I32  getAttributeLocation(const std::string& name) = 0;
	virtual I32  getUniformLocation(const std::string& name) = 0;
	virtual void attachShader(Shader* const shader,const bool refresh = false) = 0;
	virtual void detachShader(Shader* const shader) = 0;
	///ShaderProgram object id (i.e.: for OGL _shaderProgramId = glCreateProgram())
	inline U32  getId()   const { return _shaderProgramId; }
	///Currently active
	inline bool isBound() const {return _bound;}

	//calling recompile will re-create the marked shaders from source files and update them in the ShaderManager if needed
           void recompile(const bool vertex, const bool fragment, const bool geometry = false, const bool tessellation = false);
	//calling refresh will force an update on default shader uniforms
		   void refresh() {_dirty = true;}
	//add global shader defines
	inline void addShaderDefine(const std::string& define) {_definesList.push_back(define);}
           void removeShaderDefine(const std::string& define);
	//add either fragment or vertex uniforms (without the "uniform" word. e.g. addShaderUniform("vec3 eyePos", VERTEX_SHADER);)
		   void addShaderUniform(const std::string& uniform, const ShaderType& type);
		   void removeUniform(const std::string& uniform, const ShaderType& type);

    inline void setShaderMask(const P32 mask) {
        _useVertex       = (mask.b.b0 == 1);
        _useFragment     = (mask.b.b1 == 1);
        _useGeometry     = (mask.b.b2 == 1);
        _useTessellation = (mask.b.b3 == 1);
        _compiled = false;
    }

	void uploadModelMatrices();

    void setMatrixMask(const bool uploadNormals = true,
                       const bool uploadModel = true,
                       const bool uploadModelView = true,
                       const bool uploadModelViewProjection = true);

protected:
    friend class ShaderManager;
	vectorImpl<Shader* > getShaders(const ShaderType& type) const;

protected:

	ShaderProgram(const bool optimise = false);
	void threadedLoad(const std::string& name);

	virtual void validate() = 0;
	virtual void link() = 0;
	template<typename T>
	friend class ImplResourceLoader;
	virtual bool generateHWResource(const std::string& name);
    void updateMatrices();

protected:
    bool _useTessellation;
    bool _useGeometry;
    bool _useFragment;
    bool _useVertex;
    bool _refreshVert;
    bool _refreshFrag;
    bool _refreshGeom;
    bool _refreshTess;
    bool _optimise;
	bool _dirty;
	bool _wasBound;
	boost::atomic_bool _bound;
	boost::atomic_bool _compiled;
	U32 _shaderProgramId; //<not thread-safe. Make sure assignment is protected with a mutex or something
	I32 _maxCombinedTextureUnits;
    /**Skip or include certain matrices. Can change at any time:
    /*b0 = normal_matrix
    /*b1 = model_matrix
    /*b2 = model_view_matrix
    /*b3 = model_view_projection*/
    P32 _matrixMask;
	///A list of preprocessor defines
	vectorImpl<std::string > _definesList;
	///A list of vertex shader uniforms
	vectorImpl<std::string > _vertUniforms;
	///A list of fragment shader uniforms
	vectorImpl<std::string > _fragUniforms;
	///ID<->shaders pair
	typedef Unordered_map<U32, Shader* > ShaderIdMap;
	ShaderIdMap _shaderIdMap;
	///cached clipping planes
	vectorImpl<vec4<F32> > _clipPlanes;
	///cached clippin planes' states
	vectorImpl<I32 >       _clipPlanesStates;
private:
	///Small hack to avoid stack allocations 
	mat4<F32> _cachedMatrix;
	mat3<F32> _cachedNormalMatrix;
};

#endif

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

155 Diff Diff k1ngp1n picture k1ngp1n Thu 27 Jun, 2013 15:02:43 +0000

[Ionut] [[BR]]
- Small matrix stack optimization [[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]]

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]]

122 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]]