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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 _FRAME_LISTENER_MANAGER_H_
#define _FRAME_LISTENER_MANAGER_H_

#include "core.h"
///Add this include here so that any FrameListner derived class only needs to include the manager
#include "Rendering/Headers/FrameListener.h"

enum FrameEventType{
	FRAME_EVENT_ANY,
	FRAME_EVENT_STARTED,
	FRAME_PRERENDER_START,
	FRAME_PRERENDER_END,
	FRAME_EVENT_PROCESS,
	FRAME_EVENT_ENDED,
};

class FrameListener;
struct FrameEvent;
DEFINE_SINGLETON(FrameListenerManager)

typedef Unordered_map<std::string, FrameListener* > ListenerMap;
typedef vectorImpl<F32> EventTimeMap;

public:
	void registerFrameListener(FrameListener* listener);
	void removeFrameListener(FrameListener* listener);
	void idle();

	bool frameStarted(const FrameEvent& evt);
	bool framePreRenderStarted(const FrameEvent& evt);
	bool framePreRenderEnded(const FrameEvent& evt);
	bool frameRenderingQueued(const FrameEvent& evt);
	bool frameEnded(const FrameEvent& evt);

	void createEvent(FrameEventType type, FrameEvent& evt);

private:
	F32 calculateEventTime(F32 currentTime, FrameEventType type);

private:
	ListenerMap _listeners;
	ListenerMap _removedListeners;
	EventTimeMap _eventTimers[6];

END_SINGLETON

inline void REGISTER_FRAME_LISTENER(FrameListener* listener){
	FrameListenerManager::getInstance().registerFrameListener(listener);
}

#endif

Commits for Divide-Framework/trunk/Source Code/Managers/Headers/FrameListenerManager.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]]

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]]

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]]

114 Diff Diff k1ngp1n picture k1ngp1n Sat 02 Jun, 2012 13:03:01 +0000

[Ionut][[BR]]
-First steps in moving away from a generalized “ResourceManager”: [[BR]]
--Added templated resource loaders (Core\Resources\ConcreteLoaders). Just add a new loader for a new resource type and it’s ready for use [[BR]]
---Next step involves moving loading responsibility from the resource itself to the resource loader that handles it’s creation [[BR]]
--Renamed the ResourceManager to ResourceCache and limited it’s responsibility from general resource operations to a more standard abstract template factory with cache [[BR]]
---Manager base class is renamed to BaseCache as it’s a wrapper for a cache map in essence [[BR]]
---Next step involves adding a ResourceCache per scene (dropping Singleton status) with the possibility of sharing resources between them (to avoid reloading existing resources for a new scene) [[BR]]
-Translated AITenisScene and PingPongScene source code to english [[BR]]

103 Diff Diff k1ngp1n picture k1ngp1n Mon 12 Mar, 2012 19:06:00 +0000

[Ionut] [[BR]]
Features: [[BR]]
-Added a proper RenderState Management system similar to the D3D default one[[BR]]
--All possible states are managed: cull, blend, alpha-blend, color mask, lighting, stencil mask, fill mode etc [[BR]]
--Every material has different states for normal rendering, shadow rendering and reflection rendering [[BR]]
--Nodes are sorted by shader first then by state hash depending on current render stage [[BR]]
--Redundant states are not changed [[BR]]
--Every entity submits it’s desired state before render [[BR]]
--Every state is checked before rendering a VBO or other primitive type[[BR]]
[[BR]]
-Added a Reflector base class used for reflection calculations and updates (useful for water, mirrors, portals etc)[[BR]]
--Reflections are triggered between pre-render and render calls [[BR]]
--Water now derives from Reflector class as well [[BR]]
[[BR]]
-Material now properly calculates if it has transparency or is double sided, setting desired states to handle this feature (cull, blend) [[BR]]
-Added some basic defines or inline template functions to facilitate access to useful classes and methods (hardware devices, resource management, console printing, etc) [[BR]]
-Lights are updated after every camera update[[BR]]
-Added a new FrameListener event triggered after pre-render call is finished (used by reflectors) [[BR]]
-Added a CRC class to compute unique hash values for entities[[BR]]
-Added D3D dummy files [[BR]]
-Removed executables from subversion [[BR]]
Performance: [[BR]]
-Image loading has been improved a bit [[BR]]
-Terrain texel density now varies with LOD level [[BR]]
-Light API specific calls,except position, are set only if values changed[[BR]]
-Specific GUI casting and rendering are the Rendering API’s job now, not the GUI class [[BR]]
-Rendering Queue processing is now more efficient in sorting valid visible nodes and setting appropriate states/materials
[[BR]]
Bug fixes: [[BR]]
-Better drawState checks[[BR]]
-Proper light effects in deferred rendering[[BR]]
-Light dummy now renders properly[[BR]]
-Reworked bounding box computation [[BR]]
[[BR]]
Known bugs: [[BR]]
-Terrain infinite plain still not visible [[BR]]
-Some z-fighting occurs when looking at certain objects from a distance. (looking at another object and back again fixes it) [[BR]]

101 Diff Diff k1ngp1n picture k1ngp1n Wed 07 Mar, 2012 13:56:56 +0000

[Ionut] [[BR]]
-Added GLSL effect-like file support using GLSW [http://prideout.net/blog/?p=11] [[BR]]
-Added GLSL “#include” support. Now shader functions can be define in separate frag/vert files as atoms and included in the glsl effect file [[BR]]
-Added more DoxyGen-comments[[BR]]

100 k1ngp1n picture k1ngp1n Mon 05 Mar, 2012 17:45:11 +0000

[Ionut] [[BR]]
Features: [[BR]]
-Added a physics system interface instead of direct PhysX interaction to allow other physics engines (Bullet, ODE etc) to be easily implemented [[BR]]
--This will aid in Object-Object collisions and character control in future revisions [[BR]]
-Added an Ogre3D inspired FrameListener which now allows Before-frame/during-frame/after-frame event plugins of callbacks [[BR]]
-Added a renderInViewport system to draw elements in a user defined rectangle on screen [[BR]]
--Current uses: shadowmap preview (F10) [[BR]]
-Separated Shaders from ShaderPrograms[[BR]]
--ShaderPrograms can now use multiple Shaders [[BR]]
-Error output is now sent to errors.log[[BR]]
-All SceneNode based elements now have a postDraw calls as well [[BR]]
-A cubemap generating function has been added to the GFXDevice class[[BR]]
-Added debug only print options to the Console class [[BR]]
[[BR]]
Performance: [[BR]]
-All shadows are now filtered by a faster Gaussian 3x3 blur filter [[BR]]
-All renderables are now sorted and rendered by material/front-to-back/back-to-front, depending on case [[BR]]
-RenderQueue now sorts and queue’s translucent and opaque objects separately[[BR]]
-Shader uniforms/attributes are now cached to reduce number of address calls to the GPU[[BR]]
-Shaders are now cached, so that if multiple ShaderPrograms use an already compiled Shader, that Shader is returned from memory instead of creating a new copy[[BR]]
-Shaders are not unbound/rebound except when an objects demands so (vastly improves performance)[[BR]]
-Reduced calls to glEnable[[BR]]
[[BR]]
Bug fixes: [[BR]]
-Preprocessor configurations now work properly [[BR]]
-Video API is now unloaded before destruction [[BR]]
-Manager base class now properly frees memory [[BR]]
-Materials are saved to XML only if they are changed at any point [[BR]]