Subversion Repository Public Repository

Divide-Framework

This repository has no backups
This repository's network speed is throttled to 100KB/sec

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
#include "Headers/ShaderManager.h"
#include "Core/Resources/Headers/ResourceCache.h"
#include "Hardware/Video/Shaders/Headers/Shader.h"
#include "Hardware/Video/Headers/GFXDevice.h"

ShaderManager::ShaderManager() : _nullShader(NULL), _init(false)
{
}

ShaderManager::~ShaderManager()
{
}

void ShaderManager::Destroy() {
    GFX_DEVICE.deInitShaders();
    RemoveResource(_nullShader);
}

bool ShaderManager::init(){
    if(_init){
        ERROR_FN(Locale::get("WARNING_SHADER_MANAGER_DOUBLE_INIT"));
    }
    _init = GFX_DEVICE.initShaders();
    return _init;
}

void ShaderManager::unregisterShaderProgram(const std::string& name){
	ShaderProgramMap::iterator it = _shaderPrograms.find(name);
	if(it != _shaderPrograms.end()){
		_shaderPrograms.erase(it);
	}else{
		ERROR_FN(Locale::get("ERROR_SHADER_REMOVE_NOT_FOUND"),name.c_str());
	}
}

void ShaderManager::registerShaderProgram(const std::string& name, ShaderProgram* const shaderProgram){
	if(_shaderPrograms.find(name) != _shaderPrograms.end()){
		SAFE_UPDATE(_shaderPrograms[name], shaderProgram);
	}else{
		_shaderPrograms.insert(std::make_pair(name,shaderProgram));
	}
}

U8 ShaderManager::tick(const U32 deltaTime){
	for_each(ShaderProgramMap::value_type& it, _shaderPrograms){
		std::string name = it.first;
        if(it.second->tick(deltaTime) == 0)	return 0;//+ Error
    }
	return 1;
}

U8 ShaderManager::idle(){
	if(_recompileQueue.empty()) return 0;
	_recompileQueue.top()->recompile(true,true,true,true);
	_recompileQueue.pop();
	return 1;
}

void ShaderManager::refresh(){
	for_each(ShaderProgramMap::value_type& it, _shaderPrograms){
        it.second->refresh();
    }
}

char* ShaderManager::shaderFileRead(const std::string &atomName, const std::string& location){
	AtomMap::iterator it = _atoms.find(atomName);
	if(it != _atoms.end()){
		return (char*)(it->second);
	}

	if(location.empty()){
		return NULL;
	}

	std::string file = location+"/"+atomName;
	FILE *fp = NULL;
	fopen_s(&fp,file.c_str(),"r");

	char *content = NULL;

	if (fp != NULL) {
      fseek(fp, 0, SEEK_END);
      I32 count = ftell(fp);
      rewind(fp);

			if (count > 0) {
				content = New char[count+1];
				count = fread(content,sizeof(char),count,fp);
				content[count] = '\0';
			}
			fclose(fp);
		_atoms.insert(std::make_pair(atomName,content));
	}

	return content;
}

I8  ShaderManager::shaderFileWrite(char *atomName, const char *s){
	FILE *fp = NULL;
	I8 status = 0;

	if (atomName != NULL) {
		fopen_s(&fp,atomName,"w");

		if (fp != NULL) {
			if (fwrite(s,sizeof(char),strlen(s),fp) == strlen(s))
				status = 1;
			fclose(fp);
		}
	}
	return(status);
}

void ShaderManager::removeShader(Shader* s){
	std::string name = s->getName();
	ShaderMap::iterator it = _shaderNameMap.find(name);
	if(it != _shaderNameMap.end()){
		if(s->SubRef()){
			SAFE_DELETE(it->second);
			_shaderNameMap.erase(name);
		}
	}
}

Shader* ShaderManager::findShader(const std::string& name,const bool recompile){
	ShaderMap::iterator it = _shaderNameMap.find(name);
	if(it != _shaderNameMap.end()){
		if(!recompile){
			it->second->AddRef();//<We don't need a ref count increase if we just recompile the shader
			D_PRINT_FN(Locale::get("SHADER_MANAGER_GET_SHADER_INC"),name.c_str(), it->second->getRefCount());
		}
		return it->second;
	}
	return NULL;
}

Shader* ShaderManager::loadShader(const std::string& name, const std::string& source,const ShaderType& type,const bool recompile){
	Shader* shader = findShader(name,recompile);

	if(!recompile){
		if(shader != NULL) return shader;
		
		shader = GFX_DEVICE.newShader(name, type);
	}

	if(!shader->load(source)){
		SAFE_DELETE(shader);
	}else{
        if(recompile) _shaderNameMap[name] = shader;
        else _shaderNameMap.insert(std::make_pair(name,shader));
	}

	return shader;
}

bool ShaderManager::recompileShaderProgram(const std::string& name) {
	bool state = false;
	for_each(ShaderProgramMap::value_type& it, _shaderPrograms){
		const std::string& shaderName = it.second->getName();
		if(shaderName.find(name) != std::string::npos || shaderName.compare(name) == 0){
			_recompileQueue.push(it.second);
			state = true;
		}
    }
	if(!state) ERROR_FN(Locale::get("ERROR_SHADER_RECOMPILE_NOT_FOUND"),name.c_str());
	return state;
}

bool ShaderManager::unbind(){
	if(!_nullShader){
		_nullShader = CreateResource<ShaderProgram>(ResourceDescriptor("NULL_SHADER"));
		///the null shader should never be NULL!!!!
		assert(_nullShader != NULL); //LoL -Ionut
	}
	//Should use program 0 and set previous shader ID to 0 as well
	_nullShader->bind();
	return true;
}

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

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]]

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]]

122 Diff Diff 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]]

121 Diff Diff k1ngp1n picture k1ngp1n Sun 10 Jun, 2012 16:40:45 +0000

[Ionut] [[BR]]
-Added basic localization support [[BR]]
-Added cross-platform INI parsing [[BR]]
-Moved ReCast+Detour to LIBS folder [[BR]]

116 Diff Diff k1ngp1n picture k1ngp1n Mon 04 Jun, 2012 22:27:07 +0000

[Ionut] [[BR]]
-Removed now useless “BaseCache” class as a simple unordered_map in each manager-type class is all that’s needed [[BR]]
-Moved loading responsibility from each Resource implementation to each "ImplResourceLoader<T>" class (defaults via macro’s are available for convenience) [[BR]]
--Resources now have a “setInitialData” method for setting post-load values [[BR]]
--Also added a loader for Particle Emitters [[BR]]
-Added a new class, “HardwareResource” (for textures, shaders, etc) that needs special loading routines to facilitate future multi-threaded asset streaming [[BR]]
--HardwareResource’s have a “generateHWResource” that should be called after threaded loading routines join with main thread [[BR]]
-Renamed “Guardian” class to “Kernel” as that’s what it’s new responsibility will be in future revisions [[BR]]
-Added the “threadpool” library from here: http://threadpool.sourceforge.net/ (not used yet) [[BR]]
-Added some more macro’s and cleanups [[BR]]

115 Diff Diff k1ngp1n picture k1ngp1n Sat 02 Jun, 2012 19:25:51 +0000

[Ionut] [[BR]]
-Resource’s should NOT keep track of their ref counts as they are not the only objects that need reference counting [[BR]]
--Moved all ref counting elements to a new super class “TrackObject” [[BR]]
--Removed hackish “createCopy” / “removeCopy” methods and use dependency map instead (registered via macros) [[BR}}
-Added a basic smart pointer implementation that uses TrackObject, but the pointer is not used itself yet [[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]]

111 k1ngp1n picture k1ngp1n Tue 08 May, 2012 21:49:31 +0000

[Ionut] [[BR]]
-Added animation support based on Scott Lee’s animation loader library added a few revision’s back [[BR]]
--Added cached skeleton rendering to the library [[BR]]
--Added cached AABB transformations based on current animation frame [[BR]]
--Scene animators are added per submesh and only processed if said submesh is visible and only in the rendering stage: FINAL_STAGE [[BR]]
[[BR]]
-Added support for shader-based VBO data upload (glVertexAttribPointer) with full backwards compatibility to old method (glTexCoordPointer)[[BR]]
-Added support for Index Buffer Object (improper name) indice upload for VBO’s with full backwards compatibility to old method [[BR]]
-Reworked coordination class to better handle AIEntity teams [[BR]]
-Added “updateSceneState(currentTime)” callback that is called once per frame (used for animation update)[[BR]]
-Added “initializeAI/deinitializeAI” scene callbacks for AI creation/destruction [[BR]]
-Templatized the Quaternion class [[BR]]
-Added a “drawLines” subroutine to the rendering api[[BR]]
-Disabled tree loading in MainScene as current ASSIMP implementation is slow. Will be restored after backing and loading models to own format is added in next revision [[BR]]
-Other various small performance tweaks [[BR]]