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#include "Headers/ShadowMap.h"
#include "Headers/CubeShadowMap.h"
#include "Headers/SingleShadowMap.h"
#include "Core/Headers/ParamHandler.h"
#include "Headers/ParallelSplitShadowMaps.h"
#include "Rendering/Lighting/Headers/Light.h"
#include "Hardware/Video/Buffers/FrameBufferObject/Headers/FrameBufferObject.h"

ShadowMap::ShadowMap(Light* light) : _resolutionFactor(1),
									 _init(false),
									 _isBound(false),
									 _light(light),
									 _par(ParamHandler::getInstance())
{
}

ShadowMap::~ShadowMap()
{
	SAFE_DELETE(_depthMap);
}

ShadowMapInfo::ShadowMapInfo(Light* light) : _light(light),
											 _shadowMap(NULL)
{
     _resolution = 1024;
	 _numSplits = 3;
}

ShadowMapInfo::~ShadowMapInfo(){
	SAFE_DELETE(_shadowMap);
}

ShadowMap* ShadowMapInfo::getOrCreateShadowMap(const SceneRenderState& renderState){
	if(_shadowMap) return _shadowMap;
	if(!_light->castsShadows()) return NULL;
	switch(_light->getLightType()){
	case LIGHT_TYPE_POINT:
		_shadowMap = New CubeShadowMap(_light);
		break;
	case LIGHT_TYPE_DIRECTIONAL:
		_shadowMap = New PSShadowMaps(_light);
		break;
	case LIGHT_TYPE_SPOT:
		_shadowMap = New SingleShadowMap(_light);
		break;
	default:
		break;
	};
	_shadowMap->resolution(_resolution, renderState);
	return _shadowMap;
}

bool ShadowMap::Bind(U8 offset){
	if(_isBound) 
		return false;

	_isBound = true;

	if(_depthMap)
		_depthMap->Bind(offset);
	
	return true;
}

bool ShadowMap::Unbind(U8 offset){
	if(!_isBound)
		return false;

	if(_depthMap)
		_depthMap->Unbind(offset);
	
	_isBound = false;
	return true;
}

U16  ShadowMap::resolution(){
	return _depthMap->getWidth();
}

Commits for Divide-Framework/trunk/Source Code/Rendering/Lighting/ShadowMapping/ShadowMap.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]]

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]]