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#include "Headers/DoFPreRenderOperator.h"

#include "Hardware/Video/Headers/GFXDevice.h"
#include "Core/Resources/Headers/ResourceCache.h"
#include "Geometry/Shapes/Headers/Predefined/Quad3D.h"

DoFPreRenderOperator::DoFPreRenderOperator(Quad3D* target,
										   FrameBufferObject* result,
										   const vec2<U16>& resolution,
										   SamplerDescriptor* const sampler) : PreRenderOperator(DOF_STAGE,target,resolution,sampler),
																	           _outputFBO(result)
{

    TextureDescriptor dofDescriptor(TEXTURE_2D, RGBA,RGBA8,FLOAT_32);
	dofDescriptor.setSampler(*_internalSampler);

	_outputFBO->AddAttachment(dofDescriptor,TextureDescriptor::Color0);
	_outputFBO->Create(_resolution.width, _resolution.height);
	_dofShader = CreateResource<ShaderProgram>(ResourceDescriptor("DepthOfField"));
}

DoFPreRenderOperator::~DoFPreRenderOperator() {
	RemoveResource(_dofShader);
}

void DoFPreRenderOperator::reshape(I32 width, I32 height){
	_outputFBO->Create(width, height);
}

void DoFPreRenderOperator::operation(){
	if(!_enabled || !_renderQuad) return;

	if(_inputFBO.empty() || _inputFBO.size() != 2){
		ERROR_FN(Locale::get("ERROR_DOF_INPUT_FBO"));
	}

	GFXDevice& gfx = GFX_DEVICE;

	gfx.toggle2D(true);
	_outputFBO->Begin();
		_dofShader->bind();
			_inputFBO[0]->Bind(0); ///screenFBO
			_inputFBO[1]->Bind(1); ///depthFBO
			_dofShader->UniformTexture("texScreen", 0);
			_dofShader->UniformTexture("texDepth",1);
		    _renderQuad->setCustomShader(_dofShader);
			gfx.renderInstance(_renderQuad->renderInstance());

			_inputFBO[1]->Unbind(1);
			_inputFBO[0]->Unbind(0);

	_outputFBO->End();

	gfx.toggle2D(false);
}

Commits for Divide-Framework/trunk/Source Code/Rendering/PostFX/CustomOperators/DoFPreRenderOperator.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 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 Diff Diff k1ngp1n picture k1ngp1n Tue 12 Jun, 2012 16:52:41 +0000

[Ionut] [[BR]]
-Split FBO’s in 3: RenderToTexture, RenderToDepth and RenderToDeferred (experimental) [[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]]

119 k1ngp1n picture k1ngp1n Fri 08 Jun, 2012 19:40:41 +0000

[Ionut] [[BR]]
-Reworked resolution change callbacks and render target resizing [[BR]]
-Changed Depth of Field o a proper “PreRenderOperator” [[BR]]
-AIManager is now created and started by the “Kernel” [[BR]]
-LightManager is now handled in the “Kernel”. Individual lights are still scene’s responsibility [[BR]]
-Added a “preLoad” method to scene’s used to setup the engine before loading any assets (eg: setting deferred mode) [[BR]]
-Fixed a small bug in sensor addition to “AIEntity” [[BR]]
-Fixed a bug related to refreshing VBO data [[BR]]
-Fixed a bug related to Bloom outputFBO not unbinding [[BR]]
-Scene’s “setInitialData()” is renamed to “loadXMLAssets()” and is automatically called before Scene’s “load()” is called [[BR]]