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#include "Headers/SSAOPreRenderOperator.h"
#include "Rendering/PostFX/Headers/PreRenderStageBuilder.h"
#include "Core/Resources/Headers/ResourceCache.h"
#include "Managers/Headers/SceneManager.h"
#include "Core/Headers/ParamHandler.h"
#include "Hardware/Video/Headers/GFXDevice.h"
#include "Geometry/Shapes/Headers/Predefined/Quad3D.h"

SSAOPreRenderOperator::SSAOPreRenderOperator(Quad3D* target,
											 FrameBufferObject* result,
											 const vec2<U16>& resolution,
											 SamplerDescriptor* const sampler) : PreRenderOperator(SSAO_STAGE,target,resolution,sampler),
																		         _outputFBO(result)
{
	F32 width = _resolution.width;
	F32 height = _resolution.height;
	ParamHandler& par = ParamHandler::getInstance();
	ResourceDescriptor colorNoiseTexture("noiseTexture");
	colorNoiseTexture.setResourceLocation(par.getParam<std::string>("assetsLocation") + "/misc_images/noise.png");
	_colorNoise = CreateResource<Texture>(colorNoiseTexture);

	TextureDescriptor normalsDescriptor(TEXTURE_2D, RGBA,RGBA8,FLOAT_32);
	normalsDescriptor.setSampler(*_internalSampler);
	_normalsFBO->AddAttachment(normalsDescriptor,TextureDescriptor::Color0);
	_normalsFBO->toggleDepthBuffer(false);

	_normalsFBO = GFX_DEVICE.newFBO(FBO_2D_COLOR);
	_normalsFBO->Create(width,height);

	TextureDescriptor outputDescriptor(TEXTURE_2D, RGBA,RGBA8,FLOAT_32);
	outputDescriptor.setSampler(*_internalSampler);
	_outputFBO->AddAttachment(outputDescriptor,TextureDescriptor::Color0);
	_outputFBO->Create(width, height);
	_stage1Shader = CreateResource<ShaderProgram>(ResourceDescriptor("SSAOPass1"));
	_stage2Shader = CreateResource<ShaderProgram>(ResourceDescriptor("SSAOPass2"));
}

SSAOPreRenderOperator::~SSAOPreRenderOperator(){
	RemoveResource(_stage1Shader);
	RemoveResource(_stage2Shader);
	RemoveResource(_colorNoise);
	SAFE_DELETE(_normalsFBO);
}

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

void SSAOPreRenderOperator::operation(){
	if(!_enabled) return;
	if(!_renderQuad) return;
	GFXDevice& gfx = GFX_DEVICE;

	_normalsFBO->Begin();
		_stage1Shader->bind();

				SceneManager::getInstance().render(SSAO_STAGE);

	_normalsFBO->End();

	_outputFBO->Begin();
		_stage2Shader->bind();
			_normalsFBO->Bind(0);
			_colorNoise->Bind(1);
			_stage2Shader->UniformTexture("normalMap",0);
			_stage2Shader->UniformTexture("rnm",1);
			_stage2Shader->Uniform("totStrength",  1.38f);
			_stage2Shader->Uniform("strength", 0.07f);
			_stage2Shader->Uniform("offset", 18.0f);
			_stage2Shader->Uniform("falloff", 0.000002f);
			_stage2Shader->Uniform("rad", 0.006f);

			gfx.toggle2D(true);
            _renderQuad->setCustomShader(_stage2Shader);
			gfx.renderInstance(_renderQuad->renderInstance());
			gfx.toggle2D(false);

			_colorNoise->Unbind(1);
			_normalsFBO->Unbind(0);

	_outputFBO->End();
}

Commits for Divide-Framework/trunk/Source Code/Rendering/PostFX/CustomOperators/SSAOPreRenderOperator.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]]

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]]

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]]

119 Diff Diff 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]]

118 Diff Diff k1ngp1n picture k1ngp1n Thu 07 Jun, 2012 18:25:10 +0000

[Ionut] [[BR]]
-Decoupled “Scene” and “SceneManager” from “InputManager” [[BR]]
--All input events are routed through the “Kernel” now [[BR]]
--Renamed “InputManager” to “InputInterface” [[BR]]
-Decoupled “Application” class from the rest of the engine except for the “Kernel” and “GUI” (for resize callbacks) [[BR]]
-Added cached resolution values to classes so no queries to “Application” are needed anymore [[BR]]
-Added a missing option from “config.xml” to enable or disable animations [[BR]]
Forgot to commit changed scene xml’s after the romanian>english translation [[BR]]
-All window dimension references are renamed to resolution and all variables related to it are now U16’s as floats are irrelevant (what’s a half pixel? for examle) [[BR]]
-GUI resize callback is now called from “GFXDevice” instead of “GLWrapper” (will be moved to “Kernel” soon together with the “PostFX” resize callback) [[BR]]

114 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]]