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#ifndef _PRE_RenderStage_BUILDER_H_
#define _PRE_RenderStage_BUILDER_H_

#include "Core/Headers/Singleton.h"
#include "Rendering/PostFX/CustomOperators/Headers/SSAOPreRenderOperator.h"
#include "Rendering/PostFX/CustomOperators/Headers/BloomPreRenderOperator.h"
#include "Rendering/PostFX/CustomOperators/Headers/DoFPreRenderOperator.h"
#include "Rendering/PostFX/CustomOperators/Headers/FXAAPreRenderOperator.h"
///inspired by ImageFilters in Pshyce
///actual implementation and roll differ

class ShaderProgram;
class Quad3D;
class PreRenderStage;
class FrameBufferObject;
struct ScreenSampler;

   ///Adding PreRenderOperators to the PreRender stage, needs an input shader to be applied to the scene/target
   ///A target fullscreen quad to which it should render it's output. This output is saved in the "result" FBO
   ///"state" is a reference to the global variable that enables or disables the effect (via options, PostFX, config, etc)
   template<class T>
   inline PreRenderOperator* addPreRenderOperator(Quad3D* const target,
												  bool& state,
												  FrameBufferObject* result,
												  const vec2<U16>& resolution){
			return addToStage(New T(target,result,resolution,_screenSampler),state);

   inline PreRenderStage*	getPreRenderBatch() { return _renderStage; };

	PreRenderOperator*  addToStage(PreRenderOperator* op, bool& state);


	PreRenderStage*    _renderStage;
	SamplerDescriptor* _screenSampler;


Commits for Divide-Framework/trunk/Source Code/Rendering/PostFX/Headers/PreRenderStageBuilder.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]]

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]]
- 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]]

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

-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]]

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

[Ionut] [[BR]]
-Added GLSL effect-like file support using GLSW [] [[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 Diff Diff 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]]
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]]
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]]

99 k1ngp1n picture k1ngp1n Fri 10 Feb, 2012 22:17:24 +0000

[ Ionut ] [[BR]]
- Added a PreRenderStage Builder that allows multiple pre-render stages to be added to the pre-render step [[ BR ]]
--A PreRenderStage is composed of a series of PreRender Operators that generate certain PostFX outputs that are used by the PostFX class [[BR]]
--Each PreRenderOperator, similar to a “plugin”, can use any number of input FBO’s, any input shader and render target to generate an effect [[BR]]
--Rendering pipeline has been modified to allow the specification of current render stage [[BR]]
Added C++<>Shader attribute passing support for shaders[[BR]]
-Added per-pixel fog [[BR]]
-Fixed some typo’s in uniform names [[BR]]
-Optimized shadow generation pipeline [[BR]]
-Added cast/receive shadow options for materials [[BR]]
-FBO’s now clear color and depth buffers when Begin() is called [[BR]]
-Fixed loading of primitives' material properties [[BR]]
-All shaders now use the same shadowmapping techniques [[BR]]
-Quad3D’s can now be modified by specifying a target rect [[BR]]
-Split the “lighting.frag” shader in 3 variants: one that only applies color properties, one with textures and one with bump-mapping [[BR]]
--This reduces fragment shader complexity for the first 2 shaders [[BR]]
--Each material change will now force a shader recalculation for the object [[BR]]
-Renamed sphere’s “size” member to “radius” [[BR]]