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#include "Headers/RenderBin.h"
#include "Rendering/Headers/Frustum.h"
#include "Graphs/Headers/SceneGraphNode.h"
#include "Managers/Headers/LightManager.h"
#include "Geometry/Shapes/Headers/Object3D.h"
#include "Geometry/Material/Headers/Material.h"
#include "Hardware/Video/Headers/GFXDevice.h"
#include "Hardware/Video/Headers/RenderStateBlock.h"

RenderBinItem::RenderBinItem(P32 sortKey, SceneGraphNode* const node ) : _node( node ),
															    		 _sortKey( sortKey ),
																	     _stateHash(0)//< Defaulting to a null state hash
{
	RenderStateBlock* currentStateBlock = NULL;
	Material* mat = _node->getNode<SceneNode>()->getMaterial();
	// If we do not have a material, no need to continue
	if(!mat) return;

	// Sort by state hash depending on the current rendering stage
	if(GFX_DEVICE.isCurrentRenderStage(REFLECTION_STAGE)){
		// Check if we have a reflection state
		currentStateBlock = mat->getRenderState(REFLECTION_STAGE);
		 // else, use the final rendering state as that will be used to render in reflection
		if(!currentStateBlock){
			// all materials should have at least one final render state
			currentStateBlock = mat->getRenderState(FINAL_STAGE);
			assert(currentStateBlock != NULL);
		}
	}else if(GFX_DEVICE.isCurrentRenderStage(DEPTH_STAGE)){
		// Check if we have a shadow state
		currentStateBlock = mat->getRenderState(DEPTH_STAGE);
		// If we do not have a special shadow state, don't worry, just use 0 for all similar nodes
		// the SceneGraph will use a global state on them, so using 0 is still sort-correct
		if(!currentStateBlock)	return;
	}else{
		// all materials should have at least one final render state
		currentStateBlock = mat->getRenderState(FINAL_STAGE);
		assert(currentStateBlock != NULL);

	}
	// Save the render state hash value for sorting
	_stateHash = currentStateBlock->getGUID();

}

/// Sorting opaque items is a 2 step process:
/// 1: sort by shaders
/// 2: if the shader is identical, sort by state hash
struct RenderQueueKeyCompare{
	//Sort
	bool operator()( const RenderBinItem &a, const RenderBinItem &b ) const{
		//Sort by shader in all states
		// The sort key is the shader id (for now)
		if(  a._sortKey.i < b._sortKey.i )
			return true;
	    // The _stateHash is a CRC value created based on the RenderState.
		// Might wanna generate a hash based on mose important values instead, but it's not important at this stage
		if( a._sortKey.i == b._sortKey.i )
			return a._stateHash < b._stateHash;
		// different shaders
		return false;
	}
};

struct RenderQueueDistanceBacktoFront{
	bool operator()( const RenderBinItem &a, const RenderBinItem &b) const {
		const vec3<F32>& eye = Frustum::getInstance().getEyePos();
		F32 dist_a = a._node->getBoundingBox().nearestDistanceFromPoint(eye);
		F32 dist_b = b._node->getBoundingBox().nearestDistanceFromPoint(eye);
		return dist_a < dist_b;
	}
};

struct RenderQueueDistanceFrontToBack{
	bool operator()( const RenderBinItem &a, const RenderBinItem &b) const {
		const vec3<F32>& eye = Frustum::getInstance().getEyePos();
		F32 dist_a = a._node->getBoundingBox().nearestDistanceFromPoint(eye);
		F32 dist_b = b._node->getBoundingBox().nearestDistanceFromPoint(eye);
		return dist_a > dist_b;
	}
};

RenderBin::RenderBin(const RenderBinType& rbType,const RenderingOrder::List& renderOrder,D32 drawKey) : _rbType(rbType),
																					                    _renderOrder(renderOrder),
																									    _drawKey(drawKey)
{
	_renderBinStack.reserve(250);
	renderBinTypeToNameMap[RBT_PLACEHOLDER] = "Invalid Bin";
	renderBinTypeToNameMap[RBT_MESH]        = "Mesh Bin";
	renderBinTypeToNameMap[RBT_IMPOSTOR]    = "Impostor Bin";
	renderBinTypeToNameMap[RBT_DELEGATE]    = "Delegate Bin";
	renderBinTypeToNameMap[RBT_TRANSLUCENT] = "Translucent Bin";
	renderBinTypeToNameMap[RBT_SKY]         = "Sky Bin";
	renderBinTypeToNameMap[RBT_WATER]       = "Water Bin";
	renderBinTypeToNameMap[RBT_TERRAIN]     = "Terrain Bin";
	renderBinTypeToNameMap[RBT_FOLIAGE]     = "Folliage Bin";
	renderBinTypeToNameMap[RBT_PARTICLES]   = "Particle Bin";
	renderBinTypeToNameMap[RBT_DECALS]      = "Decals Bin";
	renderBinTypeToNameMap[RBT_SHADOWS]     = "Shadow Bin";

}

void RenderBin::sort(){
	//WriteLock w_lock(_renderBinGetMutex);
	switch(_renderOrder){
		default:
		case RenderingOrder::BY_STATE :
			std::sort(_renderBinStack.begin(), _renderBinStack.end(), RenderQueueKeyCompare());
			break;
		case RenderingOrder::BACK_TO_FRONT:
			std::sort(_renderBinStack.begin(), _renderBinStack.end(), RenderQueueDistanceBacktoFront());
			break;
		case RenderingOrder::FRONT_TO_BACK:
			std::sort(_renderBinStack.begin(), _renderBinStack.end(), RenderQueueDistanceFrontToBack());
			break;
		case RenderingOrder::NONE:
			//no need to sort
			break;
		case RenderingOrder::ORDER_PLACEHOLDER:
			ERROR_FN(Locale::get("ERROR_INVALID_RENDER_BIN_SORT_ORDER"),renderBinTypeToNameMap[_rbType]);
			break;
	};
}

void RenderBin::refresh(){
	//WriteLock w_lock(_renderBinGetMutex);
	_renderBinStack.resize(0);
}

void RenderBin::addNodeToBin(SceneGraphNode* const sgn){
	SceneNode* sn = sgn->getNode<SceneNode>();
	P32 key;
	key.i = _renderBinStack.size() + 1;
	Material* nodeMaterial = sn->getMaterial();
	if(nodeMaterial){
		key = nodeMaterial->getMaterialId();
	}
	_renderBinStack.push_back(RenderBinItem(key,sgn));
}

void RenderBin::preRender(){

}

void RenderBin::render(const RenderStage& currentRenderStage){
	SceneNode* sn = NULL;
	SceneGraphNode* sgn = NULL;
	LightManager& lightMgr = LightManager::getInstance();
	//if needed, add more stages to which lighting is applied
    U32 lightValidStages = DISPLAY_STAGE | REFLECTION_STAGE;
	bool isDepthPass = bitCompare(DEPTH_STAGE, currentRenderStage);
    bool isLightValidStage = bitCompare(lightValidStages, currentRenderStage);

	for(U16 j = 0; j < getBinSize(); j++){
		//Get the current scene node and validate it
		sgn = getItem(j)._node;
		assert(sgn);
	   	//And get it's attached SceneNode and validate it
		sn = sgn->getNode<SceneNode>();
		assert(sn);

		//Call any pre-draw operations on the SceneNode (refresh VBO, update materials, etc)
		sn->onDraw(currentRenderStage);

		//Check if we should draw the node. (only after onDraw as it may contain exclusion mask changes before draw)
		if(sn->getDrawState(currentRenderStage)) {

			U8 lightCount = 0;
			if(!isDepthPass){
				//Find the most influental lights for this node.
				//Use MAX_LIGHTS_PER_SCENE_NODE to allow more lights to affect this node
				lightCount = lightMgr.findLightsForSceneNode(sgn);
				//Update lights for this node
				lightMgr.update();
				//Only 2 sets of shadow maps for every node
            }
			
			CLAMP<U8>(lightCount, 0, Config::MAX_SHADOW_CASTING_LIGHTS_PER_NODE);
			//Apply shadows only from the most important MAX_SHADOW_CASTING_LIGHTS_PER_NODE lights
			if(isLightValidStage){
				U8 offset = 9;
				for(U8 n = 0; n < lightCount; n++, offset++){
					Light* l = lightMgr.getLightForCurrentNode(n);
					lightMgr.bindDepthMaps(l, n, offset);
				}
			}
				
			//setup materials and render the node
			//As nodes are sorted, this should be very fast
			//We need to apply different materials for each stage
 			isDepthPass ?  sn->prepareDepthMaterial(sgn) : sn->prepareMaterial(sgn);

		    //Call render and the stage exclusion mask should do the rest
			sn->render(sgn);

			//Unbind current material properties
			isDepthPass ?  sn->releaseDepthMaterial() : sn->releaseMaterial();
		
			//Apply shadows only from the most important MAX_SHADOW_CASTING_LIGHTS_PER_NODE lights
			if(isLightValidStage){
				U8 offset = (lightCount - 1) + 9;
				for(I32 n = lightCount - 1; n >= 0; n--,offset--){
					Light* l = lightMgr.getLightForCurrentNode(n);
					lightMgr.unbindDepthMaps(l, offset);
				}
			}
		}
		
		// Perform any post draw operations regardless of the draw state
		sn->postDraw(currentRenderStage);
	}
}

void RenderBin::postRender(){
	SceneGraphNode* sgn = NULL;

	for(U16 j = 0; j < getBinSize(); j++){
		sgn = getItem(j)._node;
		//Perform any last updates before the preFrameDrawEnd
		sgn->getNode<SceneNode>()->preFrameDrawEnd(sgn);
	}
}

Commits for Divide-Framework/trunk/Source Code/Rendering/RenderPass/RenderBin.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]]

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 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]]