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/*
   Copyright (c) 2013 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.
   
   Permission is hereby granted, free of charge, to any person obtaining a copy of this software
   and associated documentation files (the "Software"), to deal in the Software without restriction,
   including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, 
   and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, 
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, 
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE 
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */

#ifndef _SCENE_H_
#define _SCENE_H_

#include "SceneState.h"
#include "Hardware/Platform/Headers/Task.h"

class Sky;
class Light;
class Object3D;
class TerrainDescriptor;

/*All these includes are useful for a scene, so instead of forward declaring the classes, we include the headers
  to make them available in every scene source file. To reduce compile times, forward declare the "Scene" class instead
*/
//Core files
#include "Core/Headers/Kernel.h"
#include "Core/Headers/Application.h"
#include "Graphs/Headers/SceneGraph.h"
#include "Rendering/Camera/Headers/Camera.h"
//Managers
#include "Managers/Headers/LightManager.h"
//Hardware
#include "Hardware/Video/Headers/GFXDevice.h"
#include "Hardware/Input/Headers/InputInterface.h"
//Scene Elements
#include "Environment/Sky/Headers/Sky.h"
#include "Rendering/Lighting/Headers/Light.h"
#include "Dynamics/Physics/Headers/PXDevice.h"
//GUI
#include "GUI/Headers/GUI.h"
#include "GUI/Headers/GUIElement.h"

///The scene is a resource (to enforce load/unload and setName) and it has a 2 states: one for game information and one for rendering information
class PhysicsSceneInterface;
class Scene : public Resource{
public:

	Scene();
	virtual ~Scene();

    SceneGraphNode* addGeometry(SceneNode* const object,const std::string& sgnName = "");
	bool removeGeometry(SceneNode* node);

	/**Begin scene logic loop*/
	virtual void processInput() = 0;                //<Get all input commands from the user
	virtual void processTasks(const U32 time) = 0;  //<Update the scene based on the inputs
	virtual void preRender() = 0;                   //<Prepare the scene for rendering after the update
    virtual void postRender();                      //<Perform any post rendering operations
	bool idle();                                    //<Scene is rendering, so add intensive tasks here to save CPU cycles
	/**End scene logic loop*/

	/// Update animations, network data, sounds, triggers etc.
	virtual void updateSceneState(const U32 sceneTime);
	inline SceneGraphNode*                 getSkySGN(I32 index)     {if(_skiesSGN.empty()) {return NULL;} CLAMP<I32>(index,0,_skiesSGN.size() - 1); return _skiesSGN[index];}
	inline vectorImpl<TerrainDescriptor*>& getTerrainInfoArray()    {return _terrainInfoArray;}
	inline vectorImpl<FileData>&           getModelDataArray()      {return _modelDataArray;}
	inline vectorImpl<FileData>&           getVegetationDataArray() {return _vegetationDataArray;}
	inline const vectorImpl<Task_ptr>&     getTasks()               {return _tasks;}
	inline SceneState&                     state()                  {return _sceneState;}
	inline SceneRenderState&               renderState()            {return _sceneState.getRenderState();}
	inline SceneGraph*					   getSceneGraph()	        {return _sceneGraph;}
	
	       void clearTasks();
           void removeTask(Task_ptr taskItem);
           void removeTask(U32 guid);
	       void addTask(Task_ptr taskItem);
	inline void addModel(FileData& model)              {_modelDataArray.push_back(model);}
	inline void addTerrain(TerrainDescriptor* ter)     {_terrainInfoArray.push_back(ter);}
	       void addPatch(vectorImpl<FileData>& data);
	       void addLight(Light* const lightItem);

	inline void cacheResolution(const vec2<U16>& newResolution) {
		_sceneState.getRenderState()._cachedResolution = newResolution;
	}

	///Object picking
	void findSelection(const vec3<F32>& camOrigin, U32 x, U32 y);
	void deleteSelection();

	///call this function if you want to use a more complex rendering callback other than "SceneGraph::render()"
	void renderCallback(boost::function0<void> renderCallback) {_renderCallback = renderCallback;}
	boost::function0<void> renderCallback() {return _renderCallback;}

	///Update all cameras
	void updateCameras();
    ///Override this if you need a custom physics implementation (idle,update,process,etc)
    virtual PhysicsSceneInterface* createPhysicsImplementation();

protected:
	///Global info
	GFXDevice&     _GFX;
	ParamHandler&  _paramHandler;
	SceneGraph*    _sceneGraph;
	CameraManager* _cameraMgr;

	PhysicsSceneInterface*         _physicsInterface;
	///Datablocks for models,vegetation,terrains,tasks etc
	vectorImpl<F32>                _taskTimers;
	vectorImpl<FileData>           _modelDataArray;
	vectorImpl<FileData>           _vegetationDataArray;
	vectorImpl<FileData>           _pendingDataArray;
	vectorImpl<TerrainDescriptor*> _terrainInfoArray;
	F32                            _FBSpeedFactor;
	F32                            _LRSpeedFactor;
    ///Current selection
    SceneGraphNode* _currentSelection;

	///This is the rendering function used to override the default one for the renderer.
	///If this is empty, the renderer will use the scene's scenegraph render function
	boost::function0<void> _renderCallback;

	///Scene::load must be called by every scene. Add a load flag to make sure!
	bool _loadComplete;

	///_aiTask is the thread handling the AIManager. It is started before each scene's "initializeAI" is called
	///It is destroyed after each scene's "deinitializeAI" is called
	std::tr1::shared_ptr<Task>  _aiTask;

private:
	vectorImpl<Task_ptr> _tasks;
	///Contains all game related info for the scene (wind speed, visibility ranges, etc)
	SceneState       _sceneState;
	vectorImpl<SceneGraphNode* >   _skiesSGN;///<Add multiple skies that you can toggle through

protected:

	friend class SceneManager;
	/**Begin loading and unloading logic*/
	virtual bool preLoad();
	///Description in SceneManager
	virtual bool loadResources(bool continueOnErrors)  {return true;}
	virtual bool loadTasks(bool continueOnErrors)      {return true;}
    virtual bool loadPhysics(bool continueOnErrors);
	virtual void loadXMLAssets();
	virtual bool load(const std::string& name, CameraManager* const cameraMgr);
			bool loadModel(const FileData& data);
			bool loadGeometry(const FileData& data);
	virtual bool unload();
	///Description in SceneManager
	virtual bool initializeAI(bool continueOnErrors);
	///Description in SceneManager
	virtual bool deinitializeAI(bool continueOnErrors);
	///Check if Scene::load() was called
	bool checkLoadFlag() const {return _loadComplete;}
	///Unload scenegraph
	void clearObjects();
	///Destroy lights
	void clearLights();
    ///Destroy physics (:D)
    void clearPhysics();
	/**End loading and unloading logic*/

	Light*  addDefaultLight();
	Sky*    addDefaultSky();
	Camera* addDefaultCamera();//Default camera
	///simple function to load the scene elements. 
	inline bool SCENE_LOAD(const std::string& name, CameraManager* const cameraMgr, const bool contOnErrorRes, const bool contOnErrorTasks){
		if(!Scene::load(name,cameraMgr)) {
			ERROR_FN(Locale::get("ERROR_SCENE_LOAD"), "scene load function");
			return false;
		}
		if(!loadResources(contOnErrorRes)){
			ERROR_FN(Locale::get("ERROR_SCENE_LOAD"), "scene load resources");
			if(!contOnErrorRes) return false;
		}
		if(!loadTasks(contOnErrorTasks)){
			ERROR_FN(Locale::get("ERROR_SCENE_LOAD"), "scene load tasks");
			if(!contOnErrorTasks) return false;
		}
		if(!loadPhysics(contOnErrorTasks)){
			ERROR_FN(Locale::get("ERROR_SCENE_LOAD"), "scene load physics");
			if(!contOnErrorTasks) return false;
		}
		return true;
	}

public: //Input
	virtual void onKeyDown(const OIS::KeyEvent& key);
	virtual void onKeyUp(const OIS::KeyEvent& key);
	virtual void onJoystickMoveAxis(const OIS::JoyStickEvent& key,I8 axis,I32 deadZone);
	virtual void onJoystickMovePOV(const OIS::JoyStickEvent& key,I8 pov){}
	virtual void onJoystickButtonDown(const OIS::JoyStickEvent& key,I8 button){}
	virtual void onJoystickButtonUp(const OIS::JoyStickEvent& key, I8 button){}
	virtual void sliderMoved( const OIS::JoyStickEvent &arg, I8 index){}
	virtual void vector3Moved( const OIS::JoyStickEvent &arg, I8 index){}
	virtual void onMouseMove(const OIS::MouseEvent& key){}
	virtual void onMouseClickDown(const OIS::MouseEvent& key,OIS::MouseButtonID button);
	virtual void onMouseClickUp(const OIS::MouseEvent& key,OIS::MouseButtonID button);

protected: //Input
	vec2<F32> _previousMousePos;
	bool _mousePressed[8];
};

///usage: REGISTER_SCENE(A,B) where: - A is the scene's class name
///									  -B is the name used to refer to that scene in the XML files
///Call this function after each scene declaration
#define REGISTER_SCENE_W_NAME(scene, sceneName) bool scene ## _registered = SceneManager::getOrCreateInstance().registerScene<scene>(#sceneName);
///same as REGISTER_SCENE(A,B) but in this case the scene's name in XML must be the same as the class name
#define REGISTER_SCENE(scene) bool scene ## _registered = SceneManager::getOrCreateInstance().registerScene<scene>(#scene);

#endif

Commits for Divide-Framework/trunk/Source Code/Scenes/Headers/Scene.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]]

166 Diff Diff k1ngp1n picture k1ngp1n Fri 19 Jul, 2013 12:13:08 +0000

[Ionut] [[BR]]
- Moved the debug rendering so that it renders properly when post processing is enabled [[BR]]
- Added a shader hack to avoid including debug elements to the bloom pre-render step [[BR]]

160 Diff Diff k1ngp1n picture k1ngp1n Wed 10 Jul, 2013 17:07:04 +0000

[Ionut] [[BR]]
- Changed licensing from LGPL to the MIT license [[BR]]
— Code can now be used in non-commercial or commercial closed or open source projects [[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]]

149 Diff Diff k1ngp1n picture k1ngp1n Sun 21 Apr, 2013 21:38:05 +0000

[Ionut] [[BR]]
- Major GUI revamp: [[BR]]
— Fixed CEGUI rendering (invalid state reset after VBO/VAO unbind) [[BR]]
— Added a working Console window with a basic command parser [[BR]]
— GUI inputs take priority over scene (e.g. pressing a key in the console, does not affect the scene)[[BR]]
— Added AutoKey repeat [[BR]]
— Added config options for the GUI [[BR]]
- Revamped OpenGL Vertex Array Object class [[BR]]
— VBO’s without a shader attached will not use VAO’s [[BR]]
— VAO’s and VBO’s cleanup all states after them [[BR]]
- Added multiple Joystick support [[BR]]
- FrameBufferObject take in account the combination of texture id and bind slot when checking for double binds [[BR]]
- Upgraded Framerate/timing system [[BR]]
- Fixed Deferred rendering (typo in normal buffer creation) [[BR]]
- Fixed initial camera placement via scene config (RotateX(Y) replace with setAngleX(Y)) on camera init) [[BR]]
- Added better thread deletion in Event class [[BR]]
- Major mutex/semaphore/shared_lock rework in threaded classes [[BR]]
- Better A.I. initialization/destruction [[BR]]
- Fixed a typo in window positioning [[BR]]
- Better Unit movement code [[BR]]

148 Diff Diff k1ngp1n picture k1ngp1n Sun 14 Apr, 2013 23:07:58 +0000

[Ionut] [[BR]]
- Changed the ParamHandler from using “boost::any” to the more faster “cdiggins::any”. More info here: http://bit.ly/YVGa9X [[BR]]
- Disabled mutexes from BoundingBox. Thread safety should be applied from a higher level [[BR]]
- Fixed a bug with important light selection for scene nodes [[BR]]
- Fixed a bug with material cache involving bump maps [[BR]]
- Fixed a bug with priority vertex properties for GLSL shaders [[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]]

122 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]]