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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_STATE_H_
#define _SCENE_STATE_H_

#include "core.h"
#include "Hardware/Audio/Headers/SFXDevice.h"
#include "Hardware/Video/Headers/RenderAPIEnums.h"
#include "Hardware/Audio/Headers/AudioDescriptor.h"
#include "Core/Resources/Headers/ResourceCache.h"

///This class contains all the variables that define each scene's "unique"-ness:
///background music, wind information, visibility settings, camera movement,
///BB and Skeleton visibility, fog info, etc

///Fog information (fog is so game specific, that it belongs in SceneState not SceneRenderState
struct FogDescriptor{
    FogMode _fogMode;
    F32 _fogDensity;
    F32 _fogStartDist;
    F32 _fogEndDist;
    vec3<F32> _fogColor;
};


class Camera;
///Contains all the information needed to render the scene:
///camera position, render state, etc
class SceneRenderState{
public:
	SceneRenderState(): _drawBB(false),
						_drawSkeletons(false),
	                    _drawObjects(true),
						_camera(NULL),
						_shadowMapResolutionFactor(1)
	{
	}

	inline bool drawBBox()               const {return _drawBB;}
	inline bool drawSkeletons()          const {return  _drawSkeletons;}
	inline bool drawObjects()            const {return _drawObjects;}
	inline void drawBBox(bool visibility)      {_drawBB = visibility;}
	inline void drawSkeletons(bool visibility) {_drawSkeletons = visibility;}
	inline void drawObjects(bool visibility)   {_drawObjects=visibility;}
	///Render skeletons for animated geometry
	inline void toggleSkeletons() { drawSkeletons(!drawSkeletons()); }
	///Show/hide bounding boxes
	inline void toggleBoundingBoxes(){
		if(!drawBBox() && drawObjects())	{
			drawBBox(true);
			drawObjects(true);
		}else if (drawBBox() && drawObjects()){
			drawBBox(true);
			drawObjects(false);
		}else if (drawBBox() && !drawObjects()){
			drawBBox(false);
			drawObjects(false);
		}else{
			drawBBox(false);
			drawObjects(true);
		}
	}

	inline       Camera& getCamera()            {return *_camera;}
	inline const Camera& getCameraConst() const {return *_camera;}
	/// Update current camera (simple, fast, inlined poitner swap)
	inline void updateCamera(Camera* const camera) {_camera = camera;}
	inline vec2<U16>& cachedResolution() {return _cachedResolution;}
	///This can be dinamically controlled in case scene rendering needs it
	inline F32  shadowMapResolutionFactor()           const {return _shadowMapResolutionFactor;}
	inline void shadowMapResolutionFactor(F32 factor)       {_shadowMapResolutionFactor = factor;}

protected:
	friend class Scene;
	bool _drawBB;
	bool _drawObjects;
	bool _drawSkeletons;
	Camera*  _camera;
	///cached resolution
    vec2<U16> _cachedResolution;
	///cached shadowmap resolution factor
	F32       _shadowMapResolutionFactor;
};

class SceneState{
public:
	SceneState() :
	  _moveFB(0),
	  _moveLR(0),
	  _angleUD(0),
	  _angleLR(0),
	  _roll(0),
	  _isRunning(false)
	{
		_fog._fogColor = vec3<F32>(0.2f, 0.2f, 0.2f);
		_fog._fogDensity = 0.01f;
        _fog._fogMode = FOG_EXP2;
        _fog._fogStartDist = 10;
        _fog._fogEndDist = 1000;
	}

	virtual ~SceneState(){
		for_each(MusicPlaylist::value_type& it, _backgroundMusic){
			if(it.second){
				RemoveResource(it.second);
			}
		}
		_backgroundMusic.clear();
	}

    inline FogDescriptor&    getFogDesc()     {return _fog;}
	inline SceneRenderState& getRenderState() {return _renderState;}

	inline F32& getWindSpeed()                 {return _windSpeed;}
	inline F32& getWindDirX()                  {return _windDirX;}
	inline F32& getWindDirZ()                  {return _windDirZ;}
	inline F32& getGrassVisibility()           {return _grassVisibility;}
	inline F32& getTreeVisibility()	           {return _treeVisibility;}
	inline F32& getGeneralVisibility()         {return _generalVisibility;}
	inline F32& getWaterLevel()                {return _waterHeight;}
	inline F32& getWaterDepth()                {return _waterDepth;}
	inline bool getRunningState()        const {return _isRunning;}
	inline void toggleRunningState(bool state) {_isRunning = state;}
	

	I32 _moveFB;  ///< forward-back move change detected
	I32 _moveLR;  ///< left-right move change detected
	I32 _angleUD; ///< up-down angle change detected
	I32 _angleLR; ///< left-right angle change detected
	I32 _roll;    ///< roll left or right change detected

	F32 _waterHeight;
	F32 _waterDepth;
	///Background music map
	typedef Unordered_map<std::string /*trackName*/, AudioDescriptor* /*track*/> MusicPlaylist;
	MusicPlaylist _backgroundMusic;

protected:
	friend class Scene;
    FogDescriptor _fog;
	///saves all the rendering information for the scene (camera position, light info, draw states)
	SceneRenderState _renderState;
	bool _isRunning;
	F32  _grassVisibility;
	F32  _treeVisibility;
	F32  _generalVisibility;
	F32  _windSpeed;
	F32  _windDirX;
	F32  _windDirZ;
};

#endif

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

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]]

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 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 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]]

120 k1ngp1n picture k1ngp1n Sat 09 Jun, 2012 20:44:43 +0000

[Ionut] [[BR]]
-Added a new class, “SceneState” which holds information that does not affect scene logic such as wind and fog information, visibility toggles etc [[BR]]
--“Scene” is new derived from this state as well as from “Resource” [[BR]]
-Cleaned up “SceneManager” and “Scene” classes for fewer virtual call lookups and easier interfaces [[BR]]
-Each scene now loads it’s own XML files (moved from “Kernel” [[BR]]
-Scene’s are now auto-registered to the SceneManager’s scene-factory via a call to “REGISTER_SCENE” [[BR]]
-Added error codes for various initialization steps [[BR]]
-Reworked object selection and deletion (still not tested) [[BR]]
-fog can now be toggled on and off via “config.xml” [[BR]]