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/*
   Copyright (c) 2014 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 SHADER_MANAGER_H_
#define SHADER_MANAGER_H_

#include "Core/Headers/Singleton.h"
#include "Utility/Headers/Vector.h"
#include "Utility/Headers/UnorderedMap.h"
#include "Hardware/Platform/Headers/PlatformDefines.h"
#include "Hardware/Video/Headers/RenderAPIEnums.h"
#include <string>
#include <stack>

class Kernel;
class Shader;
class ShaderProgram;
enum  ShaderType;
enum  MATRIX_MODE;

DEFINE_SINGLETON(ShaderManager)

typedef Unordered_map<std::string, Shader* >        ShaderMap;
typedef Unordered_map<std::string, ShaderProgram* > ShaderProgramMap;
typedef Unordered_map<std::string, const char* >    AtomMap;
typedef std::stack<ShaderProgram*, vectorImpl<ShaderProgram* > > ShaderQueue;

public:
    ///Create rendering API specific initialization of shader libraries
    bool    init(Kernel* const activeKernel);
    void    Destroy();
    ///Called once per frame
    U8      update(const U64 deltaTime);
    ///Called once per frame after a swap buffer request
    U8      idle();
    ///Calling refresh will mark all shader programs as dirty
    void    refresh();
    ///Calling refreshSceneData will mark all shader programs as dirty(scene specific data only)
    void    refreshSceneData();
    ///Remove a shader from the cache
    void    removeShader(Shader* s);
    ///Find a shader in a cache
    Shader* findShader(const std::string& name, const bool recompile = false );
    ///Add or refresh a shader from the cache
    Shader* loadShader(const std::string& name, const std::string& location,const ShaderType& type,const bool recompile = false);
    ///Remove a shaderProgram from the program cache
    void    unregisterShaderProgram(const std::string& name);
    ///Add a shaderProgram to the program cache
    void    registerShaderProgram(const std::string& name, ShaderProgram* const shaderProgram);
    ///Queue a shaderProgram recompile request
    bool    recompileShaderProgram(const std::string& name);
    ///Load a shader from file
    char*   shaderFileRead(const std::string &atomName, const std::string& location);
    ///Save a shader to file
    I8      shaderFileWrite(char *atomName, const char *s);
    ///Bind the null shader
    bool    unbind();
    ///Return a default shader if we try to render something with a material that is missing a valid shader
    ShaderProgram* const getDefaultShader() const {return _imShader;}

    void setMatricesDirty();

    void updateCamera();

private:
    ///Shader cache
    ShaderMap        _shaderNameMap;
    ///Shader program cache
    ShaderProgramMap _shaderPrograms;
    ///Only 1 shader program per frame should be recompiled to avoid a lot of stuttering
    ShaderQueue      _recompileQueue;
    ///Shaders loaded from files are kept as atoms
    AtomMap          _atoms;
    ///Pointer to a shader that we will perform operations on
    ShaderProgram* _nullShader;
    ///Used to render geometry without valid materials.
    ///Should emmulate the basic fixed pipeline functions (no lights, just color and texture)
    ShaderProgram* _imShader;
    ///A simple check to see if the manager is ready to process commands
    bool             _init;
    ///A pointer to the active kernel (for simplicity)
    Kernel*          _activeKernel;

private:
    ShaderManager();
    ~ShaderManager();

END_SINGLETON
#endif

Commits for Divide-Framework/trunk/Source Code/Managers/Headers/ShaderManager.h

Diff revisions: vs.
Revision Author Commited Message
280 Diff Diff IonutCava picture IonutCava Sat 28 Jun, 2014 19:11:37 +0000

[Ionut] [[BR]]
- Improve ClipPlane management (bunch equations into the matrix shader buffer) [[BR]]
- Immediate mode emulation primitives set their own state based on specified hash instead of relying on state functions to be defined [[BR]]
- updateStates() function is now called right before the actual draw call to facilitate future batching work [[BR]]
- added tracked bool values (similar to those in ShaderInfo) to SGN class to fix selection bug. [[BR]]
— will probably create a “stateTracker” class to allow multiple classes to use tracked variables without all of the code duplication [[BR]]

273 Diff Diff IonutCava picture IonutCava Wed 11 Jun, 2014 20:34:00 +0000

[Ionut] [[BR]]
- Improved batching part2: [[BR]]
— Moved all bone transformation matrices upload from uniform functions in SceneNode to Shader Storage Buffers in AnimationController class with updates controlled by SceneGraphNode’s AnimationComponent [[BR]]
-— No double-buffering or efficient mapping of data yet. Just raw buffer updates [[BR]]
— Replaced all RenderStateBlock* pointers with I64 hash values [[BR]]
-— Will be used later in draw commands as per-shader state hash [[BR]]
— Moved getShaderProgram from Material to Material::ShaderInfo [[BR]]
-— Improved redundant uniform checks [[BR]]
— Improved texture unit changing in case of redundant texture bind case (i.e. skip changing the texture unit) [[BR]]
[[BR]]
- Improved float and double comparison functions using algorithms described in http://randomascii.wordpress.com/2012/02/13/dont-store-that-in-a-float/ [[BR]]
- Added a new utility function, DIVIDE_ASSERT, to more easily bind an assert check with a specific message [[BR]]
- Added missing files from Forward+ renderer’s initial code [[BR]]

264 Diff Diff k1ngp1n picture k1ngp1n Tue 27 May, 2014 13:04:38 +0000

[Ionut] [[BR]]
- New camera system: [[BR]]
— Stack based (push/pop active camera) [[BR]]
— Per camera frustum [[BR]]
— Per camera projection [[BR]]
— Shadow mapping now uses the new camera system (each light has a shadow camera) [[BR]]
[[BR]]
- New terrain, water and vegetation system: [[BR]]
— Direct import of terrain from L3DT both as 8-bit grayscale and 16-bit raw formats [[BR]]
— Multiple alpha maps for texture splatting support [[BR]]
— Per texture detail map support [[BR]]
— Transform feedback based visibility culling for vegetation [[BR]]
— Alpha-map based vegetation placing on terrain [[BR]]
— Water now uses a refraction map instead of alpha blending for better refraction effects [[BR]]
[[BR]]
- SceneGraph improvements: [[BR]]
— Better bounding box updates from child to parent [[BR]]
— Better onDraw / postDraw implementation [[BR]]
[[BR]]
- Performance improvements: [[BR]]
— Batch 2D rendering tasks together as much as possible[[BR]]
— Improve renderStateBlock hash generation for better sorting [[BR]]
— Move most state related gfx changes from API implementation to the GFXDevice class [[BR]]
— Move viewport stack to the GFXDevice class [[BR]]
— Added various performance counters (frame duration with round-robin query system, draw call count, etc) [[BR]]
— Fixed and improved clip plane management [[BR]]
— Delete client-side texture data after GPU upload [[BR]]
[[BR]]
- New features: [[BR]]
— Added callback support to the Task class so that a specific task may call a function in the main thread upon completion [[BR]]
— Added mouse-wheel zoom support to Orbit/ThirdPerson cameras [[BR]]
— Added 2D Texture Array support (e.g. used for terrain textures) [[BR]]

263 Diff Diff k1ngp1n picture k1ngp1n Fri 09 May, 2014 16:43:53 +0000

[Ionut] [[BR]]
- Fullscreen quads are now rendered via Geometry Shaders [[BR]]
- Implemented shader subroutines [[BR]]
- Improved CVSM’s quality [[BR]]
- Separated shadow only light properties from general light properties in separate UBOs to improve update performance [[BR]]
- Removed shader mask and instead try to load all available shaders from a given file [[BR]]
- Added a method (hackish) of changing projection properties at runtime (e.g. z planes) [[BR]]
- Fixed a comparison bug in RenderStateBlock class (forgot to clean it at last commit) [[BR]]
- Fixed clipping plane upload to shader programs [[BR]]

256 Diff Diff k1ngp1n picture k1ngp1n Fri 11 Apr, 2014 17:23:24 +0000

[Ionut] [[BR]]
- Performance optimizations: [[BR]]
— Call SceneGraph::Update only once per frame (instead of once per draw call, as it was stupidly done now) [[BR]]
— Improve Shader programs' uniform system to allow better caching systems [[BR]]
— Use better caching system for Shader programs [[BR]]
— Use LOD for particle emitters (reduce count with distance for now) [[BR]]
- Every TrackedObject gets a GUID now [[BR]]
- Cleanup in SceneGraphNode class and SceneNode class (with derived classes as well) [[BR]]
- Some const-correctness fixes [[BR]]

248 Diff Diff k1ngp1n picture k1ngp1n Mon 24 Feb, 2014 22:35:21 +0000

[Ionut][[BR]]
- Added a GenericVertexData class that can be used to fill VBOs with generic data and upload it to the GPU (and render it, either direct or instanced) [[BR]]
- Added a basic (soft) particle system [[BR]]
- Reworked memory allocation logging [[BR]]
- Improved transparency detection for textures on load [[BR]]

221 Diff Diff k1ngp1n picture k1ngp1n Wed 08 Jan, 2014 18:50:02 +0000

[Ionut] [[BR]]
- Merged branch “Shadows And Animations” back into trunk [[BR]]
- Added DoxygenGUI project file [[BR]]

  • Buggy *
186 Diff Diff k1ngp1n picture k1ngp1n Sun 24 Nov, 2013 19:14:54 +0000

[Ionut] [[BR]]
- Increased precision of internal timers (delta time stored as double and computed by the kernel) [[BR]]
- Some thread sync fixes [[BR]]
- More work on the profile timers. Added a main loop timer as an example (Kernel.cpp -> mainLoopApp) [[BR]]
- Physics update <-> SceneGraphNode transform update sync (rather primitive, but it works) [[BR]]
— Setting a position or rotation manually was overridden by the physics engine. Now, manual transform updates have a higher priority [[BR]]

171 Diff Diff k1ngp1n picture k1ngp1n Sun 03 Nov, 2013 18:15:06 +0000

-Replaced all tabs with spaces [[BR]]

170 k1ngp1n picture k1ngp1n Sun 03 Nov, 2013 17:24:57 +0000

-Moved hardware related code to a separate project [[BR]]
-More work on post-processing: [[BR]]
— HDR rendering is working, but final tonemapping needs more work [[BR]]
-Important changes in BloomPreRenderOperator.cpp, PostFX.cpp and glFrameBufferObject.cpp [[BR]]
-Trailing and leading whitespace cleanups [[BR]]