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//Creation and management of new OpenGL related entities: GL fonts, FB's, VB's etc
#include "Headers/GLWrapper.h"
#include "Core/Headers/ParamHandler.h"
#include "Hardware/Video/Headers/GFXDevice.h"
#include "Headers/glImmediateModeEmulation.h"

#include "Hardware/Video/OpenGL/Buffers/VertexBuffer/Headers/glVertexArray.h"
#include "Hardware/Video/OpenGL/Buffers/VertexBuffer/Headers/glGenericVertexData.h"
#include "Hardware/Video/OpenGL/Buffers/ShaderBuffer/Headers/glUniformBuffer.h"
#include "Hardware/Video/OpenGL/Buffers/FrameBuffer/Headers/glFrameBuffer.h"
#include "Hardware/Video/OpenGL/Buffers/PixelBuffer/Headers/glPixelBuffer.h"

namespace IMPrimitiveValidation{
    inline bool isValid(glIMPrimitive* const priv){ return (priv && !priv->inUse()); }
}

IMPrimitive* GL_API::createPrimitive(bool allowPrimitiveRecycle) {
    return dynamic_cast<IMPrimitive*>(getOrCreateIMPrimitive(allowPrimitiveRecycle));
}

glIMPrimitive* GL_API::getOrCreateIMPrimitive(bool allowPrimitiveRecycle){
    glIMPrimitive* tempPriv = nullptr;
    //Find a zombified primitive
    vectorImpl<glIMPrimitive* >::iterator it = std::find_if(_glimInterfaces.begin(),_glimInterfaces.end(),IMPrimitiveValidation::isValid);
    if(allowPrimitiveRecycle && it != _glimInterfaces.end()){//If we have one ...
        tempPriv = *it;
        //... resurrect it
        tempPriv->_zombieCounter = 0;
        tempPriv->clear();
    }else{//If we do not have a valid zombie, add a new element
        tempPriv = New glIMPrimitive();
        _glimInterfaces.push_back(tempPriv);
    }
    tempPriv->_setupStates.clear();
    tempPriv->_resetStates.clear();
    tempPriv->_canZombify = allowPrimitiveRecycle;
    return tempPriv;
}

/// Creates a new frame buffer
FrameBuffer* GL_API::newFB(bool multisampled) const {
    // if MSAA is disabled, this will be a simple color / depth buffer
    if (!GFX_DEVICE.MSAAEnabled()){
        multisampled = false;
    }
    // if we requested a MSFB and msaa is enabled, create a resolve buffer
    // and create our FB adding the resolve buffer as it's child
    // else, return a regular frame buffer
     return New glFrameBuffer(multisampled ? New glFrameBuffer() : nullptr);
}

VertexBuffer* GL_API::newVB() const {
    return New glVertexArray();
}

PixelBuffer* GL_API::newPB(const PBType& type) const {
    return New glPixelBuffer(type);
}

GenericVertexData* GL_API::newGVD(const bool persistentMapped) const {
    return New glGenericVertexData(persistentMapped);
}

ShaderBuffer* GL_API::newSB(const bool unbound) const {
    return New glUniformBuffer(unbound);
}

Commits for Divide-Framework/trunk/Source Code/Hardware/Video/OpenGL/GLEntities.cpp

Diff revisions: vs.
Revision Author Commited Message
279 Diff Diff IonutCava picture IonutCava Sat 28 Jun, 2014 16:20:46 +0000

[Ionut][[BR]]
- Unified draw command system into GenericDrawCommand [[BR]]
- Fixed double VB creation in Object3D [[BR]]
- Reworked triangle data computation (now Object3D’s responsibility) [[BR]]
- VertexArrays can now render using the primitive type specified in the draw command instead of the fixed type specified at creation [[BR]]
- Optimized terrain shader [[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]]

271 Diff Diff IonutCava picture IonutCava Fri 06 Jun, 2014 19:27:02 +0000

[Ionut] [[BR]]
- Preparing GVD class to support persistent mapping [[BR]]
- Updates to grass buffer. Better eat up the cost of waiting for culling result than going through the severe visual artifacts cause by skipping draws [[BR]]

268 Diff Diff IonutCava picture IonutCava Wed 04 Jun, 2014 10:20:27 +0000

[IonutCava] [[BR]]
- Terrain and vegetation updates: [[BR]]
— Use standard phong lighting model [[BR]]
— Separate grass patches per chunk [[BR]]
— Reduce number of required texture bind points for terrain by adding both textures and normal maps in a single texture array [[BR]]
— Draw terrain with 2 drawcalls (using glMultiDrawElements twice, once for LoD == 0 and once for LoD > 0) [[BR]]
[[BR]]
- Buffer management updates: [[BR]]
— Unified buffer binding system [[BR]]
— Made Uniform buffer objects visible to all classes and moved lightUBO to LightManager, matricesUBO to GFXDevice etc [[BR]]
— Added initial support for Shader Buffer Objects [[BR]]
— Moved viewport management to GFXDevice class [[BR]]
[[BR]]
- Rendering improvements: [[BR]]
— Added Hi-Z occlusion culling to instanceCull shader (using Hi-Z depth buffer constructed in GFXDevice class) [[BR]]
— Resolved issues with shadow maps overriding texture bind locations [[[BR]]
— Improved shader and shader program loading [[BR]]
— Improved material transparency support [[BR]]
— Added buffer lock manager class from “Approaching Zero Driver Overhead in OpenGL (Presented by NVIDIA)” speech at GDC14 [[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]]

260 Diff Diff k1ngp1n picture k1ngp1n Sat 03 May, 2014 19:33:41 +0000

[Ionut] [[BR]]
- More work on CSM. Reverted back to VSM to allow easier blurring and filtering [[BR]]
- Rewrote FrameBuffer classes to fix MSAA and memory leaks that occurred on resize (double creation of textures) [[BR]]
— Removed FBType. FrameBuffer types depend only on attachment types and if it’s MSAA enabled or not [[BR]]
- Rewrote RenderState classes to be API agnostic [[BR]]
- Bug fixes in math classes [[BR]]
- Changed “resolution change” logic [[BR]]
- Simplified some options in config.xml [[BR]]
- Improved per-light shadow options [[BR]]

259 Diff Diff k1ngp1n picture k1ngp1n Sun 27 Apr, 2014 18:24:52 +0000

[Ionut][[BR]]
- Implemented Exponential Stable Cascaded Shadow Maps for directional lights (still buggy, but basically working) [[BR]]
— CSM settings (resolution, number of splits, etc) are part of the scene render state [[BR]]
- SGN can skip rendering for the current frame if they are not ready (e.g. OnDraw can now return false or materials can fail to bind) [[BR]]
- Frustum class is now using the Plane class [[BR]]
- Removed Math SIMD implementation as the compiler generated code will always be faster and safer [[BR]]
- Added a “STUBBED” macro for outputing to the error stream of important messages (instead of using #pragma message) [[BR]]
- Added “freeze time” logic to pause/resume updates with or without freezing the GUI too [[BR]]
- Added “processGUI” method the every Scene class to separate time-sensitive GUI updates from game logic loop [[BR]]
- GLSL <-> Vertex Buffer bind locations are automatically set for every vertex shader [[BR]]
- Added basic support for compute shaders [[BR]]
- Removed most OS define checks to make porting to a new platform easier [[BR]]
- Texture transparency check per-pixel is now using OpenMP [[BR]]
- Texture samplers can now set a border color for CLAMP_TO_BORDER wrap mode [[BR]]
- Removed “Object” suffix from GFX Classes (pixel buffer, vertex buffer, frame buffer, etc) [[BR]]
- Stop processing scene input when application looses focus [[BR]]
- SceneGraphNode class is now responsible for updating SGNComponents on draw and calling its _node’s OnDraw method [[BR]]
- UBOs can now list all of the active uniforms inside a block with info such as type and offset [[BR]]
- Removed deprecated ‘GLCheck’ macro [[BR]]
- A lot of bug fixes and performance improvements in various places [[BR]]

249 Diff Diff k1ngp1n picture k1ngp1n Mon 31 Mar, 2014 20:42:31 +0000

[Ionut] [[BR]]
- Migrated to platform toolset v100 [[BR]]
- Updated boost to 1.55 [[BR]]
- Moved from “NULL” to “nullptr” [[BR]]
- DevIL is now linked dynamically [[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 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 *