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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 _PARTICLE_EMITTER_H_
#define _PARTICLE_EMITTER_H_

#include "core.h"
#include "Particle.h"
#include "Graphs/Headers/SceneNode.h"
#include "Dynamics/Entities/Headers/Impostor.h"

/// Basic definitions used by the particle emitter
/// By default , every PE node is inert until you pass it a descriptor
struct ParticleEmitterDescriptor {
    U32 _particleCount;            ///< maximum number of particles for this emitter
    I32 _emissionInterval;         ///< particles per second
    I32 _emissionIntervalVariance; ///< particles per second used to vary emission (_emissionInterval + rand(-_emissionIntervalVariance, _emissionIntervalVariance))

    F32 _spread;
    F32 _velocity;				   ///< particle velocity on emission
    F32 _velocityVariance;		   ///< velocity variance (_velocity + rand(-_velocityVariance, _velocityVariance))

    I32 _lifetime;                  ///< lifetime , in milliseconds of each particle
    I32 _lifetimeVariance;          ///< liftime variance (_lifetime + rand(-_lifetimeVariance, _lifetimeVariance))
    std::string _textureFileName;
    ParticleEmitterDescriptor();
};

class Texture;
class Impostor;
class GenericVertexData;
/// A Particle emitter scene node. Nothing smarter to say, sorry :"> - Ionut
class ParticleEmitter : public SceneNode {
public:
    ParticleEmitter();
   ~ParticleEmitter();

    /// Dummy function from SceneNode;
    bool onDraw(SceneGraphNode* const sgn, const RenderStage& currentStage);

    /// toggle the particle emitter on or off
    inline void enableEmitter(bool state) {_enabled = state;}

    /// Set the callback, the position and the radius of the trigger
    void setDescriptor(const ParticleEmitterDescriptor& descriptor);
    
    inline void setDrawImpostor(const bool state) {_drawImpostor = state;}

    ///SceneNode concrete implementations
    bool initData();
    bool unload();

    bool computeBoundingBox(SceneGraphNode* const sgn);

    ///SceneNode test
    bool isInView(const SceneRenderState& sceneRenderState, const BoundingBox& boundingBox, const BoundingSphere& sphere, const bool distanceCheck = false) {
        if(_enabled && _impostor)
            return _impostor->isInView(sceneRenderState, boundingBox, sphere, distanceCheck);

        return false;
    }

    const ParticleEmitterDescriptor& getDescriptor() const {return _descriptor;}

protected:
    void postLoad(SceneGraphNode* const sgn);

    /// preprocess particles here
    void sceneUpdate(const U64 deltaTime, SceneGraphNode* const sgn, SceneState& sceneState);
    
    ///When the SceneGraph calls the particle emitter's render function, we draw the impostor if needed
    virtual void render(SceneGraphNode* const sgn, const SceneRenderState& sceneRenderState, const RenderStage& currentRenderStage);
    void onCameraChange(SceneGraphNode* const sgn);
    ShaderProgram* const getDrawShader(RenderStage renderStage = FINAL_STAGE);

private:
    I32 findUnusedParticle();
    void uploadToGPU();

private:
    vectorImpl<ParticleDescriptor > _particles;
    vectorImpl<F32 > _particlePositionData;
    vectorImpl<U8 >  _particleColorData;

    U32 _readOffset, _writeOffset;
    I32 _lastUsedParticle;
    U32 _particlesCurrentCount;
    /// create particles
    bool _enabled;
    bool _created;
    bool _uploaded;
    /// draw the impostor?
    bool _drawImpostor;
    bool _updateParticleEmitterBB;
    /// used for debug rendering / editor
    Impostor* _impostor;
    /// pointers to important scenegraph information
    SceneGraphNode *_particleEmitterSGN, *_impostorSGN;

    GenericVertexData* _particleGPUBuffer;

    size_t _particleStateBlockHash;

    ShaderProgram* _particleShader;
    ShaderProgram* _particleDepthShader;
    Texture* _particleTexture;

    ParticleEmitterDescriptor _descriptor;

    GenericDrawCommand        _drawCommand;
};

#endif

Commits for Divide-Framework/trunk/Source Code/Dynamics/Entities/Particles/Headers/ParticleEmitter.h

Diff revisions: vs.
Revision Author Commited Message
286 Diff Diff IonutCava picture IonutCava Fri 18 Jul, 2014 16:32:03 +0000

[Ionut] [[BR]]

    • very buggy commit ** [[BR]]

- New rendering pipeline: [[BR]]
— Bumped OpenGL version to 4.4 [[BR]]
— Command based rendering. GFXDevice dispatches rendering commands to their respective buffers [[BR]]
— State changing is exclusively controlled by the GFXDevice class [[BR]]
— Material properties and transform matrices are stored in shader storage buffers that are updated after culling and uploaded once per RenderPass. Objects use drawIDs to index data in shaders [[BR]]
— Removed all custom matrices and other, per shader, bind data [[BR]]
— Removed per node light data. Light culling and shader buffers will replace the old light management system [[BR]]
— Framebuffers now use the Texture class for attachments [[BR]]
— Sampler objects now work like RenderStateBlocks. GL_API handles them and stores them in a hash indexed map [[BR]]
— Removed “prepareMaterial” calls. Pre-draw material setup is now only limited to texture binding [[BR]]
— Moved immediate mode emulation and primitive rendering from API level to GFXDevice level [[BR]]
— Framebuffer rendering must be completed with a call to end() to ensure proper MSAA resolve (asserts, otherwise) [[BR]]
- Fixed hash code generation for RenderStateBlock (and now, glSamplerObject) using boost::hash_combine [[BR]]
- Temporarily disabled XML caching for materials [[BR]]

284 Diff Diff IonutCava picture IonutCava Tue 01 Jul, 2014 20:54:08 +0000

[Ionut][[BR]]
- Per SGN shader data implementation part 1 / 2 [[BR]]
— Gather node info and transforms into custom struct for visible nodes and store them in a GFXDevice local vector [[BR]]
- Removed “prepareDepthMaterial” and added depthPass flag to “prepareMaterial” [[BR]]

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]]

272 Diff Diff IonutCava picture IonutCava Wed 11 Jun, 2014 11:30:51 +0000

[Ionut] [[BR]]
- Added initial code for Forward+ rendering (grid based light culling) [[BR]]
- Simplified Light class [[BR]]
- Moved more light uniform data to ShaderBuffers [[BR]]
- Double buffered grass rendering [[BR]]
- Added a better attribute interface to GenericVertexData [[BR]]
- Fixed screenshot capture [[BR]]
- Fixed texture double-bind checks [[BR]]

267 Diff Diff k1ngp1n picture k1ngp1n Wed 28 May, 2014 11:08:12 +0000

[Ionut] [[BR]]
- Improved texture handling: [[BR]]
— No more texture unbind (except when clearing the frame state) [[BR]]
— Moved texture bind checking to the GL_API class [[BR]]
- Fixed a crash related to vegetation loading due to compiler optimizations [[BR]]
- removed all “releaseMaterial” functions as they are no longer needed [[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]]

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]]

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]]

254 k1ngp1n picture k1ngp1n Wed 09 Apr, 2014 15:25:42 +0000

[Ionut] [[BR]]
- Fixed a bug from previous commit with stringstream clearing [[BR]]
- Extended the SceneGraphNode component system to include navigation and physics components [[BR]]
- Code cleanups [[BR]]