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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 _SUB_MESH_H_
#define _SUB_MESH_H_

#include "Object3D.h"

/*
DIVIDE-Engine: 21.10.2010 (Ionut Cava)

A SubMesh is a geometry wrapper used to build a mesh. Just like a mesh, it can be rendered locally or across
the server or disabled from rendering alltogheter.

Objects created from this class have theyr position in relative space based on the parent mesh position.
(Same for scale,rotation and so on).

The SubMesh is composed of a VB object that contains vertx,normal and textcoord data, a vector of materials,
and a name.
*/

#include "core.h"
#include "Mesh.h"

class SubMesh : public Object3D {
public:
    SubMesh(const std::string& name, ObjectFlag flag = OBJECT_FLAG_NONE);

    virtual ~SubMesh();

    bool unload() { return SceneNode::unload(); }

    bool computeBoundingBox(SceneGraphNode* const sgn);

    inline U32  getId() {return _id;}
    /// When loading a submesh, the ID is the node index from the imported scene
    /// scene->mMeshes[n] == (SubMesh with _id == n)
    inline void setId(U32 id) {_id = id;}
    virtual void postLoad(SceneGraphNode* const sgn);
    inline Mesh* getParentMesh() {return _parentMesh;}
    inline void setSceneMatrix(const mat4<F32>& sceneMatrix){ _sceneRootMatrix = sceneMatrix; }

protected:
    friend class Mesh;
    inline void setParentMesh(Mesh* const parentMesh) { _parentMesh = parentMesh; }
    inline void setParentMeshSGN(SceneGraphNode* const meshSGN) { _parentMeshSGN = meshSGN; }

    void render(SceneGraphNode* const sgn, const SceneRenderState& sceneRenderState, const RenderStage& currentRenderStage);

    friend class DVDConverter;
    mat4<F32> _sceneRootMatrix;
    
    inline void setGeometryLimits(const vec3<F32>& min, const vec3<F32>& max) { _importBB.set(min, max);}

protected:
    bool _visibleToNetwork;
    bool _render;
    U32 _id;
    Mesh* _parentMesh;
    SceneGraphNode* _parentMeshSGN;
    BoundingBox     _importBB;
    GenericDrawCommand _drawCmd;
};

#endif

Commits for Divide-Framework/trunk/Source Code/Geometry/Shapes/Headers/SubMesh.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]]

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]]

270 Diff Diff IonutCava picture IonutCava Thu 05 Jun, 2014 19:08:07 +0000

[Ionut][[BR]]
- SubMeshes now use a single vertex buffer (owned by the parent mesh) with proper offsetting and querying [[BR]]
— Implementation not optimal yet [[BR]]
- Cleaned up VertexBuffer related classes [[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]]

254 Diff Diff 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]]

253 Diff Diff k1ngp1n picture k1ngp1n Wed 09 Apr, 2014 11:30:54 +0000

[Ionut] [[BR]]
- Split SceneAnimator in global and per-instance data (SceneAnimator and AnimatorComponent) respectively [[BR]]
— Each SceneNode, sharing the same skinned mesh can have different animations with different timings now [[BR]]
- Fixed particle systems' billboarding issues [[BR]]
- More cleaning up of the Material class [[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]]

234 Diff Diff k1ngp1n picture k1ngp1n Wed 15 Jan, 2014 21:08:07 +0000

[Ionut] [[BR]]
- Performance optimizations: [[BR]]
— Faster BoundingBox parsing in SceneGraphNode class [[BR]]
— Fewer BoundingBox related functions in SceneNode and derived classes [[BR]]
— Better parentTransform handling in Transform class [[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 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]]