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#include "Headers/SubMesh.h"
#include "Headers/Mesh.h"

#include "Core/Resources/Headers/ResourceCache.h"
#include "Core/Math/Headers/Transform.h"
#include "Core/Headers/ParamHandler.h"
#include "Graphs/Headers/SceneGraphNode.h"
#include "Hardware/Video/Headers/GFXDevice.h"

SubMesh::SubMesh(const std::string& name, ObjectFlag flag) : Object3D(name, SUBMESH, flag | OBJECT_FLAG_NO_VB),
                                                             _visibleToNetwork(true),
                                                             _render(true),
                                                             _id(0),
                                                             _parentMesh(nullptr),
                                                             _parentMeshSGN(nullptr)
{
    _drawCmd = GenericDrawCommand(TRIANGLES, 0, 1);
}

SubMesh::~SubMesh()
{
}

bool SubMesh::computeBoundingBox(SceneGraphNode* const sgn){
    BoundingBox& bb = sgn->getBoundingBox();
    if(bb.isComputed())
        return true;

    bb.set(_importBB);
    bb.setComputed(true);

    return SceneNode::computeBoundingBox(sgn);
}

/// After we loaded our mesh, we need to add submeshes as children nodes
void SubMesh::postLoad(SceneGraphNode* const sgn){
    //sgn->getTransform()->setTransforms(_localMatrix);
    /// If the mesh has animation data, use dynamic VB's if we use software skinning
    VertexBuffer* vb = _parentMesh->getGeometryVB();
    _drawCmd._cmd.firstIndex =  vb->getPartitionOffset(_geometryPartitionId);
    _drawCmd._cmd.count =       vb->getPartitionCount(_geometryPartitionId);
    Object3D::postLoad(sgn);
}

void SubMesh::render(SceneGraphNode* const sgn, const SceneRenderState& sceneRenderState, const RenderStage& currentRenderStage){
    assert(_parentMesh != nullptr);

    _drawCmd.setLoD(getCurrentLOD());
    _drawCmd.setDrawIDs(GFX_DEVICE.getDrawIDs(sgn->getGUID()));
    _drawCmd.setStateHash(getDrawStateHash(currentRenderStage));
    _drawCmd.setShaderProgram(getDrawShader(currentRenderStage));
    _parentMesh->addDrawCommand(_drawCmd);

    GFX_DEVICE.submitRenderCommand(_parentMesh->getGeometryVB(), _drawCmd);
}

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

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]]

276 Diff Diff IonutCava picture IonutCava Fri 13 Jun, 2014 18:23:32 +0000

[Ionut][[BR]]
- Terrain now inherits from Object3D (instead of directly from SceneNode) [[BR]]
- Restructured RenderInstance to support multiple draw commands [[BR]]
— Multiple draw commands per instance are separated to different LoD batches automatically on render [[BR]]

274 Diff Diff IonutCava picture IonutCava Fri 13 Jun, 2014 12:56:03 +0000

[Ionut] [[BR]]
- Simplified buffer based rendering (VertexBuffer & GenericVertexData are now exclusively command based) [[BR]]
- Update bone buffer to persistent mapped-SSBO system with double-buffering [[BR]]
- Simplified sky rendering and (finally) reduced the sun’s radius [[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]]

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]]

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]]

245 Diff Diff k1ngp1n picture k1ngp1n Tue 11 Feb, 2014 20:44:09 +0000

[Ionut] [[BR]]
- even more performance optimizations [[BR]]

234 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]]