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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 _SCENE_NODE_H_
#define _SCENE_NODE_H_

#include "SceneNodeRenderState.h"
#include "Core/Resources/Headers/Resource.h"
#include "Dynamics/Physics/Headers/PhysicsAsset.h"
#include "Core/Math/BoundingVolumes/Headers/BoundingBox.h"
#include "Core/Math/BoundingVolumes/Headers/BoundingSphere.h"

enum SceneNodeType {
    TYPE_ROOT             = toBit(1), //< root node
    TYPE_OBJECT3D         = toBit(2), //< 3d objects in the scene
    TYPE_TRANSFORM        = toBit(3), //< dummy node to stack multiple transforms
    TYPE_WATER            = toBit(4), //< water node
    TYPE_LIGHT            = toBit(5), //< a scene light
    TYPE_TRIGGER          = toBit(6), //< a scene trigger (perform action on contact)
    TYPE_PARTICLE_EMITTER = toBit(7), //< a particle emitter
    TYPE_SKY              = toBit(8), //< sky node
    TYPE_VEGETATION_GRASS = toBit(9), //< grass node
    TYPE_VEGETATION_TREES = toBit(10), //< trees node (to do later)
    ///Place types above
    TYPE_PLACEHOLDER      = toBit(11)
};

class Scene;
class Material;
class SceneState;
class SceneRenderState;
class ShaderProgram;
enum  RenderStage;

class SceneNode : public Resource {
    friend class SceneGraphNode;
    friend class RenderQueue;

public:
    SceneNode(const SceneNodeType& type);
    SceneNode(const std::string& name, const SceneNodeType& type);
    virtual ~SceneNode();

    /// Perform any pre-draw operations (this is after sort and transform updates)
    /// If the node isn't ready for rendering and should be skipped this frame, the return value is false
    virtual bool onDraw(SceneGraphNode* const sgn, const RenderStage& currentStage) = 0;
    virtual	bool getDrawState() const { return _renderState.getDrawState(); }
    /// Some SceneNodes may need special case handling. I.E. water shouldn't render itself in REFLECTION_STAGE
    virtual	bool getDrawState(const RenderStage& currentStage);
    /*//Rendering/Processing*/

    virtual	bool	  unload();
    virtual bool	  isInView(const SceneRenderState& sceneRenderState, const BoundingBox& boundingBox, const BoundingSphere& sphere, const bool distanceCheck = true);
    virtual	void	  setMaterial(Material* const m);
    Material*   const getMaterial();
    virtual ShaderProgram* const getDrawShader(RenderStage renderStage = FINAL_STAGE);
    virtual size_t               getDrawStateHash(RenderStage renderStage);

    /// Every SceneNode computes a bounding box in it's own way.
    virtual	bool computeBoundingBox(SceneGraphNode* const sgn);
    virtual void drawBoundingBox(SceneGraphNode* const sgn) const;

    inline       void           setType(const SceneNodeType& type)        { _type = type; }
    inline const SceneNodeType& getType()					        const { return _type; }

    inline SceneNodeRenderState& getSceneNodeRenderState() { return _renderState; }

    inline void incLODcount() { _LODcount++; }
    inline void decLODcount() { _LODcount--; }
    inline U8   getLODcount()   const { return _LODcount; }
    inline U8   getCurrentLOD() const { return (_lodLevel < (_LODcount - 1) ? _lodLevel : (_LODcount - 1)); }

protected:
    friend class RenderBin;
    friend class RenderPass;
    friend class SceneGraph;
    friend class SceneGraphNode;
    inline I8   getReferenceCount() const { return _sgnReferenceCount; }
    inline void incReferenceCount()       { _sgnReferenceCount++; }
    inline void decReferenceCount()       { _sgnReferenceCount--; }

    /// Perform any post-draw operations (this is after releasing object and shadow states)
    virtual void postDraw(SceneGraphNode* const sgn, const RenderStage& currentStage) {/*Nothing yet*/ }
    /// Called from SceneGraph "sceneUpdate"
    virtual void sceneUpdate(const U64 deltaTime, SceneGraphNode* const sgn, SceneState& sceneState);
    /*Rendering/Processing*/
    virtual void render(SceneGraphNode* const sgn, const SceneRenderState& sceneRenderState, const RenderStage& currentRenderStage) = 0; //Sounds are played, geometry is displayed etc.

    virtual void onCameraChange(SceneGraphNode* const sgn) {}

    /* Material */
    virtual	void bindTextures();

    /// Perform any last minute operations before the frame drawing ends (this is after shader and shodawmap unbindng)
    virtual void preFrameDrawEnd(SceneGraphNode* const sgn);
    // Post insertion calls (Use this to setup child objects during creation)
    virtual void postLoad(SceneGraphNode* const sgn) { _nodeReady = (sgn != nullptr); }; 

protected:
    ///The various states needed for rendering
    SceneNodeRenderState  _renderState;
    ///Attach a physics asset to the node to make it physics enabled
    PhysicsAsset*         _physicsAsset;
    ///LOD level is updated at every visibility check (SceneNode::isInView(...));
    U8                    _lodLevel; ///<Relative to camera distance
    U8                    _LODcount; ///<Maximum available LOD levels
    I8                    _sgnReferenceCount;

private:
    //mutable SharedLock _materialLock;
    Material*	  _material;
    bool          _refreshMaterialData;
    bool          _nodeReady; //< make sure postload was called with a valid SGN
    SceneNodeType _type;
};

#endif

Commits for Divide-Framework/trunk/Source Code/Graphs/Headers/SceneNode.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]]

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]]

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]]

258 Diff Diff k1ngp1n picture k1ngp1n Tue 15 Apr, 2014 15:26:22 +0000

[Ionut]
- Bumped minimum OpenGL required version to 4.3 (any Fermi and GCN 1.1 GPU)
- Fixed an issue with opacity maps
- Improved loading times by optimizing console output system and various optimizations in DVDConverter
- Create GUIConsole when needed (not on load)
- Moved common control code to the Scene class

256 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]]