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#include "Headers/SceneGraphNode.h"

#include "Scenes/Headers/SceneState.h"
#include "Core/Math/Headers/Transform.h"
#include "Managers/Headers/SceneManager.h"
#include "Geometry/Shapes/Headers/Mesh.h"
#include "Geometry/Shapes/Headers/SubMesh.h"
#include "Geometry/Material/Headers/Material.h"
#include "Rendering/RenderPass/Headers/RenderQueue.h"

bool SceneRoot::computeBoundingBox(SceneGraphNode* const sgn) {
    BoundingBox& bb = sgn->getBoundingBox();
    bb.reset();
    FOR_EACH(SceneGraphNode::NodeChildren::value_type& s, sgn->getChildren()){
        sgn->addBoundingBox(s.second->getBoundingBoxConst(), s.second->getNode()->getType());
    }
    bb.setComputed(true);
    return SceneNode::computeBoundingBox(sgn);
}

void SceneGraphNode::setSelected(bool state) {
    _selected = state;
     FOR_EACH(NodeChildren::value_type& it, _children){
        it.second->setSelected(_selected);
    }
}

bool SceneGraphNode::getCastsShadows() const {
    return _castsShadows && LightManager::getInstance().shadowMappingEnabled();
}

bool SceneGraphNode::getReceivesShadows() const {
    return _receiveShadows && LightManager::getInstance().shadowMappingEnabled();
}

void SceneGraphNode::updateBoundingBoxTransform(const mat4<F32>& transform){
    if (_boundingBox.Transform(_initialBoundingBox, transform, !_initialBoundingBox.Compare(_initialBoundingBoxCache)))
        _initialBoundingBoxCache = _initialBoundingBox;
        _boundingSphere.fromBoundingBox(_boundingBox);
}

void SceneGraphNode::setInitialBoundingBox(const BoundingBox& initialBoundingBox){
    if (!initialBoundingBox.Compare(getInitialBoundingBox())){
        _initialBoundingBox = initialBoundingBox;
        _initialBoundingBox.setComputed(true);
        _boundingBoxDirty = true;
    }
}

void SceneGraphNode::onCameraChange(){
    FOR_EACH(NodeChildren::value_type& it, _children)
        it.second->onCameraChange();
    
    _node->onCameraChange(this);
}

///Please call in MAIN THREAD! Nothing is thread safe here (for now) -Ionut
void SceneGraphNode::sceneUpdate(const U64 deltaTime, SceneState& sceneState) {
    //Compute from leaf to root to ensure proper calculations
    FOR_EACH(NodeChildren::value_type& it, _children){
        assert(it.second);
        it.second->sceneUpdate(deltaTime, sceneState);
    }
    // update local time
    _elapsedTime += deltaTime;

    // update transform
    if (getTransform()) {
        _transform->setParentTransform(_parent ? _parent->getTransform() : nullptr);
        _transform->update(deltaTime);
    }
    
    // update all of the internal components (animation, physics, etc)
    FOR_EACH(NodeComponents::value_type& it, _components)
        if (it.second) it.second->update(deltaTime);

    assert(_node->getState() == RES_LOADED);
    //Update order is very important! e.g. Mesh BB is composed of SubMesh BB's.

    //Compute the BoundingBox if it isn't already
    if (!_boundingBox.isComputed()) {
        _node->computeBoundingBox(this);
        assert(_boundingBox.isComputed());
        _boundingBoxDirty = true;
    }

    if (_boundingBoxDirty){
        if (_transform) updateBoundingBoxTransform(_transform->getGlobalMatrix());
        if (_parent)    _parent->getBoundingBox().setComputed(false);

        _boundingBoxDirty = false;
    }

    _node->sceneUpdate(deltaTime, this, sceneState);

    Material* mat = _node->getMaterial();
    if (mat)
        mat->update(deltaTime);
    

    if(_shouldDelete) GET_ACTIVE_SCENEGRAPH()->addToDeletionQueue(this);
}

void SceneGraphNode::render(const SceneRenderState& sceneRenderState, const RenderStage& currentRenderStage){
    //Call any pre-draw operations on the SceneGraphNode (e.g. tick animations)
    //Check if we should draw the node. (only after onDraw as it may contain exclusion mask changes before draw)
    if(!onDraw(currentRenderStage))
        return; //< If the SGN isn't ready for rendering, skip it this frame
    
    _node->bindTextures();
    _node->render(this, sceneRenderState, currentRenderStage);

    postDraw(currentRenderStage);
}

bool SceneGraphNode::onDraw(RenderStage renderStage){
    if (_drawReset[renderStage]){
        _drawReset[renderStage] = false;
        if (getParent() && !bitCompare(DEPTH_STAGE, renderStage)){
            FOR_EACH(SceneGraphNode::NodeChildren::value_type& it, getParent()->getChildren())
                if (it.second->getComponent<AnimationComponent>()) 
                    it.second->getComponent<AnimationComponent>()->reset();
        }
            
    }

    FOR_EACH(NodeComponents::value_type& it, _components)
        if (it.second) it.second->onDraw(renderStage);
    
    //Call any pre-draw operations on the SceneNode (refresh VB, update materials, etc)
    Material* mat = _node->getMaterial();
    if (mat){
        if (mat->computeShader(renderStage)){
            scheduleDrawReset(renderStage); //reset animation on next draw call
            return false;
        }
    }

    if(_node->onDraw(this, renderStage))
        return _node->getDrawState(renderStage);

    return false;
}

void SceneGraphNode::postDraw(RenderStage renderStage){
    // Perform any post draw operations regardless of the draw state
    _node->postDraw(this, renderStage);
}

void SceneGraphNode::isInViewCallback(){
    if(!_inView)
        return;

    _materialColorMatrix.zero();
    _materialPropertyMatrix.zero();

    _materialPropertyMatrix.setCol(0, vec4<F32>(isSelected() ? 1.0f : 0.0f, getReceivesShadows() ? 1.0f : 0.0f, 0.0f, 0.0f));

    Material* mat = _node->getMaterial();
    
    if (mat){
        mat->getMaterialMatrix(_materialColorMatrix);
        _materialPropertyMatrix.setCol(1, vec4<F32>((mat->isTranslucent() ? (mat->useAlphaTest() || GFX_DEVICE.isCurrentRenderStage(SHADOW_STAGE)) : false) ? 1.0f : 0.0f,
                                                    (F32)mat->getTextureOperation(), (F32)mat->getTextureCount(), 0.0f));
    }

}

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

285 Diff Diff IonutCava picture IonutCava Wed 02 Jul, 2014 18:33:25 +0000

[Ionut][[BR]]
- Per SGN shader data implementation part 1.75 / 2 [[BR]]
— Upload node data into a SSBO in one single call [[BR]]
- Re-factored LightManager to upload light info and shadow info in single upload calls [[BR]]
- Improved GUIConsole load performance by using a boost::circular_buffer for initial messages [[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]]

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]]

257 Diff Diff k1ngp1n picture k1ngp1n Sun 13 Apr, 2014 17:30:59 +0000

[Ionut] [[BR]]
- Some C++11 code stuff here and there [[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]]

255 Diff Diff k1ngp1n picture k1ngp1n Thu 10 Apr, 2014 16:13:23 +0000

[Ionut] [[BR]]
- Added AESOP library http://code.google.com/p/aesop-open-planner/ [[BR]]
- Performance optimizations: [[BR]]
— Update animations only for visible nodes (must handle special cases when nodes are just outside the frustum) [[BR]]
— Compile shaders only for the current stage when the material is requested (as opposed to compiling shaders for all the rendering stages when first accessing the material)[[BR]]
- Renamed Coordination to AITeam [[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]]