Subversion Repository Public Repository

Divide-Framework

This repository has no backups
This repository's network speed is throttled to 100KB/sec

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
/*
   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 _FRAME_BUFFER_H_
#define _FRAME_BUFFER_H_

#include "core.h"

#include "Utility/Headers/GUIDWrapper.h"
#include "Hardware/Video/Headers/RenderAPIEnums.h"
#include "Hardware/Video/Textures/Headers/TextureDescriptor.h"
#include <boost/noncopyable.hpp>

class Texture;
class Framebuffer : private boost::noncopyable, public GUIDWrapper {
public:
    struct FramebufferTarget {
        bool _depthOnly;
        bool _colorOnly;
        U32  _numColorChannels;
        bool _clearBuffersOnBind;
        bool _changeViewport;
        FramebufferTarget() : _depthOnly(false), _colorOnly(false), _clearBuffersOnBind(true), _changeViewport(true), _numColorChannels(1)
        {
        }
    };

    inline static FramebufferTarget& defaultPolicy() { static FramebufferTarget _defaultPolicy; return _defaultPolicy; }

    inline Texture* GetAttachment(TextureDescriptor::AttachmentType slot) const { return _attachmentTexture[slot]; }

    virtual bool AddAttachment(const TextureDescriptor& descriptor, TextureDescriptor::AttachmentType slot);
    virtual bool Create(U16 width, U16 height) = 0;

    virtual void Destroy() = 0;
    virtual void DrawToLayer(TextureDescriptor::AttachmentType slot, U8 layer, bool includeDepth = true) = 0; ///<Use by multilayered FB's
    inline  void DrawToFace(TextureDescriptor::AttachmentType slot, U8 nFace, bool includeDepth = true) {  ///<Used by cubemap FB's    
        DrawToLayer(slot, nFace, includeDepth);
    }

    virtual void SetMipLevel(U16 mipMinLevel, U16 mipMaxLevel, U16 writeLevel, TextureDescriptor::AttachmentType slot) = 0;
    virtual void ResetMipLevel(TextureDescriptor::AttachmentType slot) = 0;

    virtual void Begin(const FramebufferTarget& drawPolicy) = 0;
    virtual void End() = 0;

    virtual void Bind(U8 unit = 0, TextureDescriptor::AttachmentType slot = TextureDescriptor::Color0) = 0;

    virtual void ReadData(const vec4<U16>& rect, GFXImageFormat imageFormat, GFXDataFormat dataType, void* outData) = 0;
    inline  void ReadData(GFXImageFormat imageFormat, GFXDataFormat dataType, void* outData){
        ReadData(vec4<U16>(0, 0, _width, _height), imageFormat, dataType, outData);
    }

    virtual void BlitFrom(Framebuffer* inputFB, TextureDescriptor::AttachmentType slot = TextureDescriptor::Color0, bool blitColor = true, bool blitDepth = false) = 0;
    //If true, array texture and/or cubemaps are bound to a single attachment and shader based layered rendering should be used
    virtual void toggleLayeredRendering(const bool state) {_layeredRendering = state;}
    //Enable/Disable color writes
    virtual void toggleColorWrites(const bool state) {_disableColorWrites = !state;}
    //Enable/Disable the presence of a depth renderbuffer
    virtual void toggleDepthBuffer(const bool state) {_useDepthBuffer = state;}
    //Set the color the FB will clear to when drawing to it
    inline void setClearColor(const vec4<F32>& clearColor) { _clearColor.set(clearColor); }

    inline bool isMultisampled() const { return _multisampled; }

    inline U16 getWidth()  const	{return _width;}
    inline U16 getHeight() const	{return _height;}
    inline U8  getHandle() const	{return _framebufferHandle;}
    
    inline vec2<U16> getResolution() const {return vec2<U16>(_width, _height); }

    inline void clearBuffers(bool state)       {_clearBuffersState = state;}
    inline bool clearBuffers()           const {return _clearBuffersState;}

    Framebuffer(bool multiSample);
    virtual ~Framebuffer();

protected:
    virtual bool checkStatus() const = 0;

protected:
    bool        _layeredRendering;
    bool        _clearBuffersState;
    bool		_useDepthBuffer;
    bool        _disableColorWrites;
    bool        _multisampled;
    U16		    _width, _height;
    U32		    _framebufferHandle;
    vec4<F32>   _clearColor;
    TextureDescriptor _attachment[5];
    Texture*          _attachmentTexture[5];
    bool              _attachmentDirty[5];
};

#endif

Commits for Divide-Framework/trunk/Source Code/Hardware/Video/Buffers/FrameBuffer/Headers/FrameBuffer.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]]

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]]

268 Diff Diff IonutCava picture IonutCava Wed 04 Jun, 2014 10:20:27 +0000

[IonutCava] [[BR]]
- Terrain and vegetation updates: [[BR]]
— Use standard phong lighting model [[BR]]
— Separate grass patches per chunk [[BR]]
— Reduce number of required texture bind points for terrain by adding both textures and normal maps in a single texture array [[BR]]
— Draw terrain with 2 drawcalls (using glMultiDrawElements twice, once for LoD == 0 and once for LoD > 0) [[BR]]
[[BR]]
- Buffer management updates: [[BR]]
— Unified buffer binding system [[BR]]
— Made Uniform buffer objects visible to all classes and moved lightUBO to LightManager, matricesUBO to GFXDevice etc [[BR]]
— Added initial support for Shader Buffer Objects [[BR]]
— Moved viewport management to GFXDevice class [[BR]]
[[BR]]
- Rendering improvements: [[BR]]
— Added Hi-Z occlusion culling to instanceCull shader (using Hi-Z depth buffer constructed in GFXDevice class) [[BR]]
— Resolved issues with shadow maps overriding texture bind locations [[[BR]]
— Improved shader and shader program loading [[BR]]
— Improved material transparency support [[BR]]
— Added buffer lock manager class from “Approaching Zero Driver Overhead in OpenGL (Presented by NVIDIA)” speech at GDC14 [[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]]

265 Diff Diff k1ngp1n picture k1ngp1n Tue 27 May, 2014 19:47:56 +0000

[Ionut] [[BR]]
- reworked uniform buffer binding [[BR]]
- modified framebuffer mipmap update [[BR]]

263 Diff Diff k1ngp1n picture k1ngp1n Fri 09 May, 2014 16:43:53 +0000

[Ionut] [[BR]]
- Fullscreen quads are now rendered via Geometry Shaders [[BR]]
- Implemented shader subroutines [[BR]]
- Improved CVSM’s quality [[BR]]
- Separated shadow only light properties from general light properties in separate UBOs to improve update performance [[BR]]
- Removed shader mask and instead try to load all available shaders from a given file [[BR]]
- Added a method (hackish) of changing projection properties at runtime (e.g. z planes) [[BR]]
- Fixed a comparison bug in RenderStateBlock class (forgot to clean it at last commit) [[BR]]
- Fixed clipping plane upload to shader programs [[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 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]]