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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 _WRAPPER_DX_H_
#define _WRAPPER_DX_H_

#include "Hardware/Video/Headers/RenderAPIWrapper.h"

#include "core.h"
#include "Hardware/Video/Direct3D/Buffers/Framebuffer/Headers/d3dRenderTarget.h"
#include "Hardware/Video/Direct3D/Buffers/VertexBuffer/Headers/d3dVertexBuffer.h"
#include "Hardware/Video/Direct3D/Buffers/VertexBuffer/Headers/d3dGenericVertexData.h"
#include "Hardware/Video/Direct3D/Buffers/ShaderBuffer/Headers/d3dConstantBuffer.h"
#include "Hardware/Video/Direct3D/Buffers/PixelBuffer/Headers/d3dPixelBuffer.h"
#include "Hardware/Video/Direct3D/Shaders/Headers/d3dShaderProgram.h"
#include "Hardware/Video/Direct3D/Shaders/Headers/d3dShader.h"
#include "Hardware/Video/Direct3D/Textures/Headers/d3dTexture.h"
#include "Hardware/Video/Direct3D/Headers/d3dEnumTable.h"

DEFINE_SINGLETON_EXT1(DX_API,RenderAPIWrapper)

protected:
    DX_API() : RenderAPIWrapper() {}

    I8   initHardware(const vec2<U16>& resolution, I32 argc, char **argv);
    void exitRenderLoop(bool killCommand = false);
    void closeRenderingApi();
    void initDevice(U32 targetFrameRate);
    void changeResolutionInternal(U16 w, U16 h);
    void changeViewport(const vec4<I32>& newViewport) const;
    void setMousePosition(U16 x, U16 y) const;
    ///Change the window's position
    void setWindowPos(U16 w, U16 h)  const;
    void idle();
    void flush();
    void beginFrame();
    void endFrame();

    inline ShaderBuffer*       newSB(const bool unbound = false, const bool persistentMapped = true) const { return New d3dConstantBuffer(unbound, persistentMapped); }

    inline IMPrimitive*        newIMP()                                      const { return nullptr; }
    inline Framebuffer*        newFB(bool multisampled)                      const { return New d3dRenderTarget(multisampled); }
    inline GenericVertexData*  newGVD(const bool persistentMapped = false)   const { return New d3dGenericVertexData(persistentMapped); }
    inline VertexBuffer*       newVB()                                       const { return New d3dVertexBuffer(); }
    inline PixelBuffer*        newPB(const PBType& type)                     const { return New d3dPixelBuffer(type); }
    inline Texture*            newTextureArray(const bool flipped = false)   const { return New d3dTexture(TEXTURE_2D_ARRAY, flipped); }
    inline Texture*            newTexture2D(const bool flipped = false)      const { return New d3dTexture(TEXTURE_2D, flipped); }
    inline Texture*            newTextureCubemap(const bool flipped = false) const { return New d3dTexture(TEXTURE_CUBE_MAP, flipped); }
    inline ShaderProgram*      newShaderProgram(const bool optimise = false) const { return New d3dShaderProgram(optimise); }

    inline Shader*             newShader(const std::string& name,const  ShaderType& type,const bool optimise = false) const {return New d3dShader(name,type,optimise);}
           bool                initShaders();
           bool                deInitShaders();

    F32* setProjection(const vec4<F32>& rect, const vec2<F32>& planes);
    F32* setProjection(F32 FoV, F32 aspectRatio, const vec2<F32>& planes);
    void setAnaglyphFrustum(F32 camIOD, const vec2<F32>& zPlanes, F32 aspectRatio, F32 verticalFoV, bool rightFrustum = false);

    void toggleRasterization(bool state);
    void setLineWidth(F32 width);

    void drawText(const TextLabel& textLabel, const vec2<I32>& position);
    void drawPoints(U32 numPoints);

    void updateClipPlanes();
    friend class GFXDevice;
    typedef void (*callback)();
    void dxCommand(callback f){(*f)();};

    void loadInContextInternal();

    U64 getFrameDurationGPU() const { return 0; }

    void activateStateBlock(const RenderStateBlock& newBlock, RenderStateBlock* const oldBlock) const;

END_SINGLETON

#endif

Commits for Divide-Framework/trunk/Source Code/Hardware/Video/Direct3D/Headers/DXWrapper.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]]

275 Diff Diff IonutCava picture IonutCava Fri 13 Jun, 2014 15:11:02 +0000

[Ionut [[BR]]
- Removed all GLM dependencies (great library, but my math class can handle all of my requirements now) [[BR]]
- Moved view/projection/texture matrix management to GFXDevice class (from API specific classes) [[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]]

271 Diff Diff IonutCava picture IonutCava Fri 06 Jun, 2014 19:27:02 +0000

[Ionut] [[BR]]
- Preparing GVD class to support persistent mapping [[BR]]
- Updates to grass buffer. Better eat up the cost of waiting for culling result than going through the severe visual artifacts cause by skipping draws [[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]]

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]]

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]]

262 Diff Diff k1ngp1n picture k1ngp1n Tue 06 May, 2014 21:04:00 +0000

[Ionut] [[BR]]
- Some AI refactoring (basic AIEntity <-> AESOP interoperability) [[BR]]
- Some render batch sorting code refactored and fixed (wasn’t properly sorted in FINAL_STAGE) [[BR]]
- Simplified RenderStateBlockDescriptor and deferred hash value calculation [[BR]]
- Basic draw call count implementation [[BR]]
- Renamed some classes [[BR]]

260 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]]