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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 _IM_EMULATION_H_
#define _IM_EMULATION_H_

#include <boost/noncopyable.hpp>
#include "Core/Math/Headers/MathClasses.h"
#include "Utility/Headers/GUIDWrapper.h"

class Texture;

enum PrimitiveType;
///IMPrimitive replaces immediate mode calls to VB based rendering
class IMPrimitive : public GUIDWrapper, private boost::noncopyable  {
public:
    inline void setRenderStates(const DELEGATE_CBK& setupStatesCallback, const DELEGATE_CBK& releaseStatesCallback){
        _setupStates = setupStatesCallback;
        _resetStates = releaseStatesCallback;
    }

    inline void clearRenderStates(){
        _setupStates.clear();
        _resetStates.clear();
    }

    inline void setupStates() {
        if(!_setupStates.empty())
            _setupStates();
    }

    inline void resetStates() {
        if(!_resetStates.empty())
            _resetStates();
    }

    virtual void render(U32 instanceCount = 1, bool forceWireframe = false) = 0;

    virtual void beginBatch() = 0;
    virtual void begin(PrimitiveType type) = 0;
    virtual void vertex(const vec3<F32>& vert) = 0;
    virtual void attribute1i(const std::string& attribName, I32 value) = 0;
    virtual void attribute4ub(const std::string& attribName, const vec4<U8>& value) = 0;
    virtual void attribute4f(const std::string& attribName, const vec4<F32>& value) = 0;
    virtual void end() = 0;
    virtual void endBatch() = 0;

    virtual void clear() {
        zombieCounter(0);
        stateHash(0);
        clearRenderStates();
        inUse(false);
        _worldMatrix.identity();
        _lineWidth = 1.0f;
        _canZombify = true;
        _texture = nullptr;
    }

    inline void paused(bool state)                 {_paused = state;}
    inline bool paused()                     const {return _paused;}
    inline void inUse(bool state)                  {_inUse = state;}
    inline bool inUse()                      const {return _inUse;}
    inline void zombieCounter(U8 count)            {_zombieCounter = count;}
    inline U8   zombieCounter()              const {return _zombieCounter;}
    inline void forceWireframe(bool state)         {_forceWireframe = state;}
    inline bool forceWireframe()             const {return _forceWireframe; }
    inline bool hasRenderStates()            const {return (!_setupStates.empty() && !_resetStates.empty());}

    ///State management
    inline size_t  stateHash()              const { return _stateHash; }
    inline void stateHash(size_t hashValue)       { _stateHash = hashValue;}

    inline const mat4<F32>& worldMatrix()                             const { return _worldMatrix;}
    inline void             worldMatrix(const mat4<F32>& worldMatrix)       { _worldMatrix.set(worldMatrix); }

protected:
    IMPrimitive();

public:
    virtual ~IMPrimitive();

    Texture* _texture;
    bool     _hasLines;
    bool     _canZombify;
    F32      _lineWidth;

protected:
    ///after rendering an IMPrimitive, it's "inUse" flag is set to false.
    ///If the API tries to render it again, we just increment the _zombieCounter
    ///If the _zombieCounter reaches 3, we remove it from the vector as it is not needed
    U8           _zombieCounter;
    ///After rendering the primitive, we se "inUse" to false but leave it in the vector
    ///If a new primitive is to be rendered, it first looks for a zombie primitive
    ///If none are found, it adds a new one
    bool         _inUse; //<For caching
    ///If _pause is true, rendering for the current primitive is skipped and nothing is modified (e.g. zombie counters)
    bool         _paused;
    //render in wireframe mode
    bool         _forceWireframe;
    ///2 functions used to setup or reset states
    DELEGATE_CBK _setupStates;
    DELEGATE_CBK _resetStates;
    ///The state hash associated with this render instance
    size_t       _stateHash;
    ///The transform matrix for this element
    mat4<F32> _worldMatrix;
   
};

#endif

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

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]]

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]]

239 Diff Diff k1ngp1n picture k1ngp1n Sat 01 Feb, 2014 18:07:03 +0000

- decoupled some classes and moved rebalanced responsibilities around [[BR]]
— e.g. GFX class is now responsible for creating and destroying PostFX and ShaderManager instances [[BR]]
— e.g. Kernel should not do any GUI queries [[BR]]

221 Diff Diff k1ngp1n picture k1ngp1n Wed 08 Jan, 2014 18:50:02 +0000

[Ionut] [[BR]]
- Merged branch “Shadows And Animations” back into trunk [[BR]]
- Added DoxygenGUI project file [[BR]]

  • Buggy *
179 Diff Diff k1ngp1n picture k1ngp1n Sun 17 Nov, 2013 14:46:01 +0000

[Ionut] [[BR]]
- Bug fix with initial unit positioning (Unit.cpp -> moveTo(...) )[[BR]]
- Bug fix with nav mesh debug draw (could not be toggled off) [[BR]]
- Better float comparison code [[BR]]
- Save and Load nav mesh extents from file [[BR]]

171 Diff Diff k1ngp1n picture k1ngp1n Sun 03 Nov, 2013 18:15:06 +0000

-Replaced all tabs with spaces [[BR]]

160 Diff Diff k1ngp1n picture k1ngp1n Wed 10 Jul, 2013 17:07:04 +0000

[Ionut] [[BR]]
- Changed licensing from LGPL to the MIT license [[BR]]
— Code can now be used in non-commercial or commercial closed or open source projects [[BR]]

157 k1ngp1n picture k1ngp1n Sat 06 Jul, 2013 00:07:09 +0000

[Ionut] [[BR]]
- Added per-scene ini config file for NavMesh creation [[BR]]
- Improved some IMEmulation cleanup code and fixed a memory leak with NavMesh debug rendering [[BR]]
- NavMesh debug rendering can now be toggled on/off in the Editor [[BR]]