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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 _RENDER_API_H_
#define _RENDER_API_H_

#include "RenderAPIEnums.h"
#include "Utility/Headers/Vector.h"
#include "Core/Math/Headers/MathClasses.h"

class ShaderProgram;

typedef struct {
    // Video resolution
    I32 Width, Height;
    // Red bits per pixel
    I32 RedBits;
    // Green bits per pixel
    I32 GreenBits;
    // Blue bits per pixel
    I32 BlueBits;
} VideoModes;
//FWD DECLARE CLASSES

struct IndirectDrawCommand {
    IndirectDrawCommand() : count(0), instanceCount(1), firstIndex(0), baseVertex(0), baseInstance(0) {}
    U32  count;
    U32  instanceCount;
    U32  firstIndex;
    U32  baseVertex;
    U32  baseInstance;
};

struct GenericDrawCommand {
    U8  _queryID;
    U8  _lodIndex;
    size_t _stateHash;
    bool _drawToBuffer;
    vec2<I32> _drawIDs;
    PrimitiveType _type;
    IndirectDrawCommand _cmd;
    ShaderProgram*      _shaderProgram;

    inline void setLoD(U8 lod)                       { _lodIndex = lod; }
    inline void setQueryID(U8 queryID)               { _queryID = queryID; }
    inline void setStateHash(size_t hashValue)       { _stateHash = hashValue; }
    inline void setDrawToBuffer(bool state)          { _drawToBuffer = state; }
    inline void setInstanceCount(U32 count)          { _cmd.instanceCount = count; }
    inline void setDrawIDs(const vec2<I32>& drawIDs) { _drawIDs.set(drawIDs); }

    inline void setShaderProgram(ShaderProgram* const program) { _shaderProgram = program; }

    GenericDrawCommand() : GenericDrawCommand(TRIANGLE_STRIP, 0, 0)
    {
    }

    GenericDrawCommand(const PrimitiveType& type, U32 firstIndex, U32 count, U32 instanceCount = 1) : _type(type),
                                                                                                      _lodIndex(0),
                                                                                                      _stateHash(0),
                                                                                                      _queryID(0),
                                                                                                      _drawToBuffer(false),
                                                                                                      _shaderProgram(nullptr)
    {
        _cmd.count = count;
        _cmd.firstIndex = firstIndex;
        _cmd.instanceCount = instanceCount;
        _drawIDs.set(-1);
    }
};

class Light;
class Shader;
class Kernel;
class SubMesh;
class Texture;
class Material;
class Object3D;
class TextLabel;
class Transform;
class SceneGraph;
class GUIElement;
class IMPrimitive;
class PixelBuffer;
class Framebuffer;
class VertexBuffer;
class ShaderBuffer;
class ShaderProgram;
class SceneGraphNode;
class SceneRenderState;
class RenderStateBlock;
class GenericVertexData;

///FWD DECLARE ENUMS
enum ShaderType;

template<class T> class Plane;
typedef vectorImpl<Plane<F32> > PlaneList;
///FWD DECLARE STRUCTS
class RenderStateBlockDescriptor;

///Renderer Programming Interface
class RenderAPIWrapper {
public: //RenderAPIWrapper global

protected:
    RenderAPIWrapper() : _apiId(GFX_RENDER_API_PLACEHOLDER),
                         _GPUVendor(GPU_VENDOR_PLACEHOLDER)
    {
    }

    friend class GFXDevice;

    inline void setId(const RenderAPI& apiId)                       {_apiId = apiId;}
    inline void setGPUVendor(const GPUVendor& gpuvendor)            {_GPUVendor = gpuvendor;}

    inline const RenderAPI&        getId()        const { return _apiId;}
    inline const GPUVendor&        getGPUVendor() const { return _GPUVendor;}

    /*Application display frame*/
    ///Clear buffers, set default states, etc
    virtual void beginFrame() = 0;
    ///Clear shaders, restore active texture units, etc
    virtual void endFrame() = 0;
    ///Clear buffers,shaders, etc.
    virtual void flush() = 0;

    virtual void idle() = 0;

    ///Change the window's position
    virtual void setWindowPos(U16 w, U16 h) const = 0;
    ///Platform specific cursor manipulation. Set's the cursor's location to the specified X and Y relative to the edge of the window
    virtual void setMousePosition(U16 x, U16 y) const = 0;
    virtual IMPrimitive*        newIMP() const = 0;
    virtual Framebuffer*        newFB(bool multisampled) const = 0;
    virtual VertexBuffer*       newVB() const = 0;
    virtual ShaderBuffer*       newSB(const bool unbound = false, const bool persistentMapped = true) const = 0;
    virtual GenericVertexData*  newGVD(const bool persistentMapped = false) const = 0;
    virtual PixelBuffer*        newPB(const PBType& type = PB_TEXTURE_2D) const = 0;
    virtual Texture*            newTextureArray(const bool flipped = false) const = 0;
    virtual Texture*            newTexture2D(const bool flipped = false) const = 0;
    virtual Texture*            newTextureCubemap(const bool flipped = false) const = 0;
    virtual ShaderProgram*      newShaderProgram(const bool optimise = false) const = 0;
    virtual Shader*             newShader(const std::string& name,const ShaderType& type,const bool optimise = false) const = 0;
    virtual bool                initShaders() = 0;
    virtual bool                deInitShaders() = 0;

    virtual I8   initHardware(const vec2<U16>& resolution, I32 argc, char **argv) = 0;
    virtual void exitRenderLoop(bool killCommand = false) = 0;
    virtual void closeRenderingApi() = 0;
    virtual void initDevice(U32 targetFrameRate) = 0;

    virtual void toggleRasterization(bool state) = 0;
    virtual void setLineWidth(F32 width) = 0;
    virtual void drawText(const TextLabel& textLabel, const vec2<I32>& position) = 0;

    /*Object viewing*/
    virtual void updateClipPlanes() = 0;
    /*Object viewing*/

    virtual ~RenderAPIWrapper(){};

    virtual U64 getFrameDurationGPU() const = 0;
    virtual void activateStateBlock(const RenderStateBlock& newBlock, RenderStateBlock* const oldBlock) const = 0;

    virtual void drawPoints(U32 numPoints) = 0;

protected:
    ///Change the resolution and reshape all graphics data
    virtual void changeResolutionInternal(U16 w, U16 h) = 0;
    virtual void changeViewport(const vec4<I32>& newViewport) const = 0;
    virtual void loadInContextInternal() = 0;

private:
    RenderAPI        _apiId;
    GPUVendor        _GPUVendor;
};

#endif

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