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#include "Headers/glShader.h"
#include "Hardware/Video/OpenGL/Headers/GLWrapper.h"
#include "Hardware/Video/OpenGL/Headers/glResources.h"

#include <boost/regex.hpp>
#include <boost/algorithm/string.hpp>
#include <glsl/glsl_optimizer.h>
#include "Managers/Headers/ShaderManager.h"
#include "Core/Headers/ParamHandler.h"

glShader::glShader(const std::string& name, const ShaderType& type, const bool optimise) : Shader(name, type, optimise)
{
    switch (type) {
        default:      ERROR_FN(Locale::get("ERROR_GLSL_UNKNOWN_ShaderType"),type);     break;
        case VERTEX_SHADER   : _shader = glCreateShader(GL_VERTEX_SHADER);    break;
        case FRAGMENT_SHADER : _shader = glCreateShader(GL_FRAGMENT_SHADER);  break;
        case GEOMETRY_SHADER : _shader = glCreateShader(GL_GEOMETRY_SHADER);  break;
        case TESSELATION_CTRL_SHADER: _shader = glCreateShader(GL_TESS_CONTROL_SHADER); break;
        case TESSELATION_EVAL_SHADER: _shader = glCreateShader(GL_TESS_EVALUATION_SHADER); break;
        case COMPUTE_SHADER: _shader = glCreateShader(GL_COMPUTE_SHADER); break;
    };
}

glShader::~glShader()
{
    glDeleteShader(_shader);
}

bool glShader::load(const std::string& source){
    if(source.empty()){
        ERROR_FN(Locale::get("ERROR_GLSL_SHADER_NOT_FOUND"),getName().c_str());
        return false;
    }
    std::string parsedSource = preprocessIncludes(source,getName(),0);
    boost::trim(parsedSource);
    
#ifdef NDEBUG

    if((_type == FRAGMENT_SHADER || _type == VERTEX_SHADER) && _optimise){
        glslopt_ctx* ctx = GL_API::getGLSLOptContext();
        DIVIDE_ASSERT(ctx != nullptr, "glShader error: Invalid shader optimization context!");
        glslopt_shader_type shaderType = (_type == FRAGMENT_SHADER ? kGlslOptShaderFragment : kGlslOptShaderVertex);
        glslopt_shader* shader = glslopt_optimize (ctx, shaderType, parsedSource.c_str(), 0);
        if (glslopt_get_status (shader)) {
            parsedSource = glslopt_get_output(shader);
        } else {
            std::string errorLog("\n -- "); errorLog.append(glslopt_get_log(shader));
            ERROR_FN(Locale::get("ERROR_GLSL_OPTIMISE"), getName().c_str(), errorLog.c_str());
        }
        glslopt_shader_delete (shader);
    }

#endif
    const char* src = parsedSource.c_str();
    GLsizei sourceLength = (GLsizei)parsedSource.length();
    glShaderSource(_shader, 1, &src, &sourceLength);
#ifndef NDEBUG
    ShaderManager::getInstance().shaderFileWrite((char*)(std::string("shaderCache/Text/"+getName()).c_str()), src);
#endif
    return true;
}

bool glShader::compile(){
    if(_compiled) return true;

    glCompileShader(_shader);

    _compiled = true;

    return _compiled;
}

void glShader::validate() {
#if defined(_DEBUG) || defined(_PROFILE)
    GLint length = 0, status = 0;

    glGetShaderiv(_shader, GL_COMPILE_STATUS, &status);
    glGetShaderiv(_shader, GL_INFO_LOG_LENGTH, &length);
    if(length <= 1) return;
    vectorImpl<char> shaderLog(length);
    glGetShaderInfoLog(_shader, length, NULL, &shaderLog[0]);
    shaderLog.push_back('\n');
    if(status == GL_FALSE){
        ERROR_FN(Locale::get("GLSL_VALIDATING_SHADER"), _name.c_str(),&shaderLog[0]);
    }else{
        D_PRINT_FN(Locale::get("GLSL_VALIDATING_SHADER"), _name.c_str(),&shaderLog[0]);
    }
#endif
}

std::string glShader::preprocessIncludes( const std::string& source, const std::string& filename, I32 level /*= 0 */ ){
    if(level > 32){
        ERROR_FN(Locale::get("ERROR_GLSL_INCLUD_LIMIT"));
    }

    static const boost::regex re("^[ ]*#[ ]*include[ ]+[\"<](.*)[\">].*");
    std::stringstream input, output;

    input << source;

    size_t line_number = 1;
    boost::smatch matches;

    std::string line, include_file, include_string, loc;
    ParamHandler& par = ParamHandler::getInstance();
    std::string shaderAtomLocationPrefix = par.getParam<std::string>("assetsLocation") + "/" +
                                           par.getParam<std::string>("shaderLocation")+"/GLSL/";
    while(std::getline(input,line))	{
        if (boost::regex_search(line, matches, re))	{
            include_file = matches[1];

            if(include_file.find("frag") != std::string::npos){
                loc =  "fragmentAtoms";
            }else if(include_file.find("vert") != std::string::npos){
                loc =  "vertexAtoms";
            }else if(include_file.find("geom") != std::string::npos){
                loc =  "geometryAtoms";
            }else if(include_file.find("tesc") != std::string::npos){
                loc =  "tessellationCAtoms";
            }else if (include_file.find("tese") != std::string::npos){
                loc = "tessellationEAtoms";
            }else if (include_file.find("cpt") != std::string::npos){
                loc = "computeAtoms";
            }else if(include_file.find("cmn") != std::string::npos){
                loc = "common";
            }

            include_string = ShaderManager::getInstance().shaderFileRead(include_file,shaderAtomLocationPrefix+loc);

            if(include_string.empty()){
                ERROR_FN(Locale::get("ERROR_GLSL_NO_INCLUDE_FILE"),getName().c_str(), line_number, include_file.c_str());
            }
            output << preprocessIncludes(include_string, include_file, level + 1) << std::endl;
        }else{
            output <<  line << std::endl;
        }
        ++line_number;
    }
    return output.str();
}

Commits for Divide-Framework/trunk/Source Code/Hardware/Video/OpenGL/Shaders/glShader.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]]

273 Diff Diff IonutCava picture IonutCava Wed 11 Jun, 2014 20:34:00 +0000

[Ionut] [[BR]]
- Improved batching part2: [[BR]]
— Moved all bone transformation matrices upload from uniform functions in SceneNode to Shader Storage Buffers in AnimationController class with updates controlled by SceneGraphNode’s AnimationComponent [[BR]]
-— No double-buffering or efficient mapping of data yet. Just raw buffer updates [[BR]]
— Replaced all RenderStateBlock* pointers with I64 hash values [[BR]]
-— Will be used later in draw commands as per-shader state hash [[BR]]
— Moved getShaderProgram from Material to Material::ShaderInfo [[BR]]
-— Improved redundant uniform checks [[BR]]
— Improved texture unit changing in case of redundant texture bind case (i.e. skip changing the texture unit) [[BR]]
[[BR]]
- Improved float and double comparison functions using algorithms described in http://randomascii.wordpress.com/2012/02/13/dont-store-that-in-a-float/ [[BR]]
- Added a new utility function, DIVIDE_ASSERT, to more easily bind an assert check with a specific message [[BR]]
- Added missing files from Forward+ renderer’s initial code [[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]]

249 Diff Diff k1ngp1n picture k1ngp1n Mon 31 Mar, 2014 20:42:31 +0000

[Ionut] [[BR]]
- Migrated to platform toolset v100 [[BR]]
- Updated boost to 1.55 [[BR]]
- Moved from “NULL” to “nullptr” [[BR]]
- DevIL is now linked dynamically [[BR]]

248 Diff Diff k1ngp1n picture k1ngp1n Mon 24 Feb, 2014 22:35:21 +0000

[Ionut][[BR]]
- Added a GenericVertexData class that can be used to fill VBOs with generic data and upload it to the GPU (and render it, either direct or instanced) [[BR]]
- Added a basic (soft) particle system [[BR]]
- Reworked memory allocation logging [[BR]]
- Improved transparency detection for textures on load [[BR]]

228 Diff Diff k1ngp1n picture k1ngp1n Sun 12 Jan, 2014 13:23:27 +0000

[Ionut] [[BR]]
- Fixed a crash when closing the app when grass was still loading in the background [[BR]]
- Added binary shader saving/loading support [[BR]]
- Fixed an issue with terrain and vegetation refresh intervals [[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 *
171 Diff Diff k1ngp1n picture k1ngp1n Sun 03 Nov, 2013 18:15:06 +0000

-Replaced all tabs with spaces [[BR]]

168 Diff Diff k1ngp1n picture k1ngp1n Sat 26 Oct, 2013 19:03:21 +0000

- Reworked the Camera class[[BR]]
— Now fully quaternion based [[BR]]
— Basic camera types added but not used yet (third person, first person, orbit) [[BR]]
- Cleaned up Material and Texture handling [[BR]]
- Added clipping plane support [[BR]]
— Similar to OpenGL fixed-function clip planes but fully shader driven [[BR]]
— Added a new class, “Plane”, that helps define clip planes [[BR]]
- Optimized the Singleton class to allow faster “getInstance” calls without performance penalties [[BR]]
-- “createInstance” must be called for each singleton class before usage. Or “gerOrCreateInstance” can be used, which is basically the former “getInstance” implementation [[BR]]
- Improved console logging by changing some heap allocations to stack and removing dependencies on the std::string class [[BR]]
- Added a lot of performance optimizations related to coding standards and redundant calculations [[BR]]
— e.g. Frustum AABB check didn’t need to recompute the AABB points as they were calculated already [[BR]]
— e.g. A vector did not need to be set to 0 on initialization as that is already it’s default state on creation [[BR]]
— e.g. Faster Framerate and Timing calculations by using less member variables that are not needed outsied of calling functions [[BR]]
- The SceneState now contains the SceneRenderState and is passed on to the SceneGraph’s update calls [[BR]]
- Better material export/import to/from XML format [[BR]]
- More bug fixes and cleanups [[BR]]

152 k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
[[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]