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//
// Copyright (c) 2009-2013 Mikko Mononen memon@inside.org
//
// This software is provided 'as-is', without any express or implied
// warranty.  In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
//    claim that you wrote the original software. If you use this software
//    in a product, an acknowledgment in the product documentation would be
//    appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
//    misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
//
// Modified by Ionut Cava: Updated rendering for compatibility with OpenGL 3.3+ Core Context

#ifndef GLFONTSTASH_H
#define GLFONTSTASH_H

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

struct FONScontext* glfonsCreate(int width, int height, int flags);
void glfonsDelete(struct FONScontext* ctx);
#endif

#ifdef GLFONTSTASH_IMPLEMENTATION

struct GLFONScontext {
    GLuint tex;
    GLuint glfons_vaoID;
    GLuint glfons_vboID;
    int width, height;
};

static int glfons__renderCreate(void* userPtr, int width, int height)
{
    DIVIDE_ASSERT(width > 0 && height > 0, "glfons__renderCreate error: invalid texture dimensions!");
    struct GLFONScontext* gl = (struct GLFONScontext*)userPtr;
    glGenTextures(1, &gl->tex);
    glGenVertexArrays(1, &gl->glfons_vaoID);
    glGenBuffers(1, &gl->glfons_vboID);
    if (!gl->tex || !gl->glfons_vaoID || !gl->glfons_vboID) return 0;
    gl->width = width;
    gl->height = width;
    GL_API::bindTexture(0, gl->tex, GL_TEXTURE_2D);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, gl->width, gl->height, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    GL_API::unbindTexture(0, GL_TEXTURE_2D);
    return 1;
}

static void glfons__renderUpdate(void* userPtr, int* rect, const unsigned char* data)
{
    struct GLFONScontext* gl = (struct GLFONScontext*)userPtr;
    int w = rect[2] - rect[0];
    int h = rect[3] - rect[1];

    if (gl->tex == 0) return;
    GL_API::bindTexture(0, gl->tex, GL_TEXTURE_2D);
    GL_API::setPixelUnpackAlignment(1, gl->width, rect[1], rect[0]);
    glTexSubImage2D(GL_TEXTURE_2D, 0, rect[0], rect[1], w, h, GL_RED, GL_UNSIGNED_BYTE, data);
    GL_API::unbindTexture(0, GL_TEXTURE_2D);
}

static void glfons__renderDraw(void* userPtr, const float* verts, const float* tcoords, const unsigned char* colors, int nverts)
{
    struct GLFONScontext* gl = (struct GLFONScontext*)userPtr;
    if (gl->tex == 0) return;

    GL_API::bindTexture(0, gl->tex, GL_TEXTURE_2D);
    GL_API::setActiveVAO(gl->glfons_vaoID);
    GLuint vertDataSize = sizeof(float) * 2 * nverts;
    GL_API::setActiveBuffer(GL_ARRAY_BUFFER, gl->glfons_vboID);
    glBufferData(GL_ARRAY_BUFFER, 2 * vertDataSize + sizeof(unsigned char) * 4 * nverts, NULL, GL_STREAM_DRAW);
    glBufferSubData(GL_ARRAY_BUFFER, 0,                vertDataSize,                       verts);
    glBufferSubData(GL_ARRAY_BUFFER, vertDataSize,     vertDataSize,                       tcoords);
    glBufferSubData(GL_ARRAY_BUFFER, 2 * vertDataSize, sizeof(unsigned char) * 4 * nverts, colors);

    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 2,GL_FLOAT,GL_FALSE, sizeof(float)*2, (void*)(0));
    glEnableVertexAttribArray(3);
    glVertexAttribPointer(3, 2,GL_FLOAT,GL_FALSE, sizeof(float)*2, (char *)0 + (vertDataSize));
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(unsigned char) * 4, (char *)0 + (2 * vertDataSize));

    glDrawArrays(GL_TRIANGLES, 0, nverts);
}

static void glfons__renderDelete(void* userPtr)
{
    struct GLFONScontext* gl = (struct GLFONScontext*)userPtr;
    if (gl->tex)
        glDeleteTextures(1, &gl->tex);
    if(gl->glfons_vboID)
        glDeleteBuffers(1, &gl->glfons_vboID);
    if(gl->glfons_vaoID)
        glDeleteVertexArrays(1, &gl->glfons_vaoID);
    gl->tex = 0;
    gl->glfons_vboID = 0;
    gl->glfons_vaoID = 0;
    free(gl);
}


struct FONScontext* glfonsCreate(int width, int height, int flags)
{
    struct FONSparams params;
    struct GLFONScontext* gl;

    gl = (struct GLFONScontext*)malloc(sizeof(struct GLFONScontext));
    if (gl == nullptr) goto error;
    memset(gl, 0, sizeof(struct GLFONScontext));

    memset(&params, 0, sizeof(params));
    params.width = width;
    params.height = height;
    params.flags = flags;
    params.renderCreate = glfons__renderCreate;
    params.renderUpdate = glfons__renderUpdate;
    params.renderDraw = glfons__renderDraw; 
    params.renderDelete = glfons__renderDelete;
    params.userPtr = gl;

    return fonsCreateInternal(&params);

error:
    if (gl != nullptr) free(gl);
    return nullptr;
}

void glfonsDelete(struct FONScontext* ctx)
{
    fonsDeleteInternal(ctx);
}

#endif

Commits for Divide-Framework/trunk/Source Code/Hardware/Video/OpenGL/Text/Headers/glfontstash.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]]

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]]

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]]

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 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 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]]