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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 _SHADER_H_
#define _SHADER_H_

#include "Core/MemoryManagement/Headers/TrackedObject.h"
#include "Hardware/Platform/Headers/PlatformDefines.h"
#include "Hardware/Video/Headers/RenderAPIEnums.h"
#include "Utility/Headers/Vector.h"


class ShaderProgram;
class Shader : public TrackedObject{
public:
    Shader(const std::string& name,const ShaderType& type, const bool optimise = false);
    virtual ~Shader();

    virtual bool load(const std::string& name) = 0;
    virtual bool compile() = 0; //<from text source to GPU code
    inline       U32          getShaderId() const {return _shader;}
    inline const ShaderType   getType()     const {return _type;}
    inline const std::string& getName()     const {return _name;}
           void  addParentProgram(ShaderProgram* const shaderProgram);
           void  removeParentProgram(ShaderProgram* const shaderProgram);
    virtual void validate() = 0;

protected:
    vectorImpl<ShaderProgram* > _parentShaderPrograms;
    std::string _name;
    U32 _shader;//<not thread-safe. Make sure assignment is protected with a mutex or something
    boost::atomic_bool _compiled;
    bool _optimise;//< Use a pre-compile optimisation parser
    ShaderType _type;
};

#endif

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

278 Diff Diff IonutCava picture IonutCava Thu 19 Jun, 2014 18:09:59 +0000

[Ionut][[BR]]
- Preliminary work on generic shader function selection infrastructure [[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]]

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]]

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]]

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]]

152 Diff Diff 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]]

146 Diff Diff k1ngp1n picture k1ngp1n Wed 10 Apr, 2013 13:20:15 +0000

[Ionut] [[BR]]
*Final LightBranch updates 2/3 : Main trunk merge and build test (VC90, VC100, gDebugger) [[BR]]
-Merged light branch with trunk [[BR]]
-Deleted light branch [[BR]]

141 k1ngp1n picture k1ngp1n Wed 30 Jan, 2013 19:35:31 +0000

[Ionut] [[BR]]
-Updated to boost 1.52 and CEGUI 0.7.9 [[BR]]
-Updated to PhysX 3.2 [[BR]]
-Updated copyright notices [[BR]]