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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 _SCENE_MANAGER_H
#define _SCENE_MANAGER_H

#include "core.h"
#include "Scenes/Headers/Scene.h"
#include <boost/functional/factory.hpp>

enum RenderStage;
class RenderPassCuller;

DEFINE_SINGLETON_EXT1(SceneManager, FrameListener)

public:
    ///Lookup the factory methods table and return the pointer to a newly constructed scene bound to that name
    Scene* createScene(const std::string& name);

    inline Scene* getActiveScene()                   { return _activeScene; }
    inline void   setActiveScene(Scene* const scene) { SAFE_UPDATE(_activeScene, scene); }

    bool   init(GUI* const gui);

    /*Base Scene Operations*/
    void preRender();
    void render(const RenderStage& stage, const Kernel& kernel);
    void postRender();
    // renders the visible nodes
    void renderVisibleNodes();
    // updates and culls the scene graph to generate visible nodes
    void updateVisibleNodes();
    inline void onLostFocus()                          { _activeScene->onLostFocus(); }
    inline void idle()                                 { _activeScene->idle(); }
    bool unloadCurrentScene();
    bool load(const std::string& name, const vec2<U16>& resolution,  CameraManager* const cameraMgr);
    ///Check if the scene was loaded properly
    inline bool checkLoadFlag()                 const  {return _activeScene->checkLoadFlag();}
    ///Create AI entities, teams, NPC's etc
    inline bool initializeAI(bool continueOnErrors)    { return _activeScene->initializeAI(continueOnErrors); }
    ///Destroy all AI entities, teams, NPC's createa in "initializeAI"
    ///AIEntities are deleted automatically by the AIManager if they are not freed in "deinitializeAI"
           bool deinitializeAI(bool continueOnErrors);
    /// Update animations, network data, sounds, triggers etc.
    inline void updateSceneState(const U64 deltaTime)     { _activeScene->updateSceneState(deltaTime); }

    ///Gather input events and process them in the current scene
    inline void processInput(const U64 deltaTime)   { _activeScene->processInput(deltaTime); _activeScene->updateCameraControls(); }
    inline void processTasks(const U64 deltaTime)   { _activeScene->processTasks(deltaTime); }
    inline void processGUI(const U64 deltaTime)     { _activeScene->processGUI(deltaTime); }
    inline void cacheResolution(const vec2<U16>& newResolution) {_activeScene->cacheResolution(newResolution);}
    ///Insert a new scene factory method for the given name
    template<class DerivedScene>
    inline bool registerScene(const std::string& sceneName) {
        _sceneFactory.insert(std::make_pair(sceneName,boost::factory<DerivedScene*>()));
        return true;
    }
   
public: ///Input
    ///Key pressed
    bool onKeyDown(const OIS::KeyEvent& key);
    ///Key released
    bool onKeyUp(const OIS::KeyEvent& key);
    ///Joystic axis change
    bool onJoystickMoveAxis(const OIS::JoyStickEvent& arg,I8 axis,I32 deadZone);
    ///Joystick direction change
    bool onJoystickMovePOV(const OIS::JoyStickEvent& arg,I8 pov);
    ///Joystick button pressed
    bool onJoystickButtonDown(const OIS::JoyStickEvent& arg,I8 button);
    ///Joystick button released
    bool onJoystickButtonUp(const OIS::JoyStickEvent& arg, I8 button);
    bool sliderMoved( const OIS::JoyStickEvent &arg, I8 index);
    bool vector3Moved( const OIS::JoyStickEvent &arg, I8 index);
    ///Mouse moved
    bool onMouseMove(const OIS::MouseEvent& arg);
    ///Mouse button pressed
    bool onMouseClickDown(const OIS::MouseEvent& arg,OIS::MouseButtonID button);
    ///Mouse button released
    bool onMouseClickUp(const OIS::MouseEvent& arg,OIS::MouseButtonID button);


protected:
    friend class Kernel;
    void initPostLoadState();
    void onCameraChange();

protected:
    ///This is inherited from FrameListener and is used to setup cameras before rendering the frame
    bool framePreRenderStarted(const FrameEvent& evt);
    bool frameEnded(const FrameEvent& evt);

private:
    SceneManager();
    ~SceneManager();

private:
    typedef Unordered_map<std::string, Scene*> SceneMap;
    bool _init;
    bool _processInput;
    bool _loadPreRenderComplete;
    ///Pointer to the currently active scene
    Scene* _activeScene;
    ///Pointer to the GUI interface
    GUI*   _GUI;
    ///Pointer to the scene graph culler that's used to determine what nodes are visible in the current frame
    RenderPassCuller* _renderPassCuller;
    ///Pointer to the render pass manager
    RenderPassManager* _renderPassManager;
    ///Scene pool
    SceneMap _sceneMap;
    ///Scene_Name -Scene_Factory table
    Unordered_map<std::string, boost::function<Scene*()> > _sceneFactory;
    Material* _defaultMaterial;

END_SINGLETON

///Return a pointer to the currently active scene
inline Scene* GET_ACTIVE_SCENE() {
    return SceneManager::getInstance().getActiveScene();
}

///Return a pointer to the currently active scene's scenegraph
inline SceneGraph* GET_ACTIVE_SCENEGRAPH() {
    return GET_ACTIVE_SCENE()->getSceneGraph();
}
#endif

Commits for Divide-Framework/trunk/Source Code/Managers/Headers/SceneManager.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]]

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]]

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]]

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]]

256 Diff Diff k1ngp1n picture k1ngp1n Fri 11 Apr, 2014 17:23:24 +0000

[Ionut] [[BR]]
- Performance optimizations: [[BR]]
— Call SceneGraph::Update only once per frame (instead of once per draw call, as it was stupidly done now) [[BR]]
— Improve Shader programs' uniform system to allow better caching systems [[BR]]
— Use better caching system for Shader programs [[BR]]
— Use LOD for particle emitters (reduce count with distance for now) [[BR]]
- Every TrackedObject gets a GUID now [[BR]]
- Cleanup in SceneGraphNode class and SceneNode class (with derived classes as well) [[BR]]
- Some const-correctness fixes [[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]]

247 Diff Diff k1ngp1n picture k1ngp1n Sun 16 Feb, 2014 16:36:06 +0000

[Ionut] [[BR]]
- Fixed VSM rendering [[BR]]
- Added Z-prePass as a separate render stage [[BR]]
- Added GL error checking and asserts to “Profile” builds [[BR]]
- Fixed bad XML material dump (invalid file name bug) [[BR]]
- Fixed random crashes [[BR]]
- Shadow cast/receive is now a node property, and not a material property [[BR]]
- Fixed an issue with previous RenderPassManager lock mechanism (clearing the queue on frame end to prevent infinite lock) [[BR]]
- Added depth buffer preview (F10 key) [[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 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 *