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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 DIVIDE_LIGHT_H_
#define DIVIDE_LIGHT_H_

#include "core.h"
#include "Graphs/Headers/SceneNode.h"

///The different types of lights supported
enum LightType{
    LIGHT_TYPE_DIRECTIONAL = 0,
    LIGHT_TYPE_POINT = 1, ///< or omni light, if you prefer
    LIGHT_TYPE_SPOT = 2,
    LightType_PLACEHOLDER
};

enum LightMode{
    LIGHT_MODE_SIMPLE = 0,    ///< normal light. Can't be moved or changed at runtime
    LIGHT_MODE_TOGGLABLE = 1, ///< can be switched on or off and can change brightness,color, range at runtime
    LIGHT_MODE_MOVABLE = 2,   ///< can change position at runtime / most expensive
    //LIGHT_MODE_DOMINANT = 3   ///< only shadow caster in scene
};

struct LightProperties {
    vec4<F32> _diffuse;     //< rgb = diffuse,  w = ambientFactor;
    vec4<F32> _specular;    //< rgb = specular color, w = _spotCutoff;
    vec4<F32> _attenuation; //< x = constAtt, y = linearAtt, z = quadraticAtt,  w = brightness
    vec4<F32> _position;    //< Position is a direction for directional lights. w-light type: 0.0 - directional, 1.0  - point, 2.0 - spot
    vec4<F32> _direction;   //< xyz = Used by spot lights, w = spotExponent
    vec4<I32> _options;     //< x - casts shadows, yzw - reserved;
};

struct LightShadowProperties {
    mat4<F32> _lightVP[4];  //< light viewProjection matrices
    vec4<F32> _floatValues; //< random float values (e.g. split distances)
    vec4<F32> _lightPosition[4]; //<light's position in world space
};

class Camera;
class Impostor;
class ParamHandler;
class ShadowMapInfo;
class SceneRenderState;
///A light object placed in the scene at a certain position
class Light : public SceneNode {
public:
    enum PropertyType{
        PROPERTY_TYPE_VISUAL = 0,
        PROPERTY_TYPE_PHYSICAL = 1,
        PROPERTY_TYPE_SHADOW = 2,
        PropertyType_PLACEHOLDER = 3
    };

    typedef Unordered_map<I64, Light*> LightMap;

    ///Create a new light assigned to the specified slot with the specified range
    /// @param slot = the slot the light is assigned to (as in OpenGL slot for example)
    /// @param range = the light influence range (for spot/point lights)
    Light(const U8 slot,const F32 range,const LightType& type);
    virtual ~Light();

    ///Light score determines the importance of this light for the current node queries
    inline F32  getScore()                const {return _score;}
    inline void setScore(const F32 score)       {_score = score;}

    ///Get light slot
    inline U8    getSlot() const {return _slot;}
    ///Is the light a shadow caster?
    inline bool  castsShadows() const {return _properties._options.x == 1;}
    ///Get the entire property block
    inline const LightProperties& getProperties() const { return _properties; }
    inline const LightShadowProperties& getShadowProperties() const {return _shadowProperties;}

    inline F32        getRange() const {return _properties._attenuation.w;}
           void       setRange(F32 range);
    ///Get light diffuse color
    inline vec3<F32>  getDiffuseColor() const { return _properties._diffuse.rgb(); }
           void       setDiffuseColor(const vec3<F32>& newDiffuseColor);
    ///Get light specular color
    inline vec3<F32>  getSpecularColor() const { return _properties._specular.rgb(); }
           void       setSpecularColor(const vec3<F32>& newSpecularColor);
    ///Get light position for omni and spot or direction for a directional light
    inline vec3<F32>  getPosition()     const { return _properties._position.xyz(); }
           void       setPosition(const vec3<F32>& newPosition);
    ///Get direction for spot lights
    inline vec3<F32>  getDirection() const { return _properties._direction.xyz(); }
           void       setDirection(const vec3<F32>& newDirection);
    ///Light state (on/off)
    inline bool  getEnabled() const {return _enabled;}

    ///Does this list cast shadows?
    inline void  setCastShadows(const bool state) { _properties._options.x = (state ? 1 : 0);}
    ///Draw a sphere at the lights position
    ///The impostor has the range of the light's effect range and the diffuse color as the light's diffuse property
    inline void  setDrawImpostor(const bool state) {_drawImpostor = state;}
    ///Turn the light on/off
    inline void  setEnabled(const bool state) {_enabled = state;}
    ///Get the light type.
    ///See LightType enum
    inline const LightType& getLightType() const {return _type;}
    inline const LightMode& getLightMode() const {return _mode;}
    ///Get a pointer to the light's impostor
    inline Impostor* const getImpostor() const {return _impostor;}
    //Checks if this light needs and update
    void onCameraChange();

    ///Dummy function from SceneNode;
    bool onDraw(SceneGraphNode* const sgn, const RenderStage& currentStage) { return true; }

    ///SceneNode concrete implementations
    bool unload();
    bool computeBoundingBox(SceneGraphNode* const sgn);
    bool isInView(const SceneRenderState& sceneRenderState, const BoundingBox& boundingBox, const BoundingSphere& sphere, const bool distanceCheck = true);
    void sceneUpdate(const U64 deltaTime, SceneGraphNode* const sgn, SceneState& sceneState);

    /*----------- Shadow Mapping-------------------*/
    ///Set the function used to generate shadows for this light (usually _scenegraph->render)
    inline ShadowMapInfo* getShadowMapInfo() const {return _shadowMapInfo;}
    inline void setShadowMappingCallback(const DELEGATE_CBK& callback) { _callback = callback; }
    void addShadowMapInfo(ShadowMapInfo* const shadowMapInfo);
    bool removeShadowMapInfo();
    virtual void generateShadowMaps(SceneRenderState& sceneRenderState);
    inline const mat4<F32>& getShadowVPMatrix(U8 index)   const { return _shadowProperties._lightVP[index]; }
    inline const vec4<F32>& getShadowFloatValues()        const { return _shadowProperties._floatValues; }
    inline const vec4<F32>& getShadowLightPos(U8 index)   const { return _shadowProperties._lightPosition[index]; }
    inline       void       setShadowVPMatrix(U8 index, const mat4<F32>& newValue)   { _shadowProperties._lightVP[index].set(newValue);  }
    inline       void       setShadowFloatValue(U8 index, F32 newValue)              { _shadowProperties._floatValues[index] = newValue; }
    inline       void       setShadowLightPos(U8 index, const vec3<F32>& newValue)   { _shadowProperties._lightPosition[index].set(newValue, 1.0f); }
    inline void shadowMapResolutionFactor(U8 factor)       {_resolutionFactor = factor;}
    inline U8   shadowMapResolutionFactor()          const {return _resolutionFactor;}

protected:
    friend class LightManager;
    template<typename T>
    friend class ImplResourceLoader;
    bool load(const std::string& name);

    ///When the SceneGraph calls the light's render function, we draw the impostor if needed
    virtual void render(SceneGraphNode* const sgn, const SceneRenderState& sceneRenderState, const RenderStage& currentRenderStage);
    void postLoad(SceneGraphNode* const sgn);
    ///Set light type
    ///@param type Directional/Spot/Omni (see LightType enum)
    inline void  setLightType(const LightType& type) {_type = type;}
    ///Set light mode
    ///@param mode Togglable, Movable, Simple, Dominant (see LightMode enum)
    void setLightMode(const LightMode& mode);
    ///Called when the rendering resolution changes
    void updateResolution(I32 newWidth, I32 newHeight);
    ///Get a ref to the shadow camera used by this light
    Camera* const shadowCamera() const {return _shadowCamera;}
    ///Set the light slot.
    ///Slot is used by the rendering API internally
    inline void  setSlot(const U8 slot) { _slot = slot;}

protected:
    LightProperties       _properties;
    LightShadowProperties _shadowProperties;

    LightType _type;
    LightMode _mode;
    bool      _dirty[PropertyType_PLACEHOLDER];

private:
    U8   _resolutionFactor;
    U8   _slot; 
    bool _drawImpostor;
    bool _updateLightBB;
    Impostor* _impostor; ///< Used for debug rendering -Ionut
    SceneGraphNode* _lightSGN;
    SceneGraphNode* _impostorSGN;
    Camera*         _shadowCamera;
    DELEGATE_CBK _callback;
    F32   _score;
    bool  _enabled;

protected:
    vec2<F32> _zPlanes;
    vec3<F32> _eyePos;
    mat4<F32> _lightViewMatrix;
    ShadowMapInfo* _shadowMapInfo;
    ParamHandler& _par;
};

#endif

Commits for Divide-Framework/trunk/Source Code/Rendering/Lighting/Headers/Light.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]]

285 Diff Diff IonutCava picture IonutCava Wed 02 Jul, 2014 18:33:25 +0000

[Ionut][[BR]]
- Per SGN shader data implementation part 1.75 / 2 [[BR]]
— Upload node data into a SSBO in one single call [[BR]]
- Re-factored LightManager to upload light info and shadow info in single upload calls [[BR]]
- Improved GUIConsole load performance by using a boost::circular_buffer for initial messages [[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]]

265 Diff Diff k1ngp1n picture k1ngp1n Tue 27 May, 2014 19:47:56 +0000

[Ionut] [[BR]]
- reworked uniform buffer binding [[BR]]
- modified framebuffer mipmap update [[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]]

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 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]]