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#include "Headers/Light.h"

#include "Graphs/Headers/SceneGraph.h"
#include "Core/Headers/ParamHandler.h"
#include "Core/Math/Headers/Transform.h"
#include "Managers/Headers/LightManager.h"
#include "Managers/Headers/SceneManager.h"
#include "ShadowMapping/Headers/ShadowMap.h"
#include "Dynamics/Entities/Headers/Impostor.h"
#include "Geometry/Material/Headers/Material.h"
#include "Rendering/Camera/Headers/FreeFlyCamera.h"
#include "Geometry/Shapes/Headers/Predefined/Sphere3D.h"

Light::Light(const U8 slot,const F32 range,const LightType& type) :
                                                   SceneNode(TYPE_LIGHT),
                                                   _type(type),
                                                   _slot(slot),
                                                   _drawImpostor(false),
                                                   _updateLightBB(false),
                                                   _lightSGN(nullptr),
                                                   _impostor(nullptr),
                                                   _resolutionFactor(1),
                                                   _impostorSGN(nullptr),
                                                   _par(ParamHandler::getInstance()),
                                                   _shadowMapInfo(nullptr),
                                                   _score(0.0f)
{
    //All lights default to fully dynamic for now.
    setLightMode(LIGHT_MODE_MOVABLE);
    for (U8 i = 0; i < Config::Lighting::MAX_SPLITS_PER_LIGHT; ++i){
        _shadowProperties._lightVP[i].identity();
    }
    _shadowProperties._floatValues.set(-1.0f);

    _shadowCamera = New FreeFlyCamera();
    _shadowCamera->setMoveSpeedFactor(0.0f);
    _shadowCamera->setTurnSpeedFactor(0.0f);
    _shadowCamera->setFixedYawAxis(true);
    
    _properties._diffuse.set(DefaultColors::WHITE());
    _properties._specular.set(DefaultColors::WHITE(), 35);
    _properties._direction.w = 0.0f;
    _properties._attenuation = vec4<F32>(1.0f, 0.07f, 0.017f, 1.0f); //constAtt, linearAtt, quadAtt
    
    memset(_dirty, true, PropertyType_PLACEHOLDER * sizeof(bool));
    _enabled = true;
    _renderState.addToDrawExclusionMask(DEPTH_STAGE);
}

Light::~Light()
{
    unload();
}

bool Light::load(const std::string& name){
    setName(name);
    setShadowMappingCallback(DELEGATE_BIND(&SceneManager::renderVisibleNodes, DELEGATE_REF(SceneManager::getInstance())));
    assert(LightManager::hasInstance());
    return LightManager::getInstance().addLight(this);
}

bool Light::unload(){
    if(getState() != RES_LOADED && getState() != RES_LOADING)
        return true;

    //SAFE_DELETE(_shadowCamera); <-- deleted by the camera manager

    if(_impostor){
        _lightSGN->removeNode(_impostorSGN);
        SAFE_DELETE(_impostor);
    }

    LightManager::getInstance().removeLight(getGUID());
        
    removeShadowMapInfo();

    return SceneNode::unload();
}

void Light::postLoad(SceneGraphNode* const sgn) {
    //Hold a pointer to the light's location in the SceneGraph
    _lightSGN = sgn;
    _updateLightBB = true;

    SceneNode::postLoad(sgn);
}

void Light::onCameraChange(){
    assert(_lightSGN != nullptr);
    if (!getEnabled()) return;

     _dirty[PROPERTY_TYPE_PHYSICAL] = true;

    if(_type != LIGHT_TYPE_DIRECTIONAL) {

        if(_mode == LIGHT_MODE_MOVABLE) {  
            const vec3<F32>& newPosition = _lightSGN->getTransform()->getPosition();
            if (_properties._position != newPosition){
                _properties._position.set(newPosition);
            }
        } else {
            _lightSGN->getTransform()->setPosition(_properties._position);
        }

        if(_updateLightBB)
            _lightSGN->updateBoundingBoxTransform(_lightSGN->getTransform()->getGlobalMatrix());
    }

    _updateLightBB = false;
}


void Light::setPosition(const vec3<F32>& newPosition){
    //Togglable lights can't be moved.
    if(_mode == LIGHT_MODE_TOGGLABLE){
        ERROR_FN(Locale::get("WARNING_ILLEGAL_PROPERTY"), getGUID(), "Light_Togglable","LIGHT_POSITION");
        return;
    }

    _properties._position = vec4<F32>(newPosition, _properties._position.w);

    if(_mode == LIGHT_MODE_MOVABLE)
        _lightSGN->getTransform()->setPosition(newPosition);

    _updateLightBB = true;

    _dirty[PROPERTY_TYPE_PHYSICAL] = true;
}

void  Light::setDiffuseColor(const vec3<F32>& newDiffuseColor){
    _properties._diffuse.set(newDiffuseColor, _properties._diffuse.a);
    _dirty[PROPERTY_TYPE_VISUAL] = true;
}

void Light::setSpecularColor(const vec3<F32>& newSpecularColor) {
    _properties._specular.set(newSpecularColor, _properties._specular.w);
    _dirty[PROPERTY_TYPE_VISUAL] = true;
}

void Light::setRange(F32 range) {
    _properties._attenuation.w = range;
    _dirty[PROPERTY_TYPE_PHYSICAL] = true;
}

void Light::setDirection(const vec3<F32>& newDirection){
    //Togglable lights can't be moved.
    if(_mode == LIGHT_MODE_TOGGLABLE){
        ERROR_FN(Locale::get("WARNING_ILLEGAL_PROPERTY"), getGUID(), "Light_Togglable","LIGHT_DIRECTION");
        return;
    }
    if (_type == LIGHT_TYPE_SPOT){
        _properties._direction = vec4<F32>(newDirection, 1.0f);
        _properties._direction.normalize();
    }else{
        _properties._position = vec4<F32>(newDirection, 1.0f);
        _properties._position.normalize();
        _properties._position.w = _type == LIGHT_TYPE_DIRECTIONAL ? 0.0f : 1.0f;
    }

    _updateLightBB = true;
    _dirty[PROPERTY_TYPE_PHYSICAL] = true;
}

void Light::sceneUpdate(const U64 deltaTime, SceneGraphNode* const sgn, SceneState& sceneState) {
    if(_type == LIGHT_TYPE_DIRECTIONAL) return;

    // Check if range changed
    if (FLOAT_COMPARE(getRange(), sgn->getBoundingBoxConst().getMax().x))
        return;
    
    sgn->getBoundingBox().setComputed(false);
    
    _updateLightBB = true;

    SceneNode::sceneUpdate(deltaTime, sgn, sceneState);
}

bool Light::computeBoundingBox(SceneGraphNode* const sgn){
    if(_type == LIGHT_TYPE_DIRECTIONAL){
        vec4<F32> directionalLightPosition = _properties._position * Config::Lighting::DIRECTIONAL_LIGHT_DISTANCE * -1.0f;

        sgn->getBoundingBox().set(directionalLightPosition.xyz() - vec3<F32>(10), 
                                  directionalLightPosition.xyz() + vec3<F32>(10));
    }else{
        sgn->getBoundingBox().set(vec3<F32>(-getRange()), vec3<F32>(getRange()));
    }

    _updateLightBB = true;

    return SceneNode::computeBoundingBox(sgn);
}

bool Light::isInView(const SceneRenderState& sceneRenderState, const BoundingBox& boundingBox, const BoundingSphere& sphere, const bool distanceCheck){
    return ((_impostorSGN != nullptr) && _drawImpostor);
}

void Light::render(SceneGraphNode* const sgn, const SceneRenderState& sceneRenderState, const RenderStage& currentRenderStage){
    // The isInView call should stop impostor rendering if needed
    if (!_impostor){
        _impostor = New Impostor(_name, _properties._attenuation.w);
        _impostor->getSceneNodeRenderState().setDrawState(true);
        _impostorSGN = _lightSGN->addNode(_impostor);
        _impostorSGN->setActive(true);
    }

    _impostor->getMaterial()->setDiffuse(getDiffuseColor());
    _impostor->getMaterial()->setAmbient(getDiffuseColor());

    //Updating impostor range is expensive, so check if we need to
    if (!FLOAT_COMPARE(getRange(), _impostor->getRadius()))
        _impostor->setRadius(getRange());
}

void Light::addShadowMapInfo(ShadowMapInfo* shadowMapInfo){
    SAFE_UPDATE(_shadowMapInfo, shadowMapInfo);
}

bool Light::removeShadowMapInfo(){
    SAFE_DELETE(_shadowMapInfo);
    return true;
}
void Light::updateResolution(I32 newWidth, I32 newHeight){
    ShadowMap* sm = _shadowMapInfo->getShadowMap();

    if (!sm)
        return;

    sm->updateResolution(newWidth, newHeight);
}

void Light::generateShadowMaps(SceneRenderState& sceneRenderState){
    ShadowMap* sm = _shadowMapInfo->getOrCreateShadowMap(sceneRenderState, _shadowCamera);

    if (!sm)
        return;

    sm->render(sceneRenderState, _callback);
    sm->postRender();

    _dirty[PROPERTY_TYPE_SHADOW] = true;
}

void Light::setLightMode(const LightMode& mode) {
    _mode = mode;
}

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

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]]

258 k1ngp1n picture k1ngp1n Tue 15 Apr, 2014 15:26:22 +0000

[Ionut]
- Bumped minimum OpenGL required version to 4.3 (any Fermi and GCN 1.1 GPU)
- Fixed an issue with opacity maps
- Improved loading times by optimizing console output system and various optimizations in DVDConverter
- Create GUIConsole when needed (not on load)
- Moved common control code to the Scene class