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#include "Headers/SingleShadowMap.h"

#include "Scenes/Headers/SceneState.h"
#include "Core/Headers/ParamHandler.h"
#include "Rendering/Lighting/Headers/Light.h"
#include "Hardware/Video/Headers/GFXDevice.h"
#include "Rendering/Camera/Headers/Camera.h"
#include "Managers/Headers/SceneManager.h"
#include "Geometry/Shapes/Headers/Predefined/Quad3D.h"

SingleShadowMap::SingleShadowMap(Light* light, Camera* shadowCamera) : ShadowMap(light, shadowCamera, SHADOW_TYPE_Single)
{
    PRINT_FN(Locale::get("LIGHT_CREATE_SHADOW_FB"), light->getGUID(), "Single Shadow Map");
    ResourceDescriptor shadowPreviewShader("fbPreview");
    shadowPreviewShader.setThreadedLoading(false);
    _previewDepthMapShader = CreateResource<ShaderProgram>(shadowPreviewShader);
    _previewDepthMapShader->UniformTexture("tex", 0);
    SamplerDescriptor depthMapSampler;
    depthMapSampler.setWrapMode(TEXTURE_CLAMP_TO_EDGE);
    depthMapSampler.toggleMipMaps(false);
    depthMapSampler._useRefCompare = true; //< Use compare function
    depthMapSampler._cmpFunc = CMP_FUNC_LEQUAL; //< Use less or equal

    TextureDescriptor depthMapDescriptor(TEXTURE_2D, DEPTH_COMPONENT, UNSIGNED_INT); ///Default filters, LINEAR is OK for this

    depthMapDescriptor.setSampler(depthMapSampler);
    _depthMap = GFX_DEVICE.newFB();
    _depthMap->AddAttachment(depthMapDescriptor, TextureDescriptor::Depth);
    _depthMap->toggleColorWrites(false);
}

SingleShadowMap::~SingleShadowMap()
{
    RemoveResource(_previewDepthMapShader);
}

void SingleShadowMap::init(ShadowMapInfo* const smi){
    resolution(smi->resolution(), _light->shadowMapResolutionFactor());
    _init = true;
}

void SingleShadowMap::resolution(U16 resolution, U8 resolutionFactor){
    U16 resolutionTemp = resolution * resolutionFactor;
    if (resolutionTemp != _resolution){
        _resolution = resolutionTemp;
        //Initialize the FB's with a variable resolution
        PRINT_FN(Locale::get("LIGHT_INIT_SHADOW_FB"), _light->getGUID());
        _depthMap->Create(_resolution, _resolution);
    }
    ShadowMap::resolution(resolution, resolutionFactor);
}

void SingleShadowMap::render(SceneRenderState& renderState, const DELEGATE_CBK& sceneRenderFunction){
    ///Only if we have a valid callback;
    if(sceneRenderFunction.empty()) {
        ERROR_FN(Locale::get("ERROR_LIGHT_INVALID_SHADOW_CALLBACK"), _light->getGUID());
        return;
    }
    renderState.getCameraMgr().pushActiveCamera(_shadowCamera, false);
    renderInternal(renderState, sceneRenderFunction);
    renderState.getCameraMgr().popActiveCamera(false);
}

void SingleShadowMap::renderInternal(const SceneRenderState& renderState, const DELEGATE_CBK& sceneRenderFunction) {
    _shadowCamera->lookAt(_light->getPosition(), _light->getPosition() * _light->getDirection());
    _shadowCamera->setProjection(1.0f, 90.0f, vec2<F32>(1.0, _light->getRange()));
    _shadowCamera->renderLookAt();

    _depthMap->Begin(Framebuffer::defaultPolicy());
        //draw the scene
        GFX_DEVICE.getRenderer()->render(sceneRenderFunction, renderState);
    //unbind the associated depth map
    _depthMap->End();
    LightManager::getInstance().registerShadowPass();
}

void SingleShadowMap::previewShadowMaps(){
    _depthMap->Bind(0);
    _previewDepthMapShader->bind();
    GFX_DEVICE.drawPoints(1, GFX_DEVICE.getDefaultStateBlock(true));
}

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

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]]

269 Diff Diff IonutCava picture IonutCava Wed 04 Jun, 2014 12:56:45 +0000

[Ionut] [[BR]]
- All texture objects now properly allocate storage using glTextureStorage*D(w-w/o Multisampled) [[BR]]
- Removed useless “format” element from TextureDescriptor. Format is deduced from the internal format specified (RGBA8 uses RGBA. RG32F uses RG) [[BR]]
- Use GLM only with radians [[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]]

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]]

251 Diff Diff k1ngp1n picture k1ngp1n Wed 02 Apr, 2014 20:38:18 +0000

[Ionut] [[BR]]

  • Divide is now a 64bit statically linked application * [[BR]]

- Updated to a Visual Studio 2013 solution for better C++11 support [[BR]]
— Recompiled all projects with platform toolset v120 [[BR]]
- Recompiled all projects as x64 – MT / MTd (from x86 – MD / MDd) [[BR]]
- Updated PhysX to 3.3 [[BR]]
- Updated GLFW to 3.0.4 [[BR]]

247 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]]