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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 REFLECTOR_H_
#define REFLECTOR_H_

#include "Managers/Headers/FrameListenerManager.h"

enum ReflectorType{
    TYPE_MIRROR,
    TYPE_WATER_SURFACE,
    TYPE_PORTAL,
    TYPE_MATERIAL,
    TYPE_REFLECTOR_PLACEHOLDER
};

class Quad3D;
class Framebuffer;
class ShaderProgram;
/// Virtual interface for reflective surfaces
class Reflector : public FrameListener{
public:
    Reflector(ReflectorType type,const vec2<U16>& resolution);
    virtual ~Reflector();

    ///This function should be unique to every reflector. Portals may need special effects, mirrors some special lighting, etc
    virtual void updateReflection() = 0;
    ///Each reflector has a certain plane equation. Update this after each transform to obtain proper reflections
    virtual void updatePlaneEquation() = 0;
    ///Retrieves the reflection texture
    inline Framebuffer*       getReflectionFB()    {return _reflectedTexture;}
    inline const Plane<F32>&  getReflectionPlane() {return _reflectionPlane;}
    ///Rendering callback is that function in the scene used to render the reflection
    ///The SceneGraph is not the default rendering class for reflections as some elements (i.e. Sky) are not part of it
    ///As the sky and other elements should be included in the reflection, we should set a custom callback
    ///Another example would be the player model. It is not rendered when in First Person, but it should show up in reflections
    inline void setRenderCallback(const DELEGATE_CBK& callback) {_renderCallback = callback;}

    void togglePreviewReflection() {_previewReflection = !_previewReflection;}

private:
    /// Create FB
    bool  build();

protected:
    ///This is inherited from FrameListener and is used to queue up reflection on every frame start
    bool framePreRenderEnded(const FrameEvent& evt);
    virtual bool previewReflection();

protected:

    ReflectorType _type;
    /// How often do we need to update this instance's reflection?
    U32 _updateInterval;
    /// What is our current tick count
    F32 _updateTimer;
    /// What resolution should the generated texture have?
    vec2<U16> _resolution;
    /// Use this to force current reflector to draw itself in reflection
    bool _excludeSelfReflection;
    bool _previewReflection;

    DELEGATE_CBK _renderCallback;
    Framebuffer* _reflectedTexture;
    Plane<F32> _reflectionPlane;
    ShaderProgram* _previewReflectionShader;
    /// used for render exclusion. Do not render self in own reflection
    bool _updateSelf;
    /// Have we initialized our FB?
    bool _createdFB;
    /// does the reflector plane need updating?
    bool _planeDirty;
};

#endif

Commits for Divide-Framework/trunk/Source Code/Rendering/RenderPass/Headers/Reflector.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]]

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]]

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]]

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 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]]

170 Diff Diff k1ngp1n picture k1ngp1n Sun 03 Nov, 2013 17:24:57 +0000

-Moved hardware related code to a separate project [[BR]]
-More work on post-processing: [[BR]]
— HDR rendering is working, but final tonemapping needs more work [[BR]]
-Important changes in BloomPreRenderOperator.cpp, PostFX.cpp and glFrameBufferObject.cpp [[BR]]
-Trailing and leading whitespace cleanups [[BR]]

168 Diff Diff k1ngp1n picture k1ngp1n Sat 26 Oct, 2013 19:03:21 +0000

- Reworked the Camera class[[BR]]
— Now fully quaternion based [[BR]]
— Basic camera types added but not used yet (third person, first person, orbit) [[BR]]
- Cleaned up Material and Texture handling [[BR]]
- Added clipping plane support [[BR]]
— Similar to OpenGL fixed-function clip planes but fully shader driven [[BR]]
— Added a new class, “Plane”, that helps define clip planes [[BR]]
- Optimized the Singleton class to allow faster “getInstance” calls without performance penalties [[BR]]
-- “createInstance” must be called for each singleton class before usage. Or “gerOrCreateInstance” can be used, which is basically the former “getInstance” implementation [[BR]]
- Improved console logging by changing some heap allocations to stack and removing dependencies on the std::string class [[BR]]
- Added a lot of performance optimizations related to coding standards and redundant calculations [[BR]]
— e.g. Frustum AABB check didn’t need to recompute the AABB points as they were calculated already [[BR]]
— e.g. A vector did not need to be set to 0 on initialization as that is already it’s default state on creation [[BR]]
— e.g. Faster Framerate and Timing calculations by using less member variables that are not needed outsied of calling functions [[BR]]
- The SceneState now contains the SceneRenderState and is passed on to the SceneGraph’s update calls [[BR]]
- Better material export/import to/from XML format [[BR]]
- More bug fixes and cleanups [[BR]]

163 k1ngp1n picture k1ngp1n Thu 18 Jul, 2013 12:24:26 +0000

[Ionut] [[BR]]
- Fixed a rendering bug with the previous terrain rendering system (number of strips was not calculated correctly. had to add the primitive restart indices to the list as well) [[BR]]
- Fixed a rendering bug with the previous double sided Quad3D patch (water planes should not be double sided. The first parameter of the bool mask of the resource descriptor for water planes now controls whether the Quad will be single or double sided) [[BR]]
- NavMesh debug draw now uses a caching system for rendering instead of re-submitting the same geometry every frame [[BR]]
— Fixed a bug that prevented GLIM primitives to be cached if they had “canZombify” set to false [[BR]]
- Navigation meshes are now saved and loaded from file on creation. Delete the “nm” file from the navMeshes subfolder to recreate a navigation mesh for a scene. [[BR]]
- LightManager is now a FrameListener. ShadowMap generation is called with the “FramePreRenderEnd” event [[BR]]
- Terrain NavMesh uses the lowest LoD possible for now to improve creation times until all bugs are resolved [[BR]]
- Geometry importer now uses the “replace” operation for the base texture of objects [[BR]]
- glUniformBufferObjects are now a little less dependent on the GLM library [[BR]]
- Primitive restart is now toggled on or off at each VAO draw call [[BR]]
- Some GFXDevice inlining [[BR]]