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#include "Headers/RenderBin.h"
#include "Graphs/Headers/SceneGraphNode.h"
#include "Managers/Headers/LightManager.h"
#include "Geometry/Shapes/Headers/Object3D.h"
#include "Geometry/Material/Headers/Material.h"
#include "Hardware/Video/Headers/GFXDevice.h"
#include "Hardware/Video/Headers/RenderStateBlock.h"

RenderBinItem::RenderBinItem(I32 sortKeyA, I32 sortKeyB, F32 distToCamSq, SceneGraphNode* const node) : _node(node),
                                                                                                        _sortKeyA( sortKeyA ),
                                                                                                        _sortKeyB( sortKeyB ),
                                                                                                        _distanceToCameraSq(distToCamSq)
{
    Material* mat = _node->getNode()->getMaterial();
    // If we do not have a material, no need to continue
    if(!mat) return;

    // Sort by state hash depending on the current rendering stage
    // Save the render state hash value for sorting
    _stateHash = GFX_DEVICE.getStateBlockDescriptor(mat->getRenderStateBlock(GFX_DEVICE.getRenderStage())).getHash();
}

struct RenderQueueDistanceBacktoFront{
    bool operator()( const RenderBinItem &a, const RenderBinItem &b) const {
        return a._distanceToCameraSq < b._distanceToCameraSq;
    }
};

struct RenderQueueDistanceFrontToBack{
    bool operator()( const RenderBinItem &a, const RenderBinItem &b) const {
        return a._distanceToCameraSq > b._distanceToCameraSq;
    }
};

/// Sorting opaque items is a 3 step process:
/// 1: sort by shaders
/// 2: if the shader is identical, sort by state hash
/// 3: if shader is identical and state hash is identical, sort by albedo ID
struct RenderQueueKeyCompare{
    //Sort
    bool operator()(const RenderBinItem &a, const RenderBinItem &b) const{
        //Sort by shader in all states The sort key is the shader id (for now)
        if (a._sortKeyA < b._sortKeyA)
            return true;
        if (a._sortKeyA > b._sortKeyA)
            return false;

            // If the shader values are the same, we use the state hash for sorting
            // The _stateHash is a CRC value created based on the RenderState.
        if (a._stateHash < b._stateHash)
            return true;
        if (a._stateHash > b._stateHash)
            return false;

        // If both the shader are the same and the state hashes match, we sort by the secondary key (usually the texture id)
        return (a._sortKeyB < b._sortKeyB);
    }
};

RenderBin::RenderBin(const RenderBinType& rbType,const RenderingOrder::List& renderOrder,D32 drawKey) : _rbType(rbType),
                                                                                                        _renderOrder(renderOrder),
                                                                                                        _drawKey(drawKey)
{
    _renderBinStack.reserve(125);
    renderBinTypeToNameMap[RBT_PLACEHOLDER] = "Invalid Bin";
    renderBinTypeToNameMap[RBT_MESH]        = "Mesh Bin";
    renderBinTypeToNameMap[RBT_IMPOSTOR]    = "Impostor Bin";
    renderBinTypeToNameMap[RBT_DELEGATE]    = "Delegate Bin";
    renderBinTypeToNameMap[RBT_TRANSLUCENT] = "Translucent Bin";
    renderBinTypeToNameMap[RBT_SKY]         = "Sky Bin";
    renderBinTypeToNameMap[RBT_WATER]       = "Water Bin";
    renderBinTypeToNameMap[RBT_TERRAIN]     = "Terrain Bin";
    renderBinTypeToNameMap[RBT_PARTICLES]   = "Particle Bin";
    renderBinTypeToNameMap[RBT_VEGETATION_GRASS]   = "Grass Bin";
    renderBinTypeToNameMap[RBT_VEGETATION_TREES]   = "Trees Bin";
    renderBinTypeToNameMap[RBT_DECALS]      = "Decals Bin";
    renderBinTypeToNameMap[RBT_SHADOWS]     = "Shadow Bin";
}

void RenderBin::sort(const RenderStage& currentRenderStage){
    //WriteLock w_lock(_renderBinGetMutex);
    switch(_renderOrder){
        default:
        case RenderingOrder::BY_STATE:{
            if(bitCompare(DEPTH_STAGE, currentRenderStage))
                std::sort(_renderBinStack.begin(), _renderBinStack.end(), RenderQueueDistanceFrontToBack());
            else
                std::sort(_renderBinStack.begin(), _renderBinStack.end(), RenderQueueKeyCompare());
            }break;
        case RenderingOrder::BACK_TO_FRONT:
            std::sort(_renderBinStack.begin(), _renderBinStack.end(), RenderQueueDistanceBacktoFront());
            break;
        case RenderingOrder::FRONT_TO_BACK:
            std::sort(_renderBinStack.begin(), _renderBinStack.end(), RenderQueueDistanceFrontToBack());
            break;
        case RenderingOrder::NONE:
            //no need to sort
            break;
        case RenderingOrder::ORDER_PLACEHOLDER:
            ERROR_FN(Locale::get("ERROR_INVALID_RENDER_BIN_SORT_ORDER"),renderBinTypeToNameMap[_rbType]);
            break;
    };
}

void RenderBin::refresh(){
    //WriteLock w_lock(_renderBinGetMutex);
    _renderBinStack.resize(0);
    _renderBinStack.reserve(125);
}

void RenderBin::addNodeToBin(SceneGraphNode* const sgn, const vec3<F32>& eyePos){
    SceneNode* sn = sgn->getNode();
    I32 keyA = (U32)_renderBinStack.size() + 1;
    I32 keyB = keyA;
    Material* nodeMaterial = sn->getMaterial();
    F32 distToCam = sgn->getBoundingBoxConst().nearestDistanceFromPointSquared(eyePos);
    if(nodeMaterial){
        nodeMaterial->getSortKeys(keyA, keyB);
    }
    _renderBinStack.push_back(RenderBinItem(keyA, keyB, distToCam, sgn));
}

void RenderBin::preRender(const RenderStage& currentRenderStage){
}

void RenderBin::render(const SceneRenderState& renderState, const RenderStage& currentRenderStage){
    U16  binSize = getBinSize();

    //We need to apply different materials for each stage. As nodes are sorted, this should be very fast
    for(U16 j = 0; j < binSize; ++j){
        //Call render and the stage exclusion mask should do the rest
        getItem(j)._node->render(renderState, currentRenderStage);
    }
}

void RenderBin::postRender(const RenderStage& currentRenderStage){
    SceneGraphNode* sgn = nullptr;

    for(U16 j = 0; j < getBinSize(); j++){
        sgn = getItem(j)._node;
        //Perform any last updates before the preFrameDrawEnd
        sgn->getNode()->preFrameDrawEnd(sgn);
    }
}

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

284 Diff Diff IonutCava picture IonutCava Tue 01 Jul, 2014 20:54:08 +0000

[Ionut][[BR]]
- Per SGN shader data implementation part 1 / 2 [[BR]]
— Gather node info and transforms into custom struct for visible nodes and store them in a GFXDevice local vector [[BR]]
- Removed “prepareDepthMaterial” and added depthPass flag to “prepareMaterial” [[BR]]

273 Diff Diff IonutCava picture IonutCava Wed 11 Jun, 2014 20:34:00 +0000

[Ionut] [[BR]]
- Improved batching part2: [[BR]]
— Moved all bone transformation matrices upload from uniform functions in SceneNode to Shader Storage Buffers in AnimationController class with updates controlled by SceneGraphNode’s AnimationComponent [[BR]]
-— No double-buffering or efficient mapping of data yet. Just raw buffer updates [[BR]]
— Replaced all RenderStateBlock* pointers with I64 hash values [[BR]]
-— Will be used later in draw commands as per-shader state hash [[BR]]
— Moved getShaderProgram from Material to Material::ShaderInfo [[BR]]
-— Improved redundant uniform checks [[BR]]
— Improved texture unit changing in case of redundant texture bind case (i.e. skip changing the texture unit) [[BR]]
[[BR]]
- Improved float and double comparison functions using algorithms described in http://randomascii.wordpress.com/2012/02/13/dont-store-that-in-a-float/ [[BR]]
- Added a new utility function, DIVIDE_ASSERT, to more easily bind an assert check with a specific message [[BR]]
- Added missing files from Forward+ renderer’s initial code [[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]]

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]]

262 Diff Diff k1ngp1n picture k1ngp1n Tue 06 May, 2014 21:04:00 +0000

[Ionut] [[BR]]
- Some AI refactoring (basic AIEntity <-> AESOP interoperability) [[BR]]
- Some render batch sorting code refactored and fixed (wasn’t properly sorted in FINAL_STAGE) [[BR]]
- Simplified RenderStateBlockDescriptor and deferred hash value calculation [[BR]]
- Basic draw call count implementation [[BR]]
- Renamed some classes [[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 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]]