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#include "Headers/RenderPassCuller.h"
#include "Headers/RenderQueue.h"

#include "Scenes/Headers/SceneState.h"
#include "Graphs/Headers/SceneGraphNode.h"
#include "Hardware/Video/Headers/GFXDevice.h"
#include "Geometry/Material/Headers/Material.h"

RenderPassCuller::RenderPassCuller()
{
    _visibleNodes.reserve(250);
}

RenderPassCuller::~RenderPassCuller()
{
    _visibleNodes.clear();
}

/// This method performs the visibility check on the given node and all of it's children and adds them to the RenderQueue
void RenderPassCuller::cullSceneGraph(SceneGraphNode* const currentNode, SceneState& sceneState) {
    bool renderingLocked = RenderPassManager::getInstance().isLocked();
    bool refreshQueued = RenderPassManager::getInstance().isResetQueued();
    if(!_visibleNodes.empty()){
        if(renderingLocked && !refreshQueued) return;
        else refreshNodeList();
    }

    const vec3<F32>& eyePos = sceneState.getRenderState().getCameraConst().getEye();

    assert(_visibleNodes.empty());
    cullSceneGraphCPU(currentNode, sceneState.getRenderState());
    for(SceneGraphNode* node : _visibleNodes){
        RenderQueue::getInstance().addNodeToQueue(node, eyePos);
    }
    cullSceneGraphGPU(sceneState);

    currentNode->getRoot()->inView(true);

    GFX_DEVICE.processVisibleNodes(_visibleNodes);
    if(!renderingLocked) refreshNodeList();
}

void RenderPassCuller::cullSceneGraphCPU(SceneGraphNode* const currentNode, SceneRenderState& sceneRenderState) {
    //No point in updating visual information if the scene disabled object rendering
    //or rendering of their bounding boxes
    if(!sceneRenderState.drawObjects() && !sceneRenderState.drawBBox())
        return;
    currentNode->inView(false);
    //Bounding Boxes should be updated, so we can early cull now.
    bool skipChildren = false;

    //Skip all of this for inactive nodes.
    if(currentNode->isActive() && currentNode->getParent()) {
        SceneNode* node = currentNode->getNode();
        RenderStage currentStage = GFX_DEVICE.getRenderStage();
        //If this node isn't render-disabled, check if it is visible
        //Skip expensive frustum culling if we shouldn't draw the node in the first place
        if (!node->getSceneNodeRenderState().getDrawState(currentStage)){
             //If the current SceneGraphNode isn't visible, it's children aren't visible as well
            skipChildren = true;
        }else{
            if(currentStage != SHADOW_STAGE || (currentStage == SHADOW_STAGE && currentNode->getCastsShadows())){
                //Perform visibility test on current node
                if (node->isInView(sceneRenderState,
                                   currentNode->getBoundingBoxConst(), 
                                   currentNode->getBoundingSphereConst(), 
                                   currentStage == SHADOW_STAGE ? false : true)){
                    //If the current node is visible, add it to the render queue
                    _visibleNodes.push_back(currentNode);
                    currentNode->inView(true);
                }
            }
        }
    }

    //If we don't need to skip child testing
    if(!skipChildren){
        FOR_EACH(SceneGraphNode::NodeChildren::value_type& it, currentNode->getChildren()) {
            cullSceneGraphCPU(it.second, sceneRenderState);
        }
    }
}

void RenderPassCuller::cullSceneGraphGPU(SceneState& sceneState) {
    /* http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter06.html
    TraversalStack.Push(hierarchy.Root);

    while (!TraversalStack.Empty() || !QueryQueue.Empty()) {
        //--PART 1: process finished occlusion queries
        while (!QueryQueue.Empty() && (ResultAvailable(QueryQueue.Front()) || TraversalStack.Empty())) {
            node = QueryQueue.Dequeue();
            // wait if result not available
            visiblePixels = GetOcclusionQueryResult(node);
            if (visiblePixels > VisibilityThreshold) {
                PullUpVisibility(node);
                TraverseNode(node);
            }
        }

        //--PART 2: hierarchical traversal
        if (!TraversalStack.Empty()) {
            node = TraversalStack.Pop();
            if (InsideViewFrustum(node)) {
                // identify previously visible nodes
                wasVisible = node.visible and (node.lastVisited == frameID - 1);
                // identify nodes that we cannot skip queries for
                leafOrWasInvisible = !wasVisible || IsLeaf(node);
                // reset node's visibility classification
                node.visible = false;
                // update node's visited flag
                node.lastVisited = frameID;
                // skip testing previously visible interior nodes
                if (leafOrWasInvisible) {
                    IssueOcclusionQuery(node);
                    QueryQueue.Enqueue(node);
                }
 
               // always traverse a node if it was visible
                if (wasVisible)
                    TraverseNode(node);
            }
        }
    }

    TraverseNode(node) {
        if (IsLeaf(node))     Render(node);
        else                  TraversalStack.PushChildren(node);
    }

    PullUpVisibility(node) {
        while (!node.visible) {
            node.visible = true;
            node = node.parent;
        }
    }*/
}

void RenderPassCuller::refreshNodeList() {
    _visibleNodes.resize(0);
    _visibleNodes.reserve(250);
    RenderPassManager::getInstance().isResetQueued(false);
}

void RenderPassCuller::refresh() {
    refreshNodeList();
    RenderQueue::getInstance().refresh(true);
}

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

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]]

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 Diff Diff 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

257 Diff Diff k1ngp1n picture k1ngp1n Sun 13 Apr, 2014 17:30:59 +0000

[Ionut] [[BR]]
- Some C++11 code stuff here and there [[BR]]

256 Diff Diff 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]]

250 Diff Diff k1ngp1n picture k1ngp1n Wed 02 Apr, 2014 12:36:36 +0000

[Ionut] [[BR]]
- More C++11 work [[BR]]
- Renamed “for_each” macro to “FOR_EACH” to avoid name conflicts with the C++11 function [[BR]]

247 Diff Diff 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]]

246 k1ngp1n picture k1ngp1n Fri 14 Feb, 2014 21:14:48 +0000

[Ionut] [[BR]]
- even more performance optimizations [[BR]]
— Lock render queue between Z pre-pass and normal rendering pass to avoid culling the same scene twice [[BR]]