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#include "Headers/Scene.h"

#include "Core/Headers/ParamHandler.h"
#include "Rendering/PostFX/Headers/PostFX.h"
#include "Managers/Headers/SceneManager.h"

void Scene::onLostFocus(){
   state()._moveFB = 0;
   state()._moveLR = 0;
   state()._roll   = 0; 
   state()._angleLR = 0;
   state()._angleUD = 0;
#ifndef _DEBUG
   _paramHandler.setParam("freezeLoopTime", true);
#endif
}

namespace {
    struct selectionQueueDistanceFrontToBack {
        selectionQueueDistanceFrontToBack(const vec3<F32>& eyePos) : _eyePos(eyePos) {}

        bool operator()(SceneGraphNode* const a, SceneGraphNode* const b) const {
            F32 dist_a = a->getBoundingBoxConst().nearestDistanceFromPointSquared(_eyePos);
            F32 dist_b = b->getBoundingBoxConst().nearestDistanceFromPointSquared(_eyePos);
            return dist_a > dist_b;
        }
    private:
        vec3<F32> _eyePos;
    };
    static vectorImpl<SceneGraphNode* > _sceneSelectionCandidates;
}

void Scene::findSelection(F32 mouseX, F32 mouseY){
    mouseY = renderState().cachedResolution().height - mouseY - 1;
    vec3<F32> startRay = renderState().getCameraConst().unProject(vec3<F32>(mouseX, mouseY, 0.0f));
    vec3<F32> endRay   = renderState().getCameraConst().unProject(vec3<F32>(mouseX, mouseY, 1.0f));
    const vec2<F32>& zPlanes = renderState().getCameraConst().getZPlanes();

    // deselect old node
    if(_currentSelection) _currentSelection->setSelected(false);
    _currentSelection = nullptr;

    // see if we select another one
    _sceneSelectionCandidates.clear();
    // Cast the picking ray and find items between the nearPlane (with a small offset) and limit the range to half of the far plane
    _sceneGraph->Intersect(Ray(startRay, startRay.direction(endRay)), zPlanes.x + 0.5f, zPlanes.y * 0.5f, _sceneSelectionCandidates); 
    if(!_sceneSelectionCandidates.empty()){
        std::sort(_sceneSelectionCandidates.begin(), _sceneSelectionCandidates.end(), selectionQueueDistanceFrontToBack(renderState().getCameraConst().getEye()));
        _currentSelection = _sceneSelectionCandidates[0];
        // set it's state to selected
        _currentSelection->setSelected(true);
#ifdef _DEBUG
        _lines[DEBUG_LINE_RAY_PICK].push_back(Line(startRay, endRay, vec4<U8>(0, 255, 0, 255)));
#endif
    }
}

bool Scene::onMouseClickDown(const OIS::MouseEvent& key,OIS::MouseButtonID button){
    _mousePressed[button] = true;
    switch (button){
        default:       return false;

        case OIS::MB_Left:    break;
        case OIS::MB_Right:   break;
        case OIS::MB_Middle:  break;
        case OIS::MB_Button3: break;
        case OIS::MB_Button4: break;
        case OIS::MB_Button5: break;
        case OIS::MB_Button6: break;
        case OIS::MB_Button7: break;
    }
    return true;
}

bool Scene::onMouseClickUp(const OIS::MouseEvent& key,OIS::MouseButtonID button){
    _mousePressed[button] = false;
    switch (button){
        default:       return false;

        case OIS::MB_Left:    findSelection(key.state.X.abs, key.state.Y.abs); break;
        case OIS::MB_Right:   break;
        case OIS::MB_Middle:  break;
        case OIS::MB_Button3: break;
        case OIS::MB_Button4: break;
        case OIS::MB_Button5: break;
        case OIS::MB_Button6: break;
        case OIS::MB_Button7: break;
    }
    return true;
}
  
bool Scene::onMouseMove(const OIS::MouseEvent& key){ 
    _previousMousePos.set(key.state.X.abs, key.state.Y.abs);
    return true;
}

void Scene::defaultCameraKeys(OIS::KeyCode code, bool upState){

    if (upState){
        switch (code){
            case OIS::KC_W: if (state()._moveFB == 1) state()._moveFB = 0; break;
            case OIS::KC_S: if (state()._moveFB == -1) state()._moveFB = 0; break;
            case OIS::KC_A: if (state()._moveLR == -1) state()._moveLR = 0; break;
            case OIS::KC_D:	if (state()._moveLR == 1) state()._moveLR = 0; break;
            case OIS::KC_Q: if (state()._roll == -1)   state()._roll = 0;   break;
            case OIS::KC_E: if (state()._roll == 1)   state()._roll = 0;   break;
            case OIS::KC_LEFT: if (state()._angleLR == -1) state()._angleLR = 0; break;
            case OIS::KC_RIGHT: if (state()._angleLR == 1) state()._angleLR = 0; break;
            case OIS::KC_UP: if (state()._angleUD == -1) state()._angleUD = 0; break;
            case OIS::KC_DOWN: if (state()._angleUD == 1) state()._angleUD = 0; break;
        }
    }else{
        switch (code){
            case OIS::KC_W: state()._moveFB =  1; break;
            case OIS::KC_S: state()._moveFB = -1; break;
            case OIS::KC_A: state()._moveLR = -1; break;
            case OIS::KC_D: state()._moveLR =  1; break;
            case OIS::KC_Q: state()._roll = -1;   break;
            case OIS::KC_E: state()._roll =  1;   break;
            case OIS::KC_LEFT:  state()._angleLR = -1; break;
            case OIS::KC_RIGHT: state()._angleLR =  1; break;
            case OIS::KC_UP:    state()._angleUD = -1; break;
            case OIS::KC_DOWN:  state()._angleUD =  1; break;
        }
    }
}

bool Scene::onKeyDown(const OIS::KeyEvent& key){
    defaultCameraKeys(key.key, false);

    switch(key.key){
        default:             return false;
        case OIS::KC_END   : deleteSelection(); break;
        case OIS::KC_ADD   : {
            Camera& cam = renderState().getCamera();
            F32 currentCamMoveSpeedFactor = cam.getMoveSpeedFactor();
            if (currentCamMoveSpeedFactor < 50){
                cam.setMoveSpeedFactor( currentCamMoveSpeedFactor + 1.0f);
                cam.setTurnSpeedFactor( cam.getTurnSpeedFactor()  + 1.0f);
            }
        }break;
        case OIS::KC_SUBTRACT :	{
            Camera& cam = renderState().getCamera();
            F32 currentCamMoveSpeedFactor = cam.getMoveSpeedFactor();
            if (currentCamMoveSpeedFactor > 1.0f){
                cam.setMoveSpeedFactor( currentCamMoveSpeedFactor - 1.0f);
                cam.setTurnSpeedFactor( cam.getTurnSpeedFactor() - 1.0f);
            }
        }break;
    }

    return true;
}

bool Scene::onKeyUp(const OIS::KeyEvent& key){
    defaultCameraKeys(key.key, true);

    switch( key.key ){
        case OIS::KC_P: 
            _paramHandler.setParam("freezeLoopTime", !_paramHandler.getParam("freezeLoopTime", false)); 
            break;
        case OIS::KC_F2:
            renderState().toggleSkeletons();
            break;
        case OIS::KC_F3:
            _paramHandler.setParam("postProcessing.enableDepthOfField", !_paramHandler.getParam<bool>("postProcessing.enableDepthOfField"));
            break;
        case OIS::KC_F4:
            _paramHandler.setParam("postProcessing.enableBloom", !_paramHandler.getParam<bool>("postProcessing.enableBloom"));
            break;
        case OIS::KC_F5:
            GFX_DEVICE.drawDebugAxis(!GFX_DEVICE.drawDebugAxis());
            break;
        case OIS::KC_F6: {
            static bool state = true;
            PostFX::getInstance().toggleDepthPreview(state);
            _paramHandler.setParam("postProcessing.fullScreenDepthBuffer", state);
            state = !state;
        }break;
        case OIS::KC_B:{
            renderState().toggleBoundingBoxes();
            }break;
        case OIS::KC_F7:
            GFX_DEVICE.postProcessingEnabled(!GFX_DEVICE.postProcessingEnabled());
            break;
        case OIS::KC_F8:
            renderState().drawDebugLines(!renderState()._debugDrawLines);
            break;
        case OIS::KC_F9:{
#ifdef _DEBUG
            for(U8 i = 0; i < DEBUG_LINE_PLACEHOLDER; ++i)
                _lines[i].clear();
#endif
            }break;
        case OIS::KC_F10:
            LightManager::getInstance().togglePreviewShadowMaps();
            GFX_DEVICE.togglePreviewDepthBuffer();
            break;
        case OIS::KC_F12:
            GFX_DEVICE.Screenshot("screenshot_");
            break;
        default:
            return false;
    }

    return true;
}

bool Scene::onJoystickMoveAxis(const OIS::JoyStickEvent& key,I8 axis,I32 deadZone){
    if(key.device->getID() != InputInterface::JOY_1) return false;

    I32 axisABS = key.state.mAxes[axis].abs;

    if(axis == 1){
        if(axisABS > deadZone)   	 state()._angleLR = 1;
        else if(axisABS < -deadZone) state()._angleLR = -1;
        else 			             state()._angleLR = 0;
    }else if(axis == 0){
        if(axisABS > deadZone)       state()._angleUD = 1;
        else if(axisABS < -deadZone) state()._angleUD = -1;
        else 			             state()._angleUD = 0;
    }else if(axis == 2){
        if(axisABS < -deadZone)  	 state()._moveFB = 1;
        else if(axisABS > deadZone)  state()._moveFB = -1;
        else			             state()._moveFB = 0;
    }else if(axis == 3){
        if(axisABS < -deadZone)      state()._moveLR = -1;
        else if(axisABS > deadZone)  state()._moveLR = 1;
        else                         state()._moveLR = 0;
    }
    return true;
}

bool Scene::onJoystickMovePOV(const OIS::JoyStickEvent& key, I8 pov){
    if (key.state.mPOV[pov].direction & OIS::Pov::North) //Going up
        state()._moveFB = 1;
    else if (key.state.mPOV[pov].direction & OIS::Pov::South) //Going down
        state()._moveFB = -1;

    if (key.state.mPOV[pov].direction & OIS::Pov::East) //Going right
        state()._moveLR = 1;

    else if (key.state.mPOV[pov].direction & OIS::Pov::West) //Going left
        state()._moveLR = -1;

    if (key.state.mPOV[pov].direction == OIS::Pov::Centered){ //stopped/centered out
        state()._moveLR = 0;
        state()._moveFB = 0;
    }
    return true;
}

Commits for Divide-Framework/trunk/Source Code/Scenes/SceneInput.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]]

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

255 Diff Diff k1ngp1n picture k1ngp1n Thu 10 Apr, 2014 16:13:23 +0000

[Ionut] [[BR]]
- Added AESOP library http://code.google.com/p/aesop-open-planner/ [[BR]]
- Performance optimizations: [[BR]]
— Update animations only for visible nodes (must handle special cases when nodes are just outside the frustum) [[BR]]
— Compile shaders only for the current stage when the material is requested (as opposed to compiling shaders for all the rendering stages when first accessing the material)[[BR]]
- Renamed Coordination to AITeam [[BR]]

249 Diff Diff k1ngp1n picture k1ngp1n Mon 31 Mar, 2014 20:42:31 +0000

[Ionut] [[BR]]
- Migrated to platform toolset v100 [[BR]]
- Updated boost to 1.55 [[BR]]
- Moved from “NULL” to “nullptr” [[BR]]
- DevIL is now linked dynamically [[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]]

245 k1ngp1n picture k1ngp1n Tue 11 Feb, 2014 20:44:09 +0000

[Ionut] [[BR]]
- even more performance optimizations [[BR]]