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#include "Core/Headers/ParamHandler.h"
#include "Core/Headers/Application.h"
#include "Core/Resources/Headers/ResourceLoader.h"
#include "Core/Resources/Headers/ResourceCache.h"
#include "Hardware/Video/Headers/GFXDevice.h"
#include "Hardware/Video/Shaders/Headers/ShaderManager.h"

#include <EASTL/string.h>

namespace Divide {


ShaderProgram* ImplResourceLoader<ShaderProgram>::operator()(){
    ParamHandler& par = ParamHandler::getInstance();
    ShaderProgram* ptr = GFX_DEVICE.newShaderProgram();

    ptr->setState(RES_LOADING);
    ptr->enableThreadedLoading(_descriptor.getThreaded() && Application::getInstance().mainLoopActive());
    if ( _descriptor.getResourceLocation().compare( "default" ) == 0 ) {
        ptr->setResourceLocation( par.getParam<stringImpl>( "assetsLocation" ) + "/" +
                                  par.getParam<stringImpl>( "shaderLocation" ) + "/" );
    } else {
        ptr->setResourceLocation( _descriptor.getResourceLocation() );
    }

    if ( _descriptor.getId() > 0 ) {
        ptr->SetOutputCount( (U8)_descriptor.getId() );
    }
    //get all of the preprocessor defines
    if ( !_descriptor.getPropertyListString().empty() ) {
        vectorImpl<stringImpl> defines;
        Util::split( _descriptor.getPropertyListString(), ",", defines );
        for ( U8 i = 0; i < defines.size(); i++ ) {
            if ( !defines[i].empty() )ptr->addShaderDefine( defines[i] );
        }
    }

    if ( !load( ptr, _descriptor.getName() ) ) {
        MemoryManager::DELETE( ptr );
    } else {
        ShaderManager::getInstance().registerShaderProgram( ptr->getName(), ptr );
    }

    return ptr;
}

DEFAULT_HW_LOADER_IMPL(ShaderProgram)

};

Commits for Divide-Framework/trunk/Source Code/Core/Resources/ConcreteLoaders/ShaderProgramLoaderImpl.cpp

Diff revisions: vs.
Revision Author Commited Message
331 Diff Diff IonutCava picture IonutCava Sat 06 Dec, 2014 20:53:45 +0000

[Ionut]
- Limited line length to 132 characters to improve readability and diff-comparisons
- Refactored memory allocation/deallocation functions
- Fixed a few compatibility issues with HashMap.h
- Fixed a bug in GPU Skinning shaders (cast a float to int)

325 Diff Diff IonutCava picture IonutCava Wed 17 Sep, 2014 20:06:13 +0000

[Ionut]
- Reworked transform system:
— Parent transform chain system moved from Transform class to the PhysicsComponent
— PhysicsComponent now returns all transform values needed both global and local (still needs heavy optimization and caching)

- Reworked SceneGraph node management:
— Proper ref counting of SceneNodes and proper removing of resource (ResourceCache is now empty on destruction, as it should be)
— Removed parent transform tracking as that’s the PhysicsComponent’s responsibility
— Only nodes loaded via the ResourceCache are allowed to be added to the SceneGraph (added proper loaders for Impostors, Sky, etc)

- Optimized some of the math classes (mat4, mat3)

322 Diff Diff IonutCava picture IonutCava Sat 06 Sep, 2014 20:33:47 +0000

[Ionut]
- Refactored most of Boost related code to be C++11 based
— Boost is only used for ThreadPool, Mutex handling, XML parsing and networking (ASIO)
— Function binds, threads, regex, NonCopyable base, Hashing algorithms and more are now using C++11 libraries
- Replaced all FOR_EACH calls with standard, range, “for” calls

321 Diff Diff IonutCava picture IonutCava Wed 03 Sep, 2014 22:05:15 +0000

[Ionut]
- Added support (and enabled by default) for the EASTL library (http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html / https://github.com/paulhodge/EASTL)
— Strings, vectors and hash_maps can be combined from EASTL, STL and Boost (not all combinations work. e.g. EASTL strings with STL/Boost containers due to the lack of a proper hash function)

318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

295 Diff Diff k1ngp1n picture k1ngp1n Fri 01 Aug, 2014 20:10:44 +0000

[Ionut]
- If a shader fails to bind, skip draw call. A shader will fail to bind if it wasn’t linked properly, as well
- Moved ShaderManager to the Hardware project due to its tight coupling
- More code cleanup and comments:
— OpenGL wrapper code : GLWrapper.h, GLWrapper.cpp, GLStates.cpp, glShaderProgram.cpp
- Cleaned up Shader.cpp
- Binary shader dump also saves binary format in .fmt file for each binary shader
- Renamed immediate mode primitive files

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]]

171 k1ngp1n picture k1ngp1n Sun 03 Nov, 2013 18:15:06 +0000

-Replaced all tabs with spaces [[BR]]