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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 _PARTICLE_EMITTER_H_
#define _PARTICLE_EMITTER_H_

#include "core.h"
#include "Particle.h"
#include "Graphs/Headers/SceneNode.h"
#include "Dynamics/Entities/Headers/Impostor.h"
#include "Core/Resources/Headers/ResourceDescriptor.h"

namespace Divide {

/// Basic definitions used by the particle emitter
/// By default , every PE node is inert until you pass it a descriptor
class ParticleEmitterDescriptor : public PropertyDescriptor{
public:
    /// maximum number of particles for this emitter
    U32 _particleCount;
    /// particles per second
    I32 _emissionInterval;         
    /// particles per second used to vary emission (_emissionInterval + rand(-_emissionIntervalVariance,_emissionIntervalVariance))
    I32 _emissionIntervalVariance; 

    F32 _spread;
    /// particle velocity on emission
    F32 _velocity;				   
    /// velocity variance (_velocity + rand(-_velocityVariance, _velocityVariance))
    F32 _velocityVariance;		   
    /// lifetime, in milliseconds of each particle
    I32 _lifetime;                  
    /// liftime variance (_lifetime + rand(-_lifetimeVariance, _lifetimeVariance))
    I32 _lifetimeVariance;          
    stringImpl _textureFileName;

public:
    ParticleEmitterDescriptor();
	///All of these are default values that should be safe for any kind of texture usage
	inline void setDefaultValues() {
		_particleCount = 1000;
		_spread = 1.5f;
		_emissionInterval = 400;
		_emissionIntervalVariance = 75;
		_velocity = 10.0f;
		_velocityVariance = 1.0f;
		_lifetime = getSecToMs( 5.0f );
		_lifetimeVariance = 25.0f;
		_textureFileName = "particle.DDS";
	}

	ParticleEmitterDescriptor* clone() const { 
        return MemoryManager_NEW ParticleEmitterDescriptor(*this);
	}
};

class Texture;
class GenericVertexData;
/// A Particle emitter scene node. Nothing smarter to say, sorry :"> - Ionut
class ParticleEmitter : public SceneNode {
public:
    ParticleEmitter();
   ~ParticleEmitter();

    /// Dummy function from SceneNode;
    bool onDraw(SceneGraphNode* const sgn, const RenderStage& currentStage);

    /// toggle the particle emitter on or off
    inline void enableEmitter(bool state) {_enabled = state;}

    /// Set the callback, the position and the radius of the trigger
    void setDescriptor(const ParticleEmitterDescriptor& descriptor);
    
    inline void setDrawImpostor(const bool state) {_drawImpostor = state;}

    ///SceneNode concrete implementations
    bool initData();
    bool unload();

    bool computeBoundingBox(SceneGraphNode* const sgn);

    ///SceneNode test
    bool isInView(const SceneRenderState& sceneRenderState, SceneGraphNode* const sgn, const bool distanceCheck = false) {
        if(_enabled && _impostor)
            return _impostor->isInView(sceneRenderState, sgn, distanceCheck);

        return false;
    }

    const ParticleEmitterDescriptor& getDescriptor() const {return _descriptor;}

protected:
    void postLoad(SceneGraphNode* const sgn);

    /// preprocess particles here
    void sceneUpdate(const U64 deltaTime, SceneGraphNode* const sgn, SceneState& sceneState);
    
    ///When the SceneGraph calls the particle emitter's render function, we draw the impostor if needed
    virtual void render(SceneGraphNode* const sgn, 
                        const SceneRenderState& sceneRenderState,
                        const RenderStage& currentRenderStage);
    void getDrawCommands(SceneGraphNode* const sgn,
                         const RenderStage& currentRenderStage,
                         SceneRenderState& sceneRenderState,
                         vectorImpl<GenericDrawCommand>& drawCommandsOut);
    void onCameraChange(SceneGraphNode* const sgn);

private:
    I32 findUnusedParticle();
    void uploadToGPU();

private:
    vectorImpl<ParticleDescriptor > _particles;
    vectorImpl<F32 > _particlePositionData;
    vectorImpl<U8 >  _particleColorData;

    U32 _readOffset, _writeOffset;
    I32 _lastUsedParticle;
    U32 _particlesCurrentCount;
    /// create particles
    bool _enabled;
    bool _created;
    bool _uploaded;
    /// draw the impostor?
    bool _drawImpostor;
    bool _updateParticleEmitterBB;
    /// used for debug rendering / editor
    Impostor* _impostor;

    GenericVertexData* _particleGPUBuffer;

    size_t _particleStateBlockHash;

    ShaderProgram* _particleShader;
    ShaderProgram* _particleDepthShader;
    Texture* _particleTexture;

    ParticleEmitterDescriptor _descriptor;

    GenericDrawCommand        _drawCommand;
};

}; //namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Dynamics/Entities/Particles/Headers/ParticleEmitter.h

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)

330 Diff Diff IonutCava picture IonutCava Fri 10 Oct, 2014 17:19:11 +0000

[Ionut]
- New rendering algorithm :
— Perform second pass for visible nodes gathering all render commands and uploading them to an indirect draw buffer
— Render geometry with indirect draw commands
— Removed per-node range binding of the node buffer. Instead, bind the entire buffer once and index data in shaders
— Use “baseInstance” parameter from IndirectDrawCommand as a node buffer index
— Prefer DSA extensions for updating buffer data where applicable
- Moved all rendering specific code from SceneGraphNode to a new RenderingComponent
- Optimized “toString” utility function

328 Diff Diff IonutCava picture IonutCava Sat 04 Oct, 2014 18:03:36 +0000

[Ionut]
- Added per SceneGraphNode material instances. (Cloned from the SceneNode’s material)
- Improved shader loading for materials

326 Diff Diff IonutCava picture IonutCava Tue 30 Sep, 2014 21:11:32 +0000

[Ionut]
- Fixed more memory leaks
- Simplified Task interface and timing System
- Improved compatibility between Boost, STL and EASTL with random combinations of vectors, strings and maps
- Simplified Light class by removing the “slot” member
- Random optimizations

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)

324 Diff Diff IonutCava picture IonutCava Sun 14 Sep, 2014 14:01:39 +0000

[Ionut]
- New memory management system (no custom allocators in this commit)
— Memory tracer to detect memory leaks on shutdown (from: https://www.relisoft.com/book/tech/9new.html)
— SAFE_DELETE_XYZ are now inline template functions not macros
— ASSERTION system now supports logging and message boxes and continue on error configurable for each build type
— Fixed a lot of memory leaks detected by the new system (some still remain)

- Added SRGB support (part 1)
— Albedo textures are loaded as SRGB (make sure resources are SRGB)
— Shaders output gamma corrected colors
— Moved terrain textures back to 2 array system (albedo and normal maps, albedo maps using a SRGB sampler)

- Sky is now loaded via the ResourceCache system
- Added include safeguards in shader atoms

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)

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 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]]