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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 VEGETATION_H_
#define VEGETATION_H_

#include "Utility/Headers/ImageTools.h"
#include "Graphs/Headers/SceneNode.h"
#include "Hardware/Platform/Headers/Task.h"
#include "Hardware/Video/Headers/RenderAPIWrapper.h"

namespace Divide {

class Terrain;
class Texture;
class Transform;
class SceneState;
class Framebuffer;
class ShaderBuffer;
class TerrainChunk;
class ShaderProgram;
class SceneGraphNode;
class RenderStateBlock;
class GenericVertexData;
enum RenderStage;

struct VegetationDetails {
    U16 billboardCount;
    F32 grassDensity;
    F32 grassScale;
    F32 treeDensity;
    F32 treeScale;
    stringImpl map;
    stringImpl name;
    stringImpl grassShaderName;
    Terrain* parentTerrain;
    Texture* grassBillboards;
};

///Generates grass and trees on the terrain.
///Grass VB's + all resources are stored locally in the class.
///Trees are added to the SceneGraph and handled by the scene.
class Vegetation : public SceneNode {
public:
    Vegetation(const VegetationDetails& details);
    ~Vegetation();

    void initialize(TerrainChunk* const terrainChunk);
    inline void toggleRendering(bool state){_render = state;}
    ///parentTransform: the transform of the parent terrain node
    void render(SceneGraphNode* const sgn, const SceneRenderState& sceneRenderState, const RenderStage& currentRenderStage);
    void getDrawCommands(SceneGraphNode* const sgn, 
                         const RenderStage& renderStage, 
                         SceneRenderState& sceneRenderState, 
                         vectorImpl<GenericDrawCommand>& drawCommandsOut);
    inline bool isInView(const SceneRenderState& sceneRenderState, 
                         SceneGraphNode* const sgn, 
                         const bool distanceCheck = true ) { return true; }

protected:
    void sceneUpdate(const U64 deltaTime, SceneGraphNode* const sgn, SceneState& sceneState);
    bool onDraw(SceneGraphNode* const sgn, const RenderStage& renderStage);
    void gpuCull();

private:
    void uploadGrassData();
    void generateTrees();
    void generateGrass();

    U32  getQueryID();

private:
    enum CullType {
        PASS_THROUGH = 0,
        INSTANCE_CLOUD_REDUCTION = 1,
        HI_Z_CULL = 2,
        CullType_PLACEHOLDER = 3
    };
    //variables
    bool _render; ///< Toggle vegetation rendering On/Off
    bool _success;
	std::atomic_bool _threadedLoadComplete;
	std::atomic_bool _stopLoadingRequest;
    Terrain*        _terrain;
    TerrainChunk*   _terrainChunk;
    F32 _grassDensity, _treeDensity;
    U16 _billboardCount;          ///< Vegetation cumulated density
    F32 _grassSize,_grassScale, _treeScale;
    F32 _windX, _windZ, _windS, _time;
    U64 _stateRefreshInterval;
    U64 _stateRefreshIntervalBuffer;
    ImageTools::ImageData _map;  ///< Dispersion map for vegetation placement
    Texture*               _grassBillboards;
    ShaderProgram*         _cullShader;
    stringImpl            _grassShaderName;
    bool                   _shadowMapped;
    size_t                 _grassStateBlockHash;
    bool                   _culledFinal;
    U32                    _readBuffer;
    U32                    _writeBuffer;
    U32                    _instanceCountGrass;
    U32                    _instanceCountTrees;
    U32                    _instanceRoutineIdx[CullType_PLACEHOLDER];
    vectorImpl<F32 >       _grassScales;
    vectorImpl<vec4<F32> > _grassPositions;
    //vectorImpl<mat4<F32> > _grassMatricesTemp;
    GenericVertexData*     _grassGPUBuffer[2];
    GenericVertexData*     _treeGPUBuffer[2];
    Task_ptr               _generateVegetation;
    ShaderBuffer*          _grassMatrices;
    static bool            _staticDataUpdated;
    GenericDrawCommand     _cullDrawCommand;
    GenericDrawCommand     _renderDrawCommand;
};

}; //namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Environment/Vegetation/Headers/Vegetation.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

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)

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]]

279 Diff Diff IonutCava picture IonutCava Sat 28 Jun, 2014 16:20:46 +0000

[Ionut][[BR]]
- Unified draw command system into GenericDrawCommand [[BR]]
- Fixed double VB creation in Object3D [[BR]]
- Reworked triangle data computation (now Object3D’s responsibility) [[BR]]
- VertexArrays can now render using the primitive type specified in the draw command instead of the fixed type specified at creation [[BR]]
- Optimized terrain shader [[BR]]

273 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]]