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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 _WATER_PLANE_H_
#define _WATER_PLANE_H_

#include "core.h"

#include "Geometry/Shapes/Headers/Object3D.h"
#include "Geometry/Shapes/Headers/Predefined/Quad3D.h"
#include "Rendering/RenderPass/Headers/Reflector.h"
#include "Hardware/Video/Buffers/Framebuffer/Headers/Framebuffer.h"

namespace Divide {

class Texture;
class CameraManager;
class ShaderProgram;
class WaterPlane : public SceneNode, public Reflector{
public:
    /// Resource inherited "unload"
    bool unload();
    /// General SceneNode stuff
    bool onDraw(SceneGraphNode* const sgn, const RenderStage& currentStage);
    bool getDrawState(const RenderStage& currentStage);
    void setParams(F32 shininess, const vec2<F32>& noiseTile, const vec2<F32>& noiseFactor, F32 transparency);
    void sceneUpdate(const U64 deltaTime, SceneGraphNode* const sgn, SceneState& sceneState);

    inline Quad3D* getQuad() const {return _plane;}

    inline const ClipPlaneIndex  getReflectionPlaneId() { return _reflectionPlaneID; }
    inline const ClipPlaneIndex  getRefractionPlaneID() { return _refractionPlaneID; }
    /// Reflector overwrite
    void updateReflection();
	void updateRefraction();
    void updatePlaneEquation();
    /// Used for many things, such as culling switches, and underwater effects
    inline bool isPointUnderWater(const vec3<F32>& pos) { return (pos.y < _waterLevel); }

	inline void setReflectionCallback(const DELEGATE_CBK<>& callback) { Reflector::setRenderCallback(callback); }
	inline void setRefractionCallback(const DELEGATE_CBK<>& callback) { _refractionCallback = callback; }

protected:
    SET_DELETE_FRIEND

    template<typename T>
    friend class ImplResourceLoader;

    WaterPlane();
    ~WaterPlane() 
    {
    }
    void getDrawCommands(SceneGraphNode* const sgn, 
                         const RenderStage& currentRenderStage, 
                         SceneRenderState& sceneRenderState, 
                         vectorImpl<GenericDrawCommand>& drawCommandsOut);

    void render(SceneGraphNode* const sgn,
                const SceneRenderState& sceneRenderState,
                const RenderStage& currentRenderStage);

    void postDraw(SceneGraphNode* const sgn, const RenderStage& currentStage);
    void postLoad(SceneGraphNode* const sgn);
    void previewReflection();

    inline const Plane<F32>&  getRefractionPlane() { return _refractionPlane; }

private:
    /// Bounding Box computation overwrite from SceneNode
    bool computeBoundingBox(SceneGraphNode* const sgn);

private:
    /// the hw clip-plane index for the water
    ClipPlaneIndex   _reflectionPlaneID;
    ClipPlaneIndex   _refractionPlaneID;
    /// cached far plane value
    F32				 _farPlane;
    /// cached water level
    F32              _waterLevel;
    /// cached water depth
    F32             _waterDepth;
    /// Last used orientation
    Quaternion<F32> _orientation;
    /// the water's "geometry"
    Quad3D*			_plane;
    Framebuffer*    _refractionTexture;
    Plane<F32>      _refractionPlane;
	DELEGATE_CBK<>  _refractionCallback;
    bool            _refractionRendering;
    bool            _reflectionRendering;
    bool            _dirty, _paramsDirty;
    bool            _cameraUnderWater;
    F32 _shininess;
    vec2<F32> _noiseTile;
    vec2<F32> _noiseFactor;
    F32 _transparency;
    CameraManager&  _cameraMgr;
};

}; //namespace Divide

#endif

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

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

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)

308 Diff Diff IonutCava picture IonutCava Sat 16 Aug, 2014 19:49:31 +0000

[Ionut]
- Moved Transform from SceneGraphNode to PhysicsComponent and modified BoundingBox update system based on transform update
- Added PhysicsAsset to PhysicsComponent for interfacing with PshysicsAPIs (e.g. PhysXActor inherits PhysicsAsset)
- PhysicsAsset keeps track of the parent PhysicsComponent to have direct access to a node’s transform
- Rewrote GUIConsole to only print items when visible, and use a single circular buffer for entries.
- Updated GUI input system to match the interface that both Kernel and SceneManager share (should probably abstract all the input methods in a class and have Kernel, SceneManager, Scene and GUI inherit from that. In next commit.)
- Updated CEGUI to probably match the OIS states(mouse, keyboard, etc) and properly inject time inputs.

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]]

280 IonutCava picture IonutCava Sat 28 Jun, 2014 19:11:37 +0000

[Ionut] [[BR]]
- Improve ClipPlane management (bunch equations into the matrix shader buffer) [[BR]]
- Immediate mode emulation primitives set their own state based on specified hash instead of relying on state functions to be defined [[BR]]
- updateStates() function is now called right before the actual draw call to facilitate future batching work [[BR]]
- added tracked bool values (similar to those in ShaderInfo) to SGN class to fix selection bug. [[BR]]
— will probably create a “stateTracker” class to allow multiple classes to use tracked variables without all of the code duplication [[BR]]