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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 _SUB_MESH_H_
#define _SUB_MESH_H_

#include "Object3D.h"

/*
DIVIDE-Engine: 21.10.2010 (Ionut Cava)

A SubMesh is a geometry wrapper used to build a mesh. Just like a mesh, it can be rendered locally or across
the server or disabled from rendering alltogheter.

Objects created from this class have theyr position in relative space based on the parent mesh position.
(Same for scale,rotation and so on).

The SubMesh is composed of a VB object that contains vertx,normal and textcoord data, a vector of materials,
and a name.
*/

#include "core.h"
#include "Mesh.h"

namespace Divide {

class SubMesh : public Object3D {
public:
    SubMesh(const stringImpl& name, ObjectFlag flag = OBJECT_FLAG_NONE);

    virtual ~SubMesh();

    bool unload() { return SceneNode::unload(); }

    bool computeBoundingBox(SceneGraphNode* const sgn);

    inline U32  getId() {return _id;}
    /// When loading a submesh, the ID is the node index from the imported scene
    /// scene->mMeshes[n] == (SubMesh with _id == n)
    inline void setId(U32 id) {_id = id;}
    inline Mesh* getParentMesh() {return _parentMesh;}
    inline void setSceneMatrix(const mat4<F32>& sceneMatrix){ _sceneRootMatrix = sceneMatrix; }

protected:
    friend class Mesh;
	void setParentMesh(Mesh* const parentMesh);

    friend class DVDConverter;
    mat4<F32> _sceneRootMatrix;
    
    inline void setGeometryLimits(const vec3<F32>& min, const vec3<F32>& max) { _importBB.set(min, max);}
    void getDrawCommands(SceneGraphNode* const sgn, 
                         const RenderStage& currentRenderStage, 
                         SceneRenderState& sceneRenderState, 
                         vectorImpl<GenericDrawCommand>& drawCommandsOut);

protected:
    bool _visibleToNetwork;
    bool _render;
    U32 _id;
    Mesh* _parentMesh;
    BoundingBox     _importBB;
    GenericDrawCommand _drawCmd;
};

}; //namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Geometry/Shapes/Headers/SubMesh.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)

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)

291 Diff Diff k1ngp1n picture k1ngp1n Sun 27 Jul, 2014 19:27:53 +0000

[Ionut]
- nVidia compatibility fixes
- PhysX compatibility fixes

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]]

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]]

270 Diff Diff IonutCava picture IonutCava Thu 05 Jun, 2014 19:08:07 +0000

[Ionut][[BR]]
- SubMeshes now use a single vertex buffer (owned by the parent mesh) with proper offsetting and querying [[BR]]
— Implementation not optimal yet [[BR]]
- Cleaned up VertexBuffer related classes [[BR]]

259 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]]