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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 _SCENE_NODE_H_
#define _SCENE_NODE_H_

#include "SceneNodeRenderState.h"
#include "Core/Resources/Headers/Resource.h"
#include "Core/Math/BoundingVolumes/Headers/BoundingBox.h"
#include "Core/Math/BoundingVolumes/Headers/BoundingSphere.h"
#include "Hardware/Video/Headers/RenderAPIWrapper.h"

namespace Divide {
class Scene;
class Material;

enum SceneNodeType {
    TYPE_ROOT             = toBit(1), //< root node
    TYPE_OBJECT3D         = toBit(2), //< 3d objects in the scene
    TYPE_TRANSFORM        = toBit(3), //< dummy node to stack multiple transforms
    TYPE_WATER            = toBit(4), //< water node
    TYPE_LIGHT            = toBit(5), //< a scene light
    TYPE_TRIGGER          = toBit(6), //< a scene trigger (perform action on contact)
    TYPE_PARTICLE_EMITTER = toBit(7), //< a particle emitter
    TYPE_SKY              = toBit(8), //< sky node
    TYPE_VEGETATION_GRASS = toBit(9), //< grass node
    TYPE_VEGETATION_TREES = toBit(10), //< trees node (to do later)
    ///Place types above
    TYPE_PLACEHOLDER      = toBit(11)
};

class SceneState;
class SceneRenderState;
class ShaderProgram;
enum  RenderStage;

class SceneNode : public Resource {
    friend class SceneGraphNode;
    friend class RenderQueue;

public:
    SceneNode(const SceneNodeType& type);
    SceneNode(const stringImpl& name, const SceneNodeType& type);
    virtual ~SceneNode();

    /// Perform any pre-draw operations (this is after sort and transform updates)
    /// If the node isn't ready for rendering and should be skipped this frame, the return value is false
    virtual bool onDraw(SceneGraphNode* const sgn, const RenderStage& currentStage) = 0;
    virtual	bool getDrawState() const { return _renderState.getDrawState(); }
    /// Some SceneNodes may need special case handling. I.E. water shouldn't render itself in REFLECTION_STAGE
    virtual	bool getDrawState(const RenderStage& currentStage);
    virtual void getDrawCommands(SceneGraphNode* const sgn, 
                                 const RenderStage& currentRenderStage, 
                                 SceneRenderState& sceneRenderState, 
                                 vectorImpl<GenericDrawCommand>& drawCommandsOut) = 0;
    /*//Rendering/Processing*/

    virtual	bool	  unload();
    virtual bool	  isInView(const SceneRenderState& sceneRenderState, 
                               SceneGraphNode* const sgn, 
                               const bool distanceCheck = true);
    virtual	void	  setMaterialTpl(Material* const m);
    Material*   const getMaterialTpl();

    /// Every SceneNode computes a bounding box in it's own way.
    virtual	bool computeBoundingBox(SceneGraphNode* const sgn);
    virtual void postDrawBoundingBox(SceneGraphNode* const sgn) const;

    inline       void           setType(const SceneNodeType& type)        { _type = type; }
    inline const SceneNodeType& getType()					        const { return _type; }

    inline SceneNodeRenderState& renderState() { return _renderState; }

    inline void incLODcount() { _LODcount++; }
    inline void decLODcount() { _LODcount--; }
    inline U8   getLODcount()   const { return _LODcount; }

protected:
    friend class RenderBin;
    friend class RenderPass;
    friend class SceneGraph;
    friend class RenderingComponent;
    /// Perform any post-draw operations (this is after releasing object and shadow states)
    virtual void postDraw(SceneGraphNode* const sgn, const RenderStage& currentStage) {/*Nothing yet*/ }
    /// Called from SceneGraph "sceneUpdate"
    virtual void sceneUpdate(const U64 deltaTime, SceneGraphNode* const sgn, SceneState& sceneState);
    /*Rendering/Processing*/
    virtual void render(SceneGraphNode* const sgn, 
                        const SceneRenderState& sceneRenderState, 
                        const RenderStage& currentRenderStage) = 0;

    virtual void onCameraChange(SceneGraphNode* const sgn) {}

    // Post insertion calls (Use this to setup child objects during creation)
    virtual void postLoad( SceneGraphNode* const sgn ) { _hasSGNParent = ( sgn != nullptr ); };

    inline bool hasSGNParent() const { return _hasSGNParent;  }

protected:
    ///The various states needed for rendering
    SceneNodeRenderState  _renderState;
    ///Maximum available LOD levels
    U8                    _LODcount; 

private:
    SceneNodeType _type;
    bool          _hasSGNParent;
    Material*	  _materialTemplate;
};

}; //namespace Divide
#endif

Commits for Divide-Framework/trunk/Source Code/Graphs/Headers/SceneNode.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)

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)

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.

304 Diff Diff IonutCava picture IonutCava Sun 10 Aug, 2014 21:10:54 +0000

[Ionut]
- Redesigned the WorldEditor (dummy functions added for every button/option)
- Improved debug rendering performance by using static IMPrimitives for axis gizmo rendering
- Simplified skeleton rendering

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]]