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#include "Headers/InputInterface.h"
#include "Core/Headers/ParamHandler.h"

namespace Divide {
    namespace Input {

U8 InputInterface::init(Kernel* const kernel, const stringImpl& windowTitle) {
    if (_bIsInitialized) {
        return NO_ERR;
    }

    PRINT_FN(Locale::get("INPUT_CREATE_START"));

    OIS::ParamList pl;
#   if defined OIS_WIN32_PLATFORM
		U32 hwnd = (U32)FindWindow(nullptr, ParamHandler::getInstance().getParam<stringImpl>("appTitle", "Divide").c_str());
        // Create OIS input manager
        pl.insert(std::make_pair(std::string("WINDOW"), Util::toString(hwnd)));
        pl.insert(std::make_pair(std::string("w32_mouse"), std::string("DISCL_FOREGROUND")));
        pl.insert(std::make_pair(std::string("w32_mouse"), std::string("DISCL_NONEXCLUSIVE")));
        pl.insert(std::make_pair(std::string("w32_keyboard"), std::string("DISCL_FOREGROUND")));
        pl.insert(std::make_pair(std::string("w32_keyboard"), std::string("DISCL_NONEXCLUSIVE")));
#   elif defined OIS_LINUX_PLATFORM
        pl.insert(std::make_pair(std::string("x11_mouse_grab"), std::string("false")));
        pl.insert(std::make_pair(std::string("x11_mouse_hide"), std::string("false")));
        pl.insert(std::make_pair(std::string("x11_keyboard_grab"), std::string("false")));
        pl.insert(std::make_pair(std::string("XAutoRepeatOn"), std::string("true")));
#   endif

    _pInputInterface = OIS::InputManager::createInputSystem(pl);
    DIVIDE_ASSERT(_pInputInterface != nullptr, "InputInterface error: Could not create OIS Input Interface");

    PRINT_FN(Locale::get("INPUT_CREATE_OK"), _pInputInterface->inputSystemName().c_str());

    // Create the event handler.
    _pEventHdlr = MemoryManager_NEW EventHandler(this, kernel);
    DIVIDE_ASSERT(_pEventHdlr != nullptr, "InputInterface error: EventHandler allocation failed!");

    try {
        // Create a simple keyboard
        _pKeyboard = static_cast<OIS::Keyboard*>(_pInputInterface->createInputObject(OIS::OISKeyboard, true));
        _pKeyboard->setEventCallback(_pEventHdlr);
    } catch (OIS::Exception &ex) {
        PRINT_FN(Locale::get("ERROR_INPUT_CREATE_KB"), ex.eText);
    }

    // Limit max joysticks to MAX_ALLOWED_JOYSTICKS
	I32 numJoysticks = std::min(_pInputInterface->getNumberOfDevices(OIS::OISJoyStick), static_cast<I32>(Joystick_PLACEHOLDER));

    if (numJoysticks > 0) {
        _pJoysticks.resize(numJoysticks);
        try {
            for (vectorImpl<OIS::JoyStick* >::iterator it = _pJoysticks.begin(); it != _pJoysticks.end(); ++it) {
                (*it) = static_cast<OIS::JoyStick*>(_pInputInterface->createInputObject(OIS::OISJoyStick, true));
                (*it)->setEventCallback(_pEventHdlr);
            }
        } catch (OIS::Exception &ex) {
            PRINT_FN(Locale::get("ERROR_INPUT_CREATE_JOYSTICK"), ex.eText);
        }

        // Create the joystick manager.
        _pJoystickInterface = MemoryManager_NEW JoystickInterface(_pInputInterface, _pEventHdlr);
        if (!_pJoystickInterface->wasFFDetected())	{
            PRINT_FN(Locale::get("WARN_INPUT_NO_FORCE_FEEDBACK"));
            MemoryManager::DELETE( _pJoystickInterface );
        } else{
            // Create force feedback effect manager.
            _pEffectMgr = MemoryManager_NEW EffectManager(_pJoystickInterface, _nEffectUpdateFreq);
            // Initialize the event handler.
            _pEventHdlr->initialize(_pJoystickInterface, _pEffectMgr);
        }
    }

    try {
        _pMouse = static_cast<OIS::Mouse*>(_pInputInterface->createInputObject(OIS::OISMouse, true));
        _pMouse->setEventCallback(_pEventHdlr);
        const OIS::MouseState &ms = _pMouse->getMouseState(); //width and height are mutable
        ms.width = Application::getInstance().getResolution().width;
        ms.height = Application::getInstance().getResolution().height;
    } catch (OIS::Exception &ex) {
        PRINT_FN(Locale::get("ERROR_INPUT_CREATE_MOUSE"), ex.eText);
    }

    _bIsInitialized = true;

    return _nStatus;
}

void InputInterface::updateResolution(U16 w,U16 h) {
    if (!_bIsInitialized) {
        return;
    }
    // width and height are mutable
    const OIS::MouseState &ms = _pMouse->getMouseState(); 
    ms.width = w;
    ms.height = h;
}

U8 InputInterface::update(const U64 deltaTime) {

    const U8 nMaxEffectUpdateCnt = _nHartBeatFreq / _nEffectUpdateFreq;
    U8 nEffectUpdateCnt = 0;

    if (!_bIsInitialized) {
        return _nStatus;
    }
    if (_bMustStop) {
        terminate();
        return 0;
    }

    // This fires off buffered events for keyboards
    if (_pKeyboard != nullptr) {
        _pKeyboard->capture();
    }
    if (_pMouse != nullptr) {
        _pMouse->capture();
    }
    if (_pJoysticks.size() > 0) {
        for (vectorImpl<OIS::JoyStick* >::iterator it = _pJoysticks.begin(); it != _pJoysticks.end(); ++it) {
            (*it)->capture();
        }

        // This fires off buffered events for each joystick we have
        if (_pJoystickInterface != nullptr)  {
            _pJoystickInterface->captureEvents();
            // Update currently selected effects if time has come to.
            if (!nEffectUpdateCnt) {
                _pEffectMgr->updateActiveEffects();
                nEffectUpdateCnt = nMaxEffectUpdateCnt;
            } else {
                nEffectUpdateCnt--;
            }
        }
    }

    return _nStatus;
}

void InputInterface::terminate() {
    if (_pInputInterface) {
        _pInputInterface->destroyInputObject(_pKeyboard);
        _pKeyboard = nullptr;

        _pInputInterface->destroyInputObject(_pMouse);    
        _pMouse = nullptr;

        if (_pJoysticks.size() > 0) {
            for (vectorImpl<OIS::JoyStick* >::iterator it = _pJoysticks.begin(); it != _pJoysticks.end(); ++it) {
                _pInputInterface->destroyInputObject(*it);
            }
            _pJoysticks.clear();
            MemoryManager::DELETE( _pJoystickInterface );
        }

        OIS::InputManager::destroyInputSystem(_pInputInterface);
        _pInputInterface = nullptr;
    }

    MemoryManager::DELETE( _pEffectMgr );
    MemoryManager::DELETE( _pEventHdlr );

#if defined OIS_LINUX_PLATFORM
    // Be nice to X and clean up the x window
    XDestroyWindow(_pXDisp, _xWin);
    XCloseDisplay(_pXDisp);
#endif
}

    }; //namespace Input
}; //namespace Divide

Commits for Divide-Framework/trunk/Source Code/Hardware/Input/InputInterface.cpp

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)

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)

303 Diff Diff IonutCava picture IonutCava Sat 09 Aug, 2014 19:12:32 +0000

[Ionut]
- Fixed mouse movement (change resolution callback properly informs inputInterface of the new window’s width and height)
- Fixed immediate mode emulation rendering (destroyed index buffers for some reason)
- Added axis gizmos for Scene / Scene + Selected Object / Scene + All object cycled via the F5 key in debug

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]]

273 Diff Diff 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]]

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]]