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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 _TEXTURE_H
#define _TEXTURE_H

#include "TextureDescriptor.h"
#include "Core/Resources/Headers/HardwareResource.h"

namespace Divide {

/// An API-independent representation of a texture
class Texture : public HardwareResource {
    friend class ResourceCache;
    friend class ResourceLoader;
    template<typename T>
	friend class ImplResourceLoader;

public:
    /// Bind the texture to the specified texture unit
    virtual void Bind(U16 slot) = 0;
    /// Change the texture's mip levels. This can be called at any time
    virtual void setMipMapRange(U16 base = 0, U16 max = 1000) = 0;
    // API-dependent loading function that uploads ptr data to the GPU using the specified parameters
    virtual void loadData(U32 target, const U8* const ptr, const vec2<U16>& dimensions, const vec2<U16>& mipLevels, 
                          GFXImageFormat format, GFXImageFormat internalFormat, bool usePOW2 = false) = 0;

    /// Specify the sampler descriptor used to sample from this texture in the shaders
    inline void setCurrentSampler(const SamplerDescriptor& descriptor) {
        // This can be called at any time
        _samplerDescriptor = descriptor;
        // The sampler will be updated before the next bind call and used in that bind
        _samplerDirty = true;
    }
    /// Get the sampler descriptor used by this texture
    inline const SamplerDescriptor& getCurrentSampler() const {
        return _samplerDescriptor;
    }
    /// Set/Get the number of layers (used by texture arrays)
    inline void        setNumLayers(U8 numLayers)       { _numLayers  = numLayers; }
    inline U8          getNumLayers()             const { return _numLayers; }
    /// Texture bit depth as returned by DevIL
    inline U8          getBitDepth()              const { return _bitDepth; }
    /// Texture width as returned by DevIL
    inline U16         getWidth()                 const { return _width; }
    /// Texture height depth as returned by DevIL
    inline U16         getHeight()                const { return _height; }
    /// A rendering API level handle used to uniquely identify this texture (e.g. for OpenGL, it's the texture object)
    inline U32         getHandle()                const { return _handle; }
    /// Simple flag to check if the texture was flipped vertically
    inline bool        isVerticallyFlipped()      const { return _flipped; }
    /// If the texture has an alpha channel and at least one pixel is translucent, return true
    inline bool        hasTransparency()          const { return _hasTransparency; }
    /// Get the type of the texture
    inline TextureType getTextureType()           const { return _textureType; }
    /// Force a full refresh of the mip chain on the next texture bind
    inline void refreshMipMaps() { _mipMapsDirty = true; }

protected:
    SET_DELETE_FRIEND

    /// Use DevIL to load a file into a Texture Object
    bool LoadFile(U32 target, const stringImpl& name);
    /// Load texture data using the specified file name
    virtual bool generateHWResource(const stringImpl& name);
    /// Force a refresh of the entire mipmap chain
    virtual void updateMipMaps() = 0;

    explicit Texture( TextureType type, const bool flipped = false );
    virtual ~Texture();
protected:
    U8 _bitDepth;
    U8 _numLayers;
    U16 _width;
    U16 _height;
    bool _flipped;
    bool _mipMapsDirty;
    bool _samplerDirty;
    bool _hasTransparency;
    TextureType _textureType;
    mat4<F32> _transformMatrix;
    std::atomic<U32>	_handle;
    SamplerDescriptor _samplerDescriptor;
};

}; //namespace Divide
#endif

Commits for Divide-Framework/trunk/Source Code/Hardware/Video/Textures/Headers/Texture.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)

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

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)

302 Diff Diff IonutCava picture IonutCava Wed 06 Aug, 2014 22:09:55 +0000

[Ionut]
- GenericVertexData buffer size (for read/write buffering) is now configurable instead of a fixed 3x and also applies to non-persistently mapped buffers
- Moved OpenGL enum tables to Divide::GLUtil::GL_ENUM_TABLE
- More code cleanups (glResources, glError, glVertexArray, glGenericVertexData, glIMPrimitive)

301 Diff Diff IonutCava picture IonutCava Tue 05 Aug, 2014 20:55:30 +0000

[Ionut]
- Code cleanups and comments (ShaderManager, ShaderProgram, Texture)
- Fixed some singleton destruction order between ResourceCache and ShaderManager to properly unload remaining shader programs

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]]

268 IonutCava picture IonutCava Wed 04 Jun, 2014 10:20:27 +0000

[IonutCava] [[BR]]
- Terrain and vegetation updates: [[BR]]
— Use standard phong lighting model [[BR]]
— Separate grass patches per chunk [[BR]]
— Reduce number of required texture bind points for terrain by adding both textures and normal maps in a single texture array [[BR]]
— Draw terrain with 2 drawcalls (using glMultiDrawElements twice, once for LoD == 0 and once for LoD > 0) [[BR]]
[[BR]]
- Buffer management updates: [[BR]]
— Unified buffer binding system [[BR]]
— Made Uniform buffer objects visible to all classes and moved lightUBO to LightManager, matricesUBO to GFXDevice etc [[BR]]
— Added initial support for Shader Buffer Objects [[BR]]
— Moved viewport management to GFXDevice class [[BR]]
[[BR]]
- Rendering improvements: [[BR]]
— Added Hi-Z occlusion culling to instanceCull shader (using Hi-Z depth buffer constructed in GFXDevice class) [[BR]]
— Resolved issues with shadow maps overriding texture bind locations [[[BR]]
— Improved shader and shader program loading [[BR]]
— Improved material transparency support [[BR]]
— Added buffer lock manager class from “Approaching Zero Driver Overhead in OpenGL (Presented by NVIDIA)” speech at GDC14 [[BR]]