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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_MANAGER_H
#define _SCENE_MANAGER_H

#include "core.h"
#include "Scenes/Headers/Scene.h"
#include <boost/functional/factory.hpp>

namespace Divide {

enum RenderStage;
class RenderPassCuller;

DEFINE_SINGLETON_EXT2(SceneManager, FrameListener, Input::InputAggregatorInterface)

public:
    ///Lookup the factory methods table and return the pointer to a newly constructed scene bound to that name
    Scene* createScene(const stringImpl& name);

    inline Scene* getActiveScene()                     { return _activeScene; }
    inline void   setActiveScene( Scene* const scene ) { MemoryManager::SAFE_UPDATE( _activeScene, scene ); }

    bool   init(GUI* const gui);

    /*Base Scene Operations*/
    void preRender();
    void render(const RenderStage& stage, const Kernel& kernel);
    void postRender();
    // renders the visible nodes
    void renderVisibleNodes();
    // updates and culls the scene graph to generate visible nodes
    void updateVisibleNodes();
    inline void onLostFocus()                          { _activeScene->onLostFocus(); }
    inline void idle()                                 { _activeScene->idle(); }
    bool unloadCurrentScene();
    bool load(const stringImpl& name, const vec2<U16>& resolution,  CameraManager* const cameraMgr);
    ///Check if the scene was loaded properly
    inline bool checkLoadFlag()                 const  {return _activeScene->checkLoadFlag();}
    ///Create AI entities, teams, NPC's etc
    inline bool initializeAI(bool continueOnErrors)    { return _activeScene->initializeAI(continueOnErrors); }
    ///Destroy all AI entities, teams, NPC's createa in "initializeAI"
    ///AIEntities are deleted automatically by the AIManager if they are not freed in "deinitializeAI"
           bool deinitializeAI(bool continueOnErrors);
    /// Update animations, network data, sounds, triggers etc.
    inline void updateSceneState(const U64 deltaTime)     { _activeScene->updateSceneState(deltaTime); }

    ///Gather input events and process them in the current scene
    inline void processInput(const U64 deltaTime) { _activeScene->processInput(deltaTime); _activeScene->updateCameraControls(); }
    inline void processTasks(const U64 deltaTime) { _activeScene->processTasks(deltaTime); }
    inline void processGUI(const U64 deltaTime)   { _activeScene->processGUI(deltaTime); }
    inline void cacheResolution(const vec2<U16>& newResolution) {_activeScene->cacheResolution(newResolution);}
    ///Insert a new scene factory method for the given name
    template<typename DerivedScene>
    inline bool registerScene(const stringImpl& sceneName) {
        _sceneFactory[sceneName] = boost::factory<DerivedScene*>();
        return true;
    }
   
public: ///Input
    ///Key pressed
    bool onKeyDown(const Input::KeyEvent& key);
    ///Key released
    bool onKeyUp(const Input::KeyEvent& key);
    ///Joystic axis change
    bool joystickAxisMoved(const Input::JoystickEvent& arg,I8 axis);
    ///Joystick direction change
    bool joystickPovMoved(const Input::JoystickEvent& arg,I8 pov);
    ///Joystick button pressed
    bool joystickButtonPressed(const Input::JoystickEvent& arg,I8 button);
    ///Joystick button released
    bool joystickButtonReleased(const Input::JoystickEvent& arg, I8 button);
    bool joystickSliderMoved( const Input::JoystickEvent &arg, I8 index);
    bool joystickVector3DMoved( const Input::JoystickEvent &arg, I8 index);
    ///Mouse moved
    bool mouseMoved(const Input::MouseEvent& arg);
    ///Mouse button pressed
    bool mouseButtonPressed(const Input::MouseEvent& arg, Input::MouseButton button);
    ///Mouse button released
    bool mouseButtonReleased(const Input::MouseEvent& arg, Input::MouseButton button);


protected:
    friend class Kernel;
    void initPostLoadState();
    void onCameraChange();

protected:
    ///This is inherited from FrameListener and is used to setup cameras before rendering the frame
    bool framePreRenderStarted(const FrameEvent& evt);
    bool frameStarted(const FrameEvent& evt);
    bool frameEnded(const FrameEvent& evt);

private:
    SceneManager();
    ~SceneManager();

private:
    typedef hashMapImpl<stringImpl, Scene*> SceneMap;
    bool _init;
    bool _processInput;
    bool _loadPreRenderComplete;
    ///Pointer to the currently active scene
    Scene* _activeScene;
    ///Pointer to the GUI interface
    GUI*   _GUI;
    ///Pointer to the scene graph culler that's used to determine what nodes are visible in the current frame
    RenderPassCuller* _renderPassCuller;
    ///Pointer to the render pass manager
    RenderPassManager* _renderPassManager;
    ///Scene pool
    SceneMap _sceneMap;
    ///Scene_Name -Scene_Factory table
    hashMapImpl<stringImpl, std::function<Scene*()> > _sceneFactory;
    Material* _defaultMaterial;

END_SINGLETON

///Return a pointer to the currently active scene
inline Scene* GET_ACTIVE_SCENE() {
    return SceneManager::getInstance().getActiveScene();
}

///Return a pointer to the currently active scene's scenegraph
inline SceneGraph* GET_ACTIVE_SCENEGRAPH() {
    return GET_ACTIVE_SCENE()->getSceneGraph();
}

}; //namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Managers/Headers/SceneManager.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)

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)

319 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 21:37:57 +0000

[Ionut]
- Performance tweaks based on profiling data

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)

309 Diff Diff IonutCava picture IonutCava Sat 16 Aug, 2014 22:57:33 +0000

[Ionut]
- Added an InputAggregator interface to standardize input event handling

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]]

272 Diff Diff IonutCava picture IonutCava Wed 11 Jun, 2014 11:30:51 +0000

[Ionut] [[BR]]
- Added initial code for Forward+ rendering (grid based light culling) [[BR]]
- Simplified Light class [[BR]]
- Moved more light uniform data to ShaderBuffers [[BR]]
- Double buffered grass rendering [[BR]]
- Added a better attribute interface to GenericVertexData [[BR]]
- Fixed screenshot capture [[BR]]
- Fixed texture double-bind checks [[BR]]

264 k1ngp1n picture k1ngp1n Tue 27 May, 2014 13:04:38 +0000

[Ionut] [[BR]]
- New camera system: [[BR]]
— Stack based (push/pop active camera) [[BR]]
— Per camera frustum [[BR]]
— Per camera projection [[BR]]
— Shadow mapping now uses the new camera system (each light has a shadow camera) [[BR]]
[[BR]]
- New terrain, water and vegetation system: [[BR]]
— Direct import of terrain from L3DT both as 8-bit grayscale and 16-bit raw formats [[BR]]
— Multiple alpha maps for texture splatting support [[BR]]
— Per texture detail map support [[BR]]
— Transform feedback based visibility culling for vegetation [[BR]]
— Alpha-map based vegetation placing on terrain [[BR]]
— Water now uses a refraction map instead of alpha blending for better refraction effects [[BR]]
[[BR]]
- SceneGraph improvements: [[BR]]
— Better bounding box updates from child to parent [[BR]]
— Better onDraw / postDraw implementation [[BR]]
[[BR]]
- Performance improvements: [[BR]]
— Batch 2D rendering tasks together as much as possible[[BR]]
— Improve renderStateBlock hash generation for better sorting [[BR]]
— Move most state related gfx changes from API implementation to the GFXDevice class [[BR]]
— Move viewport stack to the GFXDevice class [[BR]]
— Added various performance counters (frame duration with round-robin query system, draw call count, etc) [[BR]]
— Fixed and improved clip plane management [[BR]]
— Delete client-side texture data after GPU upload [[BR]]
[[BR]]
- New features: [[BR]]
— Added callback support to the Task class so that a specific task may call a function in the main thread upon completion [[BR]]
— Added mouse-wheel zoom support to Orbit/ThirdPerson cameras [[BR]]
— Added 2D Texture Array support (e.g. used for terrain textures) [[BR]]