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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 _FORWARD_PLUS_RENDERER_H_
#define _FORWARD_PLUS_RENDERER_H_

#include "Renderer.h"
#include "Rendering/Lighting/Headers/LightGrid.h"
/// This class implements the forward plus renderer that creates a list of all important lights
/// in screen space 
/// Details: http://mynameismjp.wordpress.com/2012/03/31/light-indexed-deferred-rendering/

namespace Divide {

class ForwardPlusRenderer : public Renderer {

public:
	ForwardPlusRenderer();
	~ForwardPlusRenderer();

    void processVisibleNodes(const vectorImpl<SceneGraphNode* >& visibleNodes, 
                             const GFXDevice::GPUBlock& gpuBlock);

	void render(const DELEGATE_CBK<>& renderCallback,
                const SceneRenderState& sceneRenderState);

    void updateResolution(U16 width, U16 height);

protected:
    bool buildLightGrid(const GFXDevice::GPUBlock& gpuBlock);
    void downSampleDepthBuffer(vectorImpl<vec2<F32>> &depthRanges);

private:
    LightGrid* _opaqueGrid;
    LightGrid* _transparentGrid;
    Framebuffer* _depthRanges;
    ShaderProgram* _depthRangesConstructProgram;
    vectorImpl<vec2<F32> > _depthRangesCache;
    vectorImpl<LightGrid::LightInternal > _omniLightList;
};

}; //namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Rendering/Headers/ForwardPlusRenderer.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)

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

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)

299 Diff Diff IonutCava picture IonutCava Mon 04 Aug, 2014 22:09:22 +0000

[Ionut]
- Disabled shader binary dump/load on non-nVidia GPUs (caused issues)
- More code cleanup/comments/formating (GFXDevice.cpp)

296 k1ngp1n picture k1ngp1n Sun 03 Aug, 2014 14:54:21 +0000

[Ionut]
- nVidia compatibility fixes (GUI, shadows, post-processing)
- Texture bind slots are now part of ShaderProgram class
- Renamed ForwardRenderer class to ForwardPlusRenderer and moved ligh grid creation to it
- More code cleanups and comments