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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.

 */

/*The system is similar to the one used in Torque3D (RenderPassMgr / RenderBinManager) 
  as it was used as an inspiration.
  All credit goes to GarageGames for the idea:
  - http://garagegames.com/
  - https://github.com/GarageGames/Torque3D
  */

#ifndef _RENDER_BIN_H_
#define _RENDER_BIN_H_

#include "Core/Math/Headers/MathClasses.h"

namespace Divide {
enum  RenderStage;
class SceneGraphNode;

struct RenderBinItem{
    SceneGraphNode  *_node;
    I32              _sortKeyA; 
    I32              _sortKeyB;
    size_t           _stateHash;
    F32              _distanceToCameraSq;

    RenderBinItem() : _node(nullptr){}
    RenderBinItem(I32 sortKeyA, I32 sortKeyB, F32 distToCamSq, SceneGraphNode *node);
};

struct RenderingOrder{
    enum List{
        NONE = 0,
        FRONT_TO_BACK = 1,
        BACK_TO_FRONT = 2,
        BY_STATE = 3,
        ORDER_PLACEHOLDER = 4
    };
};

class SceneRenderState;
/// This class contains a list of "RenderBinItem"'s and stores them sorted depending on designation
class RenderBin {
    typedef vectorImpl< RenderBinItem > RenderBinStack;
public:
    enum RenderBinType {
        RBT_MESH = 0,
        RBT_DELEGATE,
        RBT_TRANSLUCENT,
        RBT_SKY,
        RBT_WATER,
        RBT_TERRAIN,
        RBT_IMPOSTOR,
        RBT_PARTICLES,
        RBT_VEGETATION_GRASS,
        RBT_VEGETATION_TREES,
        RBT_DECALS,
        RBT_SHADOWS,
        RBT_PLACEHOLDER
    };

    stringImpl renderBinTypeToNameMap[RBT_PLACEHOLDER+1];

    friend class RenderQueue;

    RenderBin(const RenderBinType& rbType = RBT_PLACEHOLDER,
              const RenderingOrder::List& renderOrder = RenderingOrder::ORDER_PLACEHOLDER,
              D32 drawKey = -1);

    virtual ~RenderBin()
    {
    }

    virtual void sort(const RenderStage& currentRenderStage);
    virtual void preRender(const RenderStage& currentRenderStage);
    virtual void render(const SceneRenderState& renderState, const RenderStage& currentRenderStage);
    virtual void postRender(const RenderStage& currentRenderStage);
    virtual void refresh();

    virtual void addNodeToBin(SceneGraphNode* const sgn, const vec3<F32>& eyePos);

    inline  const RenderBinItem& getItem(U16 index) const {
        assert(index < _renderBinStack.size());	
        return _renderBinStack[index]; 
    }

    inline U16 getBinSize() const {
        return (U16)_renderBinStack.size();
    }

    inline D32 getSortOrder() const {
        return _drawKey;
    }

    inline const RenderBinType&  getType() const {
        return _rbType;
    }

    bool operator< (const RenderBin& rhs) {
        return (_drawKey < rhs._drawKey); 
    };

private:
    //mutable SharedLock _renderBinGetMutex;
    D32 _drawKey;
    RenderBinType _rbType;
    RenderBinStack _renderBinStack;
    RenderingOrder::List _renderOrder;
};

}; //namespace Divide
#endif

Commits for Divide-Framework/trunk/Source Code/Rendering/RenderPass/Headers/RenderBin.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

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)

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]]

264 Diff Diff 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]]

262 Diff Diff k1ngp1n picture k1ngp1n Tue 06 May, 2014 21:04:00 +0000

[Ionut] [[BR]]
- Some AI refactoring (basic AIEntity <-> AESOP interoperability) [[BR]]
- Some render batch sorting code refactored and fixed (wasn’t properly sorted in FINAL_STAGE) [[BR]]
- Simplified RenderStateBlockDescriptor and deferred hash value calculation [[BR]]
- Basic draw call count implementation [[BR]]
- Renamed some classes [[BR]]

251 k1ngp1n picture k1ngp1n Wed 02 Apr, 2014 20:38:18 +0000

[Ionut] [[BR]]

  • Divide is now a 64bit statically linked application * [[BR]]

- Updated to a Visual Studio 2013 solution for better C++11 support [[BR]]
— Recompiled all projects with platform toolset v120 [[BR]]
- Recompiled all projects as x64 – MT / MTd (from x86 – MD / MDd) [[BR]]
- Updated PhysX to 3.3 [[BR]]
- Updated GLFW to 3.0.4 [[BR]]