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#include "Headers/RenderQueue.h"

#include "Headers/RenderBinMesh.h"
#include "Headers/RenderBinDelegate.h"
#include "Headers/RenderBinTranslucent.h"
#include "Headers/RenderBinParticles.h"
#include "Graphs/Headers/SceneGraphNode.h"
#include "Hardware/Video/Headers/RenderStateBlock.h"
#include "Geometry/Shapes/Headers/Object3D.h"
#include "Geometry/Material/Headers/Material.h"

namespace Divide {

RenderQueue::RenderQueue() : _renderQueueLocked(false), _isSorted(false)
{
    //_renderBins.reserve(RenderBin::RBT_PLACEHOLDER);
}

RenderQueue::~RenderQueue()
{
    MemoryManager::DELETE_HASHMAP( _renderBins );
}

U16 RenderQueue::getRenderQueueStackSize() const {
    U16 temp = 0;
	for (const RenderBinMap::value_type& renderBins : _renderBins) {
        temp += ( renderBins.second )->getBinSize();
    }
    return temp;
}

RenderBin* RenderQueue::getBin(RenderBin::RenderBinType rbType) {
    RenderBin* temp = nullptr;
    RenderBinMap::const_iterator binMapiter = _renderBins.find(rbType);
    if(binMapiter != _renderBins.end()){
        temp = binMapiter->second;
    }
    return temp;
}

SceneGraphNode* RenderQueue::getItem(U16 renderBin, U16 index){
    SceneGraphNode* temp = nullptr;
    if (renderBin < _renderBins.size()) {
        RenderBin* tempBin = _renderBins[_renderBinId[renderBin]];
        if(index < tempBin->getBinSize()){
            temp = tempBin->getItem(index)._node;
        }
    }
    return temp;
}

RenderBin* RenderQueue::getOrCreateBin(const RenderBin::RenderBinType& rbType) {
    RenderBinMap::const_iterator binMapiter = _renderBins.find(rbType);
    if(binMapiter != _renderBins.end()){
        return binMapiter->second;
    }

    RenderBin* temp = nullptr;

    switch(rbType) {
        case RenderBin::RBT_MESH : {
            // By state varies based on the current rendering stage
            temp = MemoryManager_NEW RenderBinMesh(RenderBin::RBT_MESH, RenderingOrder::BY_STATE, 0.0f);
        } break;
        case RenderBin::RBT_TERRAIN : {
            temp = MemoryManager_NEW RenderBinDelegate(RenderBin::RBT_TERRAIN, RenderingOrder::FRONT_TO_BACK, 1.0f);
        } break;
        case RenderBin::RBT_DELEGATE : {
            temp = MemoryManager_NEW RenderBinDelegate(RenderBin::RBT_DELEGATE, RenderingOrder::FRONT_TO_BACK, 2.0f);
        } break;
        case RenderBin::RBT_SHADOWS : {
            temp = MemoryManager_NEW RenderBinDelegate(RenderBin::RBT_SHADOWS, RenderingOrder::NONE, 3.0f);
        } break;
        case RenderBin::RBT_DECALS : {
            temp = MemoryManager_NEW RenderBinMesh(RenderBin::RBT_DECALS, RenderingOrder::FRONT_TO_BACK, 4.0f);
        } break;
        case RenderBin::RBT_SKY : {
            // Draw sky after opaque but before translucent to prevent overdraw
            temp = MemoryManager_NEW RenderBinDelegate(RenderBin::RBT_SKY, RenderingOrder::NONE, 5.0f);
        } break;
        case RenderBin::RBT_WATER : {
            // Water does not count as translucency, because rendering is very specific
            temp = MemoryManager_NEW RenderBinDelegate(RenderBin::RBT_WATER, RenderingOrder::BACK_TO_FRONT, 6.0f);
        } break;
        case RenderBin::RBT_VEGETATION_GRASS : {
            temp = MemoryManager_NEW RenderBinDelegate(RenderBin::RBT_VEGETATION_GRASS, RenderingOrder::BACK_TO_FRONT, 7.0f);
        } break;
        case RenderBin::RBT_VEGETATION_TREES : {
            temp = MemoryManager_NEW RenderBinDelegate(RenderBin::RBT_VEGETATION_TREES, RenderingOrder::BACK_TO_FRONT, 7.5f);
        } break;
        case RenderBin::RBT_PARTICLES : {
            temp = MemoryManager_NEW RenderBinParticles(RenderBin::RBT_PARTICLES, RenderingOrder::BACK_TO_FRONT, 8.0f);
        } break;
        case RenderBin::RBT_TRANSLUCENT : {
            // When rendering translucent objects we should sort each object's polygons depending on it's distance to the camera
            temp = MemoryManager_NEW RenderBinTranslucent(RenderBin::RBT_TRANSLUCENT, RenderingOrder::BACK_TO_FRONT, 9.0f);
        } break;
        case RenderBin::RBT_IMPOSTOR : {
            temp = MemoryManager_NEW RenderBinDelegate(RenderBin::RBT_IMPOSTOR, RenderingOrder::FRONT_TO_BACK, 9.9f);
        } break;
        default:
        case RenderBin::RBT_PLACEHOLDER : {
            ERROR_FN(Locale::get("ERROR_INVALID_RENDER_BIN_CREATION"));
        } break;
    };

    hashAlg::emplace(_renderBins, rbType, temp);
    hashAlg::emplace(_renderBinId, static_cast<U16>(_renderBins.size() - 1),  rbType);

    _sortedRenderBins.insert(std::lower_bound(_sortedRenderBins.begin(), 
                                              _sortedRenderBins.end(), 
                                              temp,
                                              [](RenderBin* const a, const RenderBin* const b) -> bool {
                                                  return a->getSortOrder() < b->getSortOrder();
                                              }), temp);
    _isSorted = false;
    
    return temp;
}

RenderBin* RenderQueue::getBinForNode(SceneNode* const node, Material* const matInstance){
    assert(node != nullptr);
    switch(node->getType()){
        case TYPE_LIGHT: {
            return getOrCreateBin(RenderBin::RBT_IMPOSTOR);
        }
        case TYPE_WATER: {
            return getOrCreateBin(RenderBin::RBT_WATER);
        }
        case TYPE_PARTICLE_EMITTER: {
            return getOrCreateBin(RenderBin::RBT_PARTICLES);
        }
        case TYPE_VEGETATION_GRASS: {
            return getOrCreateBin(RenderBin::RBT_VEGETATION_GRASS);
        }
        case TYPE_VEGETATION_TREES: {
            return getOrCreateBin(RenderBin::RBT_VEGETATION_TREES);
        }
        case TYPE_SKY: {
            return getOrCreateBin(RenderBin::RBT_SKY);
        }
        case TYPE_OBJECT3D         : { 
            if(static_cast<Object3D*>(node)->getType() == Object3D::TERRAIN){
                return getOrCreateBin(RenderBin::RBT_TERRAIN);
            }
            //Check if the object has a material with translucency
            if (matInstance && matInstance->isTranslucent()){
                //Add it to the appropriate bin if so ...
                return getOrCreateBin(RenderBin::RBT_TRANSLUCENT);
            }
            //... else add it to the general geometry bin
            return getOrCreateBin(RenderBin::RBT_MESH);
        }
    }
    return nullptr;
}

void RenderQueue::addNodeToQueue(SceneGraphNode* const sgn, const vec3<F32>& eyePos){
    assert(sgn != nullptr);
    RenderingComponent* renderingCmp = sgn->getComponent<RenderingComponent>();
    RenderBin* rb = getBinForNode(sgn->getNode(), 
                                  renderingCmp ? renderingCmp->getMaterialInstance() :
                                                 nullptr);
    if (rb) {
        rb->addNodeToBin(sgn, eyePos);
    }
    _isSorted = false;
}

void RenderQueue::sort(const RenderStage& currentRenderStage){
    /*if(_renderQueueLocked && _isSorted) {
        return;
    }*/

	for (RenderBinMap::value_type& renderBin : _renderBins) {
        assert( renderBin.second );
        renderBin.second->sort( currentRenderStage );
    }

    _isSorted = true;
}

void RenderQueue::refresh(bool force){
    if ( _renderQueueLocked && !force ) {
        return;
    }
	for (RenderBinMap::value_type& renderBin : _renderBins) {
        assert( renderBin.second );
        renderBin.second->refresh();
    }
    _isSorted = false;
}

void RenderQueue::lock(){
    _renderQueueLocked = true;
}

void RenderQueue::unlock(bool resetNodes){
    _renderQueueLocked = false;

    if ( resetNodes ) {
        refresh();
    }
}

};

Commits for Divide-Framework/trunk/Source Code/Rendering/RenderPass/RenderQueue.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)

330 Diff Diff IonutCava picture IonutCava Fri 10 Oct, 2014 17:19:11 +0000

[Ionut]
- New rendering algorithm :
— Perform second pass for visible nodes gathering all render commands and uploading them to an indirect draw buffer
— Render geometry with indirect draw commands
— Removed per-node range binding of the node buffer. Instead, bind the entire buffer once and index data in shaders
— Use “baseInstance” parameter from IndirectDrawCommand as a node buffer index
— Prefer DSA extensions for updating buffer data where applicable
- Moved all rendering specific code from SceneGraphNode to a new RenderingComponent
- Optimized “toString” utility function

328 Diff Diff IonutCava picture IonutCava Sat 04 Oct, 2014 18:03:36 +0000

[Ionut]
- Added per SceneGraphNode material instances. (Cloned from the SceneNode’s material)
- Improved shader loading for materials

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)

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)

276 IonutCava picture IonutCava Fri 13 Jun, 2014 18:23:32 +0000

[Ionut][[BR]]
- Terrain now inherits from Object3D (instead of directly from SceneNode) [[BR]]
- Restructured RenderInstance to support multiple draw commands [[BR]]
— Multiple draw commands per instance are separated to different LoD batches automatically on render [[BR]]