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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 _SHADOW_MAP_H_
#define _SHADOW_MAP_H_

#include "Core/Math/Headers/MathMatrices.h"
#include "Platform/Video/Buffers/Framebuffer/Headers/Framebuffer.h"

namespace Divide {

enum ShadowType{
    SHADOW_TYPE_NONE = -1,
    SHADOW_TYPE_Single,
    SHADOW_TYPE_CSM,
    SHADOW_TYPE_CubeMap,
    SHADOW_TYPE_PLACEHOLDER,
};

class Light;
class Camera;
class ParamHandler;
class ShadowMapInfo;
class SceneRenderState;

/// All the information needed for a single light's shadowmap
class ShadowMap {
public:
    ShadowMap(Light* light, Camera* shadowCamera, ShadowType type);
    virtual ~ShadowMap();

    /// Render the scene and save the frame to the shadow map
    virtual void render(SceneRenderState& renderState,
                        const DELEGATE_CBK<>& sceneRenderFunction) = 0;
    ///Setup needed before rendering the light
    void preRender();
    ///Setup needed after rendering the light
    virtual void postRender();
    ///Get the current shadow mapping tehnique
    inline ShadowType getShadowMapType() const { 
        return _shadowMapType; 
    }

    inline Framebuffer* getDepthMap() { 
        return _depthMap; 
    }

    inline const vectorImpl<F32>& getShadowFloatValues() const { 
        return _shadowFloatValues; 
    }

    U16  resolution();
    virtual void resolution(U16 resolution, U8 resolutionFactor) {
    }

    virtual void init(ShadowMapInfo* const smi) = 0;
    virtual bool Bind(U8 offset);
    virtual void previewShadowMaps() = 0;

    virtual void togglePreviewShadowMaps(bool state) {
    }

    virtual void updateResolution(I32 newWidth, I32 newHeight) {
    }

protected:
    virtual bool BindInternal(U8 offset);

protected:
    ShadowType _shadowMapType;
    /// The depth maps. Number depends on the current method
    Framebuffer* _depthMap;
    U16 _resolution;
    /// Internal pointer to the parent light
    Light* _light;
    Camera* _shadowCamera;
    ParamHandler& _par;
    bool _init;
    mat4<F32> _bias;
    /// Generic floating point values needed for shadow mapping such as farBounds, biases, etc.
    vectorImpl<F32>        _shadowFloatValues;
};

class ShadowMapInfo {
public:
    ShadowMapInfo(Light* light);
    virtual ~ShadowMapInfo();

    inline ShadowMap* getShadowMap() {
        return _shadowMap;
    }

    ShadowMap* getOrCreateShadowMap(const SceneRenderState& sceneRenderState, Camera* shadowCamera);

    void resolution(U16 resolution);

    inline U16 resolution() const {
        return _resolution;
    }

    inline U8 numLayers() const { 
        return _numLayers; 
    }
    
    inline void numLayers(U8 layerCount) { 
        _numLayers = std::min(std::abs((I32)layerCount), 
                              (I32)Config::Lighting::MAX_SPLITS_PER_LIGHT); 
    }

private:
    U8         _numLayers;
    U16        _resolution;
    ShadowMap* _shadowMap;
    Light*     _light;
};

}; //namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Rendering/Lighting/ShadowMapping/Headers/ShadowMap.h

Diff revisions: vs.
Revision Author Commited Message
337 Diff Diff IonutCava picture IonutCava Wed 17 Dec, 2014 17:25:16 +0000

[Ionut]
- Replaced all tabs with 4 spaces (some spacing may be off now. no way to check all the files.)
- Moved implementation details for ParamHandler, BoundingBox, BoundingSphere and ProfileTimer to proper .inl and .cpp files. (more to follow)
- Update all forward declared enums with the required storage type (as requested by the C++11 standard)

334 Diff Diff IonutCava picture IonutCava Wed 10 Dec, 2014 17:21:22 +0000

[Ionut]
- Reorganized the Hardware project and renamed to "Platform"
- Reorganized the Server project

333 Diff Diff IonutCava picture IonutCava Tue 09 Dec, 2014 16:15:44 +0000

[Ionut]
- Removed “core.h” and moved everything to their appropriate header files
- Renamed MathClasses to MathMatrices (finally)
- Renamed “-Inl.h” files to ".inl"
- Some String wrapper refactoring
- Update “InstallLibraries.bat” so that it still offers valid options

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)

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]]

268 Diff Diff 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]]

267 k1ngp1n picture k1ngp1n Wed 28 May, 2014 11:08:12 +0000

[Ionut] [[BR]]
- Improved texture handling: [[BR]]
— No more texture unbind (except when clearing the frame state) [[BR]]
— Moved texture bind checking to the GL_API class [[BR]]
- Fixed a crash related to vegetation loading due to compiler optimizations [[BR]]
- removed all “releaseMaterial” functions as they are no longer needed [[BR]]