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#include "Headers/RenderPassCuller.h"
#include "Headers/RenderQueue.h"

#include "Scenes/Headers/SceneState.h"
#include "Graphs/Headers/SceneGraphNode.h"
#include "Platform/Video/Headers/GFXDevice.h"
#include "Geometry/Material/Headers/Material.h"

namespace Divide {

RenderPassCuller::RenderPassCuller()
{
    _visibleNodes.reserve(Config::MAX_VISIBLE_NODES);
}

RenderPassCuller::~RenderPassCuller()
{
    _visibleNodes.clear();
}

/// This method performs the visibility check on the given node and all of it's children 
/// and adds them to the RenderQueue
void RenderPassCuller::cullSceneGraph(SceneGraphNode* const currentNode, SceneState& sceneState) {
    bool renderingLocked = RenderPassManager::getInstance().isLocked();

    if ( !_visibleNodes.empty() ) {
        if ( renderingLocked && !RenderPassManager::getInstance().isResetQueued() ) {
            GFX_DEVICE.buildDrawCommands(_visibleNodes, sceneState.getRenderState());
            return;
        } 
        refreshNodeList();
    }

    cullSceneGraphCPU(currentNode, sceneState.getRenderState());

    const vec3<F32>& eyePos = sceneState.getRenderState().getCameraConst().getEye();
    for ( SceneGraphNode* node : _visibleNodes ) {
        RenderQueue::getInstance().addNodeToQueue( node, eyePos );
    }

    cullSceneGraphGPU(sceneState);

    currentNode->getRoot()->inView(true);

    GFX_DEVICE.processVisibleNodes(_visibleNodes);
    GFX_DEVICE.buildDrawCommands(_visibleNodes, sceneState.getRenderState());

    if ( !renderingLocked ) {
        refreshNodeList();
    }
}

void RenderPassCuller::cullSceneGraphCPU(SceneGraphNode* const currentNode, 
                                         SceneRenderState& sceneRenderState) {
    //No point in updating visual information if the scene disabled object rendering
    //or rendering of their bounding boxes
    if (bitCompare(sceneRenderState.objectState(), SceneRenderState::NO_DRAW)) {
        return;
    }
    RenderStage currentStage = GFX_DEVICE.getRenderStage();

    currentNode->inView(false);
    //Bounding Boxes should be updated, so we can early cull now.
    bool skipChildren = false;

    //Skip all of this for inactive nodes.
    if(currentNode->isActive() && currentNode->getParent()) {
        SceneNode* node = currentNode->getNode();
        //If this node isn't render-disabled, check if it is visible
        //Skip expensive frustum culling if we shouldn't draw the node in the first place
        if ( !node->renderState().getDrawState( currentStage ) ) {
            //If the current SceneGraphNode isn't visible, it's children aren't visible as well
            skipChildren = true;
        } else {
            RenderingComponent* renderingCmp = currentNode->getComponent<RenderingComponent>();
            if (currentStage != SHADOW_STAGE || (currentStage == SHADOW_STAGE && 
                (renderingCmp ? renderingCmp->castsShadows() : false))) {
                //Perform visibility test on current node
                if (node->isInView(sceneRenderState, 
                                   currentNode, 
                                   currentStage == SHADOW_STAGE ? false : 
                                                                  true)) {
                    //If the current node is visible, add it to the render queue
                    _visibleNodes.push_back(currentNode);
                    currentNode->inView(true);
                }
            }
        }
    }

    //If we don't need to skip child testing
    if ( !skipChildren ) {
        for (SceneGraphNode::NodeChildren::value_type& it : currentNode->getChildren()) {
            cullSceneGraphCPU(it.second, sceneRenderState);
        }
    }
}

void RenderPassCuller::cullSceneGraphGPU(SceneState& sceneState) {
    /* http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter06.html
    TraversalStack.Push(hierarchy.Root);

    while (!TraversalStack.Empty() || !QueryQueue.Empty()) {
        //--PART 1: process finished occlusion queries
        while (!QueryQueue.Empty() && 
               (ResultAvailable(QueryQueue.Front()) || 
                TraversalStack.Empty())) {
            node = QueryQueue.Dequeue();
            // wait if result not available
            visiblePixels = GetOcclusionQueryResult(node);
            if (visiblePixels > VisibilityThreshold) {
                PullUpVisibility(node);
                TraverseNode(node);
            }
        }

        //--PART 2: hierarchical traversal
        if (!TraversalStack.Empty()) {
            node = TraversalStack.Pop();
            if (InsideViewFrustum(node)) {
                // identify previously visible nodes
                wasVisible = node.visible and (node.lastVisited == frameID - 1);
                // identify nodes that we cannot skip queries for
                leafOrWasInvisible = !wasVisible || IsLeaf(node);
                // reset node's visibility classification
                node.visible = false;
                // update node's visited flag
                node.lastVisited = frameID;
                // skip testing previously visible interior nodes
                if (leafOrWasInvisible) {
                    IssueOcclusionQuery(node);
                    QueryQueue.Enqueue(node);
                }
 
               // always traverse a node if it was visible
                if (wasVisible)
                    TraverseNode(node);
            }
        }
    }

    TraverseNode(node) {
        if (IsLeaf(node))     Render(node);
        else                  TraversalStack.PushChildren(node);
    }

    PullUpVisibility(node) {
        while (!node.visible) {
            node.visible = true;
            node = node.parent;
        }
    }*/
}

void RenderPassCuller::refreshNodeList() {
    _visibleNodes.clear();
    _visibleNodes.reserve(Config::MAX_VISIBLE_NODES);
    RenderPassManager::getInstance().isResetQueued(false);
}

void RenderPassCuller::refresh() {
    refreshNodeList();
    RenderQueue::getInstance().refresh(true);
}

};

Commits for Divide-Framework/trunk/Source Code/Rendering/RenderPass/RenderPassCuller.cpp

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

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

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)

307 IonutCava picture IonutCava Tue 12 Aug, 2014 19:45:12 +0000

[Ionut]
- More editor work:
— Per object skeleton rendering, bounding box rendering and shadow map toggling
— Full screen depth preview toggle
— Text entry based transforms