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/*
   Copyright (c) 2015 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 _QUAD_3D_H_
#define _QUAD_3D_H_

#include "Geometry/Shapes/Headers/Object3D.h"
#include "Platform/Video/Buffers/VertexBuffer/Headers/VertexBuffer.h"

namespace Divide {

class ShaderProgram;
class Quad3D : public Object3D {
   public:
    Quad3D(const bool doubleSided = true) : Object3D(QUAD_3D) {
        vec3<F32> vertices[] = {vec3<F32>(-1.0f, 1.0f, 0.0f),  // TOP LEFT
                                vec3<F32>(1.0f, 1.0f, 0.0f),  // TOP RIGHT
                                vec3<F32>(-1.0f, -1.0f, 0.0f),  // BOTTOM LEFT
                                vec3<F32>(1.0f, -1.0f, 0.0f)};  // BOTTOM RIGHT

        vec3<F32> normals[] = {vec3<F32>(0, 0, -1), vec3<F32>(0, 0, -1),
                               vec3<F32>(0, 0, -1), vec3<F32>(0, 0, -1)};

        vec2<F32> texcoords[] = {vec2<F32>(0, 1), vec2<F32>(1, 1),
                                 vec2<F32>(0, 0), vec2<F32>(1, 0)};
        U16 indices[] = {2, 0, 1, 1, 2, 3, 1, 0, 2, 2, 1, 3};

        getGeometryVB()->reservePositionCount(4);
        getGeometryVB()->reserveNormalCount(4);
        getGeometryVB()->reserveTangentCount(4);
        getGeometryVB()->getTexcoord().reserve(4);

        for (U8 i = 0; i < 4; i++) {
            getGeometryVB()->addPosition(vertices[i]);
            getGeometryVB()->addNormal(normals[i]);
            getGeometryVB()->getTexcoord().push_back(texcoords[i]);
        }
        U8 indiceCount = doubleSided ? 12 : 6;
        for (U8 i = 0; i < indiceCount; i++) {
            // CCW draw order
            getGeometryVB()->addIndex(indices[i]);
            //  v0----v1
            //   |    |
            //   |    |
            //  v2----v3
        }

        computeTangents();

        getGeometryVB()->Create();
    }

    enum CornerLocation {
        TOP_LEFT,
        TOP_RIGHT,
        BOTTOM_LEFT,
        BOTTOM_RIGHT,
        CORNER_ALL
    };

    vec3<F32> getCorner(CornerLocation corner) {
        switch (corner) {
            case TOP_LEFT:
                return getGeometryVB()->getPosition()[0];
            case TOP_RIGHT:
                return getGeometryVB()->getPosition()[1];
            case BOTTOM_LEFT:
                return getGeometryVB()->getPosition()[2];
            case BOTTOM_RIGHT:
                return getGeometryVB()->getPosition()[3];
            default:
                break;
        }
        // Default returns top left corner. Why? Don't care ... seems like a
        // good idea. - Ionut
        return getGeometryVB()->getPosition()[0];
    }

    void setNormal(CornerLocation corner, const vec3<F32>& normal) {
        switch (corner) {
            case TOP_LEFT:
                getGeometryVB()->modifyNormalValue(0, normal);
                break;
            case TOP_RIGHT:
                getGeometryVB()->modifyNormalValue(1, normal);
                break;
            case BOTTOM_LEFT:
                getGeometryVB()->modifyNormalValue(2, normal);
                break;
            case BOTTOM_RIGHT:
                getGeometryVB()->modifyNormalValue(3, normal);
                break;
            case CORNER_ALL: {
                getGeometryVB()->modifyNormalValue(0, normal);
                getGeometryVB()->modifyNormalValue(1, normal);
                getGeometryVB()->modifyNormalValue(2, normal);
                getGeometryVB()->modifyNormalValue(3, normal);
            }
            default:
                break;
        }
        getGeometryVB()->queueRefresh();
    }

    void setCorner(CornerLocation corner, const vec3<F32>& value) {
        switch (corner) {
            case TOP_LEFT:
                getGeometryVB()->modifyPositionValue(0, value);
                break;
            case TOP_RIGHT:
                getGeometryVB()->modifyPositionValue(1, value);
                break;
            case BOTTOM_LEFT:
                getGeometryVB()->modifyPositionValue(2, value);
                break;
            case BOTTOM_RIGHT:
                getGeometryVB()->modifyPositionValue(3, value);
                break;
            default:
                break;
        }
        getGeometryVB()->queueRefresh();
    }

    // rect.xy = Top Left; rect.zw = Bottom right
    // Remember to invert for 2D mode
    void setDimensions(const vec4<F32>& rect) {
        getGeometryVB()->modifyPositionValue(0, vec3<F32>(rect.x, rect.w, 0));
        getGeometryVB()->modifyPositionValue(1, vec3<F32>(rect.z, rect.w, 0));
        getGeometryVB()->modifyPositionValue(2, vec3<F32>(rect.x, rect.y, 0));
        getGeometryVB()->modifyPositionValue(3, vec3<F32>(rect.z, rect.y, 0));
        getGeometryVB()->queueRefresh();
    }

    virtual bool computeBoundingBox(SceneGraphNode* const sgn) {
        if (sgn->getBoundingBoxConst().isComputed()) {
            return true;
        }
        vec3<F32> min = getGeometryVB()->getPosition()[2];
        min.z =
            +0.0025f;  //<add some depth padding for collision and nav meshes
        sgn->getBoundingBox().setMax(getGeometryVB()->getPosition()[1]);
        sgn->getBoundingBox().setMin(min);
        return SceneNode::computeBoundingBox(sgn);
    }
};

};  // namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Geometry/Shapes/Headers/Predefined/Quad3D.h

Diff revisions: vs.
Revision Author Commited Message
350 Diff Diff IonutCava picture IonutCava Tue 10 Feb, 2015 16:25:39 +0000

[Ionut]
- Simplified some Util-namespace level functions by using STL algorithms where possible
- Formatted the entire codebase using clang-format with the following style: "{BasedOnStyle: Google, IndentWidth: 4}"
- Attempted to make ProfileTimer thread-safe (temp fix until std::chrono works properly in Visual Studio)

343 Diff Diff IonutCava picture IonutCava Thu 15 Jan, 2015 17:30:12 +0000

[Ionut]
- Refactored 2 singletons into static classes (Console and TerrainLoader)
- Changed some C-casts to static_casts
- Updated copyright notices

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)

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)

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)

279 Diff Diff IonutCava picture IonutCava Sat 28 Jun, 2014 16:20:46 +0000

[Ionut][[BR]]
- Unified draw command system into GenericDrawCommand [[BR]]
- Fixed double VB creation in Object3D [[BR]]
- Reworked triangle data computation (now Object3D’s responsibility) [[BR]]
- VertexArrays can now render using the primitive type specified in the draw command instead of the fixed type specified at creation [[BR]]
- Optimized terrain shader [[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]]

259 Diff Diff k1ngp1n picture k1ngp1n Sun 27 Apr, 2014 18:24:52 +0000

[Ionut][[BR]]
- Implemented Exponential Stable Cascaded Shadow Maps for directional lights (still buggy, but basically working) [[BR]]
— CSM settings (resolution, number of splits, etc) are part of the scene render state [[BR]]
- SGN can skip rendering for the current frame if they are not ready (e.g. OnDraw can now return false or materials can fail to bind) [[BR]]
- Frustum class is now using the Plane class [[BR]]
- Removed Math SIMD implementation as the compiler generated code will always be faster and safer [[BR]]
- Added a “STUBBED” macro for outputing to the error stream of important messages (instead of using #pragma message) [[BR]]
- Added “freeze time” logic to pause/resume updates with or without freezing the GUI too [[BR]]
- Added “processGUI” method the every Scene class to separate time-sensitive GUI updates from game logic loop [[BR]]
- GLSL <-> Vertex Buffer bind locations are automatically set for every vertex shader [[BR]]
- Added basic support for compute shaders [[BR]]
- Removed most OS define checks to make porting to a new platform easier [[BR]]
- Texture transparency check per-pixel is now using OpenMP [[BR]]
- Texture samplers can now set a border color for CLAMP_TO_BORDER wrap mode [[BR]]
- Removed “Object” suffix from GFX Classes (pixel buffer, vertex buffer, frame buffer, etc) [[BR]]
- Stop processing scene input when application looses focus [[BR]]
- SceneGraphNode class is now responsible for updating SGNComponents on draw and calling its _node’s OnDraw method [[BR]]
- UBOs can now list all of the active uniforms inside a block with info such as type and offset [[BR]]
- Removed deprecated ‘GLCheck’ macro [[BR]]
- A lot of bug fixes and performance improvements in various places [[BR]]

256 k1ngp1n picture k1ngp1n Fri 11 Apr, 2014 17:23:24 +0000

[Ionut] [[BR]]
- Performance optimizations: [[BR]]
— Call SceneGraph::Update only once per frame (instead of once per draw call, as it was stupidly done now) [[BR]]
— Improve Shader programs' uniform system to allow better caching systems [[BR]]
— Use better caching system for Shader programs [[BR]]
— Use LOD for particle emitters (reduce count with distance for now) [[BR]]
- Every TrackedObject gets a GUID now [[BR]]
- Cleanup in SceneGraphNode class and SceneNode class (with derived classes as well) [[BR]]
- Some const-correctness fixes [[BR]]