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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 _SCENE_STATE_H_
#define _SCENE_STATE_H_

#include "Managers/Headers/CameraManager.h"
#include "Platform/Audio/Headers/SFXDevice.h"
#include "Platform/Video/Headers/RenderAPIEnums.h"
#include "Platform/Audio/Headers/AudioDescriptor.h"
#include "Core/Resources/Headers/ResourceCache.h"
#include "Core/Headers/Console.h"
#include "Utility/Headers/Localization.h"

/// This class contains all the variables that define each scene's
/// "unique"-ness:
/// background music, wind information, visibility settings, camera movement,
/// BB and Skeleton visibility, fog info, etc

/// Fog information (fog is so game specific, that it belongs in SceneState not
/// SceneRenderState

namespace Divide {

struct FogDescriptor {
    F32 _fogDensity;
    vec3<F32> _fogColor;
};

/// Contains all the information needed to render the scene: camera position,
/// render state, etc
class SceneRenderState {
   public:
    enum GizmoState {
        NO_GIZMO = toBit(0),
        SCENE_GIZMO = toBit(1),
        SELECTED_GIZMO = toBit(2),
        ALL_GIZMO = SCENE_GIZMO | SELECTED_GIZMO
    };

    enum ObjectRenderState {
        NO_DRAW = toBit(0),
        DRAW_OBJECT = toBit(1),
        DRAW_BOUNDING_BOX = toBit(2),
        DRAW_OBJECT_WITH_BOUNDING_BOX = DRAW_OBJECT | DRAW_BOUNDING_BOX
    };

    SceneRenderState();

    inline bool drawSkeletons() const { return _drawSkeletons; }
    inline void drawSkeletons(bool visibility) { _drawSkeletons = visibility; }
    inline void drawDebugLines(bool visibility) {
        _debugDrawLines = visibility;
    }
    inline void drawDebugTargetLines(bool visibility) {
        _debugDrawTargetLines = visibility;
    }
    inline GizmoState gizmoState() const { return _gizmoState; }
    inline void gizmoState(GizmoState newState) { _gizmoState = newState; }
    inline ObjectRenderState objectState() const { return _objectState; }
    inline void objectState(ObjectRenderState newState) {
        _objectState = newState;
    }
    /// Render skeletons for animated geometry
    inline void toggleSkeletons() {
        Console::d_printfn(Locale::get("TOGGLE_SCENE_SKELETONS"));
        drawSkeletons(!drawSkeletons());
    }

    /// Show/hide bounding boxes and/or objects
    void toggleBoundingBoxes();
    /// Show/hide axis gizmos
    void toggleAxisLines();

    inline CameraManager& getCameraMgr() { return *_cameraMgr; }
    inline Camera& getCamera() { return *_cameraMgr->getActiveCamera(); }
    inline const Camera& getCameraConst() const {
        return *_cameraMgr->getActiveCamera();
    }
    inline vec2<U16>& cachedResolution() { return _cachedResolution; }

   protected:
    friend class Scene;
    inline void cachedResolution(const vec2<U16>& resolution) {
        return _cachedResolution.set(resolution);
    }

   protected:
    bool _drawBB;
    bool _drawObjects;
    bool _drawSkeletons;
    bool _debugDrawLines;
    bool _debugDrawTargetLines;
    GizmoState _gizmoState;
    ObjectRenderState _objectState;
    CameraManager* _cameraMgr;
    /// cached resolution
    vec2<U16> _cachedResolution;
};

class SceneState {
   public:
    SceneState()
        : _cameraUnderwater(false), _cameraUpdated(false), _isRunning(false) {
        resetMovement();
        _fog._fogColor = vec3<F32>(0.2f, 0.2f, 0.2f);
        _fog._fogDensity = 0.01f;
    }

    virtual ~SceneState() {
        for (MusicPlaylist::value_type& it : _backgroundMusic) {
            RemoveResource(it.second);
        }
        _backgroundMusic.clear();
    }

    inline FogDescriptor& getFogDesc() { return _fog; }
    inline SceneRenderState& getRenderState() { return _renderState; }

    inline F32& getWindSpeed() { return _windSpeed; }
    inline F32& getWindDirX() { return _windDirX; }
    inline F32& getWindDirZ() { return _windDirZ; }
    inline F32& getGrassVisibility() { return _grassVisibility; }
    inline F32& getTreeVisibility() { return _treeVisibility; }
    inline F32& getGeneralVisibility() { return _generalVisibility; }
    inline F32& getWaterLevel() { return _waterHeight; }
    inline F32& getWaterDepth() { return _waterDepth; }
    inline bool getRunningState() const { return _isRunning; }
    inline void toggleRunningState(bool state) { _isRunning = state; }

    inline void resetMovement() {
        _moveFB = 0;
        _moveLR = 0;
        _angleUD = 0;
        _angleLR = 0;
        _roll = 0;
    }
    F32 _mouseXDelta;
    F32 _mouseYDelta;
    I32 _moveFB;   ///< forward-back move change detected
    I32 _moveLR;   ///< left-right move change detected
    I32 _angleUD;  ///< up-down angle change detected
    I32 _angleLR;  ///< left-right angle change detected
    I32 _roll;     ///< roll left or right change detected

    F32 _waterHeight;
    F32 _waterDepth;
    bool _cameraUnderwater;
    bool _cameraUpdated;  // was the camera moved or rotated this frame
    /// Background music map
    typedef hashMapImpl<stringImpl /*trackName*/, AudioDescriptor* /*track*/>
        MusicPlaylist;
    MusicPlaylist _backgroundMusic;

   protected:
    friend class Scene;
    FogDescriptor _fog;
    /// saves all the rendering information for the scene (camera position,
    /// light info, draw states)
    SceneRenderState _renderState;
    bool _isRunning;
    F32 _grassVisibility;
    F32 _treeVisibility;
    F32 _generalVisibility;
    F32 _windSpeed;
    F32 _windDirX;
    F32 _windDirZ;
};

};  // namespace Divide
#endif

Commits for Divide-Framework/trunk/Source Code/Scenes/Headers/SceneState.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)

349 Diff Diff IonutCava picture IonutCava Fri 06 Feb, 2015 17:11:39 +0000

[Ionut]
- More raw pointer replacements
- Removed some redundant parameters to a few scene and application functions

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

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)

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 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