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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 _RENDERING_COMPONENT_H_
#define _RENDERING_COMPONENT_H_

#include "SGNComponent.h"
#include "Core/Math/Headers/MathMatrices.h"
#include "Platform/Video/Headers/RenderAPIWrapper.h"

namespace Divide {

class Material;
class ShaderProgram;
class SceneGraphNode;
class RenderingComponent : public SGNComponent {
   public:
    RenderingComponent(Material* const materialInstance,
                       SceneGraphNode& parentSGN);
    ~RenderingComponent();

    /// Draw the parent scene graph node
    void render(const SceneRenderState& sceneRenderState,
                const RenderStage& currentRenderStage);
    bool onDraw(RenderStage currentStage);
    void update(const U64 deltaTime);

    void renderWireframe(const bool state);
    void renderBoundingBox(const bool state);
    void renderSkeleton(const bool state);

    inline bool renderWireframe() const { return _renderWireframe; }
    inline bool renderBoundingBox() const { return _renderBoundingBox; }
    inline bool renderSkeleton() const { return _renderSkeleton; }

    void castsShadows(const bool state);
    void receivesShadows(const bool state);

    bool castsShadows() const;
    bool receivesShadows() const;

    /// Called after the parent node was rendered
    void postDraw(const SceneRenderState& sceneRenderState,
                  RenderStage renderStage);

    U8 lodLevel() const;
    void lodLevel(U8 LoD);

    ShaderProgram* const getDrawShader(
        RenderStage renderStage = RenderStage::FINAL_STAGE);
    size_t getDrawStateHash(RenderStage renderStage);

    inline const vectorImpl<GenericDrawCommand>& getDrawCommands() const {
        return _drawCommandsCache;
    }
    inline void getMaterialColorMatrix(mat4<F32>& matOut) const {
        return matOut.set(_materialColorMatrix);
    }
    inline void getMaterialPropertyMatrix(mat4<F32>& matOut) const {
        return matOut.set(_materialPropertyMatrix);
    }
    inline Material* const getMaterialInstance() { return _materialInstance; }

    const vectorImpl<GenericDrawCommand>& getDrawCommands(
        vectorAlg::vecSize commandOffset, SceneRenderState& sceneRenderState,
        RenderStage renderStage);

#ifdef _DEBUG
    void drawDebugAxis();
#endif
   protected:
    friend class SceneGraphNode;
    void inViewCallback();

   protected:
    Material* _materialInstance;
    /// LOD level is updated at every visibility check
    /// (SceneNode::isInView(...));
    U8 _lodLevel;  ///<Relative to camera distance
    bool _castsShadows;
    bool _receiveShadows;
    bool _renderWireframe;
    bool _renderBoundingBox;
    bool _renderSkeleton;
    mat4<F32> _materialColorMatrix;
    mat4<F32> _materialPropertyMatrix;
    vectorImpl<GenericDrawCommand> _drawCommandsCache;

#ifdef _DEBUG
    vectorImpl<Line> _axisLines;
    IMPrimitive* _axisGizmo;
#endif
};

};  // namespace Divide
#endif

Commits for Divide-Framework/trunk/Source Code/Graphs/Components/Headers/RenderingComponent.h

Diff revisions: vs.
Revision Author Commited Message
364 Diff Diff IonutCava picture IonutCava Fri 06 Mar, 2015 16:55:21 +0000

[Ionut]
- Part 1 of type safe enum replacement (does not compile)

354 Diff Diff IonutCava picture IonutCava Fri 20 Feb, 2015 17:17:37 +0000

[Ionut]
- Replaced GLEW with glbinding (requires a CEGUI recompile. It currently crashes)
- Replaced most “SceneGraphNode* const sgn” expressions with "SceneGraphNode& sgn"
- Replaced some pointers to kernel to references to kernel
- Fixed compilation issues with EASTL
- Removed NPOT -> POT texture conversion code. Modern GPUs handle NPOT textures perfectly fine

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

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)

330 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