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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 _OBJECT_3D_H_
#define _OBJECT_3D_H_

#include "Graphs/Headers/SceneGraphNode.h"
#include "Platform/Video/Buffers/VertexBuffer/Headers/VertexBuffer.h"

namespace Divide {

class BoundingBox;

class Object3D : public SceneNode {
   public:
    enum class ObjectType : U32 {
        SPHERE_3D = toBit(0),
        BOX_3D = toBit(1),
        QUAD_3D = toBit(2),
        TEXT_3D = toBit(3),
        MESH = toBit(4),
        SUBMESH = toBit(5),
        TERRAIN = toBit(6),
        FLYWEIGHT = toBit(7),
        OBJECT_3D_PLACEHOLDER = toBit(8)
    };

    enum class ObjectFlag : U32 {
        OBJECT_FLAG_NONE = toBit(0),
        OBJECT_FLAG_SKINNED = toBit(1),
        OBJECT_FLAG_NO_VB = toBit(2),
        OBJECT_FLAG_PLACEHOLDER = toBit(3)
    };

    explicit Object3D(ObjectType type, ObjectFlag flag);

    explicit Object3D(ObjectType type, U32 flagMask);

    explicit Object3D(const stringImpl& name, ObjectType type, ObjectFlag flag);

    explicit Object3D(const stringImpl& name, ObjectType type, U32 flagMask);

    virtual ~Object3D();

    virtual VertexBuffer* const getGeometryVB() const;
    inline ObjectType getObjectType() const { return _geometryType; }
    inline U32 getFlagMask() const { return _geometryFlagMask; }

    virtual bool onDraw(SceneGraphNode& sgn,
                        const RenderStage& currentStage);

    virtual bool onDraw(const RenderStage& currentStage);

    virtual bool updateAnimations(SceneGraphNode& sgn) { return false; }
    inline void setGeometryPartitionID(size_t ID) {
        _geometryPartitionID = (U32)ID;
    }

    inline const vectorImpl<vec3<U32> >& getTriangles() const {
        return _geometryTriangles;
    }
    inline void reserveTriangleCount(U32 size) {
        _geometryTriangles.reserve(size);
    }
    inline void addTriangle(const vec3<U32>& tri) {
        _geometryTriangles.push_back(tri);
    }

    // Create a list of triangles from the vertices + indices lists based on
    // primitive type
    bool computeTriangleList(bool force = false);

   protected:
    virtual void render(SceneGraphNode& sgn,
                        const SceneRenderState& sceneRenderState,
                        const RenderStage& currentRenderStage);
    virtual void getDrawCommands(
        SceneGraphNode& sgn, const RenderStage& currentRenderStage,
        SceneRenderState& sceneRenderState,
        vectorImpl<GenericDrawCommand>& drawCommandsOut);
    virtual void computeNormals();
    virtual void computeTangents();
    /// Use a custom vertex buffer for this object (e.g., a submesh uses the
    /// mesh's vb)
    /// Please manually delete the old VB if available before replacing!
    virtual void setGeometryVB(VertexBuffer* const vb);

   protected:
    bool _update;
    U32 _geometryFlagMask;
    U32 _geometryPartitionID;
    ObjectType _geometryType;
    /// 3 indices, pointing to position values, that form a triangle in the
    /// mesh.
    /// used, for example, for cooking collision meshes
    vectorImpl<vec3<U32> > _geometryTriangles;
    /// A custom, override vertex buffer
    VertexBuffer* _buffer;
};

};  // namespace Divide
#endif

Commits for Divide-Framework/trunk/Source Code/Geometry/Shapes/Headers/Object3D.h

Diff revisions: vs.
Revision Author Commited Message
365 Diff Diff IonutCava picture IonutCava Sun 08 Mar, 2015 21:26:10 +0000

[Ionut]
- More enum-related type safety changes

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)

358 Diff Diff IonutCava picture IonutCava Sun 01 Mar, 2015 22:44:38 +0000

[Ionut]
- Fixed some OpenGL initialization issues and function calls (no proper support for DSA yet)
- Cleanup up the Sound and Physics Wrappers
- Some readability improvements here and there

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

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 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