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/*
   Copyright (c) 2016 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 _HARDWARE_VIDEO_GFX_DEVICE_H_
#define _HARDWARE_VIDEO_GFX_DEVICE_H_

#include "config.h"

#include "GFXState.h"
#include "ScopedStates.h"
#include "GenericCommandPool.h"

#include "Core/Math/Headers/Line.h"
#include "Managers/Headers/RenderPassManager.h"

#include "Platform/Video/Headers/RenderAPIWrapper.h"

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

#include <stack>

namespace Divide {

enum class RenderStage : U32;
enum class RendererType : U32;
enum class SceneNodeType : U32;
enum class WindowEvent : U32;

class GUI;
class GUIText;

class Light;
class Camera;
class PostFX;
class Quad3D;
class Object3D;
class Renderer;
class SceneGraphNode;
class SceneRenderState;

namespace Time {
    class ProfileTimer;
};

namespace Attorney {
    class GFXDeviceGUI;
    class GFXDeviceKernel;
    class GFXDeviceRenderer;
    class GFXDeviceRenderStateBlock;
};

/// Rough around the edges Adapter pattern abstracting the actual rendering API
/// and access to the GPU
DEFINE_SINGLETON(GFXDevice)
    friend class Attorney::GFXDeviceGUI;
    friend class Attorney::GFXDeviceKernel;
    friend class Attorney::GFXDeviceRenderer;
    friend class Attorney::GFXDeviceRenderStateBlock;
  protected:
    typedef hashMapImpl<size_t, RenderStateBlock> RenderStateMap;
    typedef std::stack<vec4<I32>> ViewportStack;

  public:
    struct NodeData {
        mat4<F32> _worldMatrix;
        mat4<F32> _normalMatrixWV;
        mat4<F32> _colourMatrix;
        vec4<F32> _properties;

        NodeData()
        {
            _worldMatrix.identity();
            _normalMatrixWV.identity();
            _colourMatrix.zero();
        }
        void set(const NodeData& other);
    };

  public:  // GPU specific data
   struct ShaderBufferBinding {
       ShaderBufferLocation _slot;
       ShaderBuffer* _buffer;
       vec2<U32>    _range;

       ShaderBufferBinding() 
            : ShaderBufferBinding(ShaderBufferLocation::COUNT,
                                  nullptr,
                                  vec2<U32>(0,0))
       {
       }

       ShaderBufferBinding(ShaderBufferLocation slot,
                           ShaderBuffer* buffer,
                           const vec2<U32>& range) 
         : _slot(slot),
           _buffer(buffer),
           _range(range)
       {
       }

       void set(const ShaderBufferBinding& other);

       void set(ShaderBufferLocation slot,
                ShaderBuffer* buffer,
                const vec2<U32>& range);
   };

   typedef vectorImpl<ShaderBufferBinding> ShaderBufferList;

   struct RenderPackage {
       RenderPackage() : _isRenderable(false)
       {
       }

       bool isCompatible(const RenderPackage& other) const;

       void clear();
       void set(const RenderPackage& other);

       inline bool isRenderable() const {
           return  _isRenderable;
       }

       inline void isRenderable(bool state) {
           _isRenderable = state;
       }

       ShaderBufferList _shaderBuffers;
       TextureDataContainer _textureData;
       vectorImpl<GenericDrawCommand> _drawCommands;

       private:
           bool _isRenderable;
   };

   struct RenderQueue {
    public:
       RenderQueue() : _locked(false),
                       _currentCount(0)
       {
       }

       void clear();
       U32 size() const;
       bool empty() const;
       bool locked() const;
       const RenderPackage& getPackage(U32 idx) const;

    protected:
        friend class GFXDevice;
        RenderPackage& getPackage(U32 idx);
        RenderPackage& back();
        bool push_back(const RenderPackage& package);
        void reserve(U16 size);
        void lock();
        void unlock();

    protected:
       bool _locked;
       U32 _currentCount;
       vectorImpl<RenderPackage> _packages;
   };

   struct DisplaySettings {
       F32 _aspectRatio;
       F32 _FoV;
       F32 _tanHFoV;
       vec2<F32> _zPlanes;
       mat4<F32> _projectionMatrix;
       mat4<F32> _viewMatrix;

       DisplaySettings()
       {
           _aspectRatio = 1.0f;
           _FoV = 90;
           _tanHFoV = std::tan(_FoV * 0.5f);
           _zPlanes.set(0.1f, 1.0f);
       }
   };

   struct RenderTargetWrapper {
       RenderTarget* _target;
       DisplaySettings _renderSettings;

       RenderTargetWrapper() : _target(nullptr)
       {
       }

       void cacheSettings();
   };

   enum class RenderTargetID : U32 {
       SCREEN = 0,
       COUNT
   };

   // Enough to hold a cubemap (e.g. environment stage has 6 passes)
   static const U32 MAX_PASSES_PER_STAGE = 6;

   struct GPUBlock {
       GPUBlock() : _updated(true),
                    _data(GPUData())
       {
       }

       struct GPUData {
           GPUData()
           {
               _ProjectionMatrix.identity();
               _ViewMatrix.identity();
               _ViewProjectionMatrix.identity();
               _cameraPosition.set(0.0f);
               _ViewPort.set(1.0f);
               _ZPlanesCombined.set(1.0f, 1.1f, 1.0f, 1.1f);
               _invScreenDimension.set(1.0f);
               _renderProperties.set(0.0f);
               for (U8 i = 0; i < 6; ++i) {
                   _frustumPlanes[i].set(0.0f);
               }
               for (U8 i = 0; i < Config::MAX_CLIP_PLANES; ++i) {
                   _frustumPlanes[i].set(1.0f);
               }
           }

           mat4<F32> _ProjectionMatrix;
           mat4<F32> _ViewMatrix;
           mat4<F32> _ViewProjectionMatrix;
           vec4<F32> _cameraPosition; // xyz - position, w - aspect ratio
           vec4<F32> _ViewPort;
           vec4<F32> _ZPlanesCombined;  // xy - current, zw - main scene
           vec4<F32> _invScreenDimension; //xy - dims, zw - reserved;
           vec4<F32> _renderProperties;
           vec4<F32> _frustumPlanes[6];
           vec4<F32> _clipPlanes[Config::MAX_CLIP_PLANES];

           inline F32 aspectRatio() const;
           inline vec2<F32> currentZPlanes() const;
           inline F32 FoV() const;
           inline F32 tanHFoV() const;

        } _data;

        bool _updated;
   };

  public:  // GPU interface
    ErrorCode initRenderingAPI(I32 argc, char** argv, const vec2<U16>& renderResolution);
    void closeRenderingAPI();

    inline void setAPI(RenderAPI API) { _API_ID = API; }
    inline RenderAPI getAPI() const { return _API_ID; }

    void idle();
    void beginFrame();
    void endFrame(bool swapBuffers);

    /// Set all of the needed API specific settings for 2D (Ortho) / 3D
    /// (Perspective) rendering
    void toggle2D(bool state);
    /// Toggle writes to the depth buffer on or off
    inline void toggleDepthWrites(bool state);
    /// Toggle hardware rasterization on or off.
    inline void toggleRasterization(bool state);
    /// Query rasterization state
    inline bool rasterizationState();

    /**
     *@brief Returns an immediate mode emulation buffer that can be used to
     *construct geometry in a vertex by vertex manner.
     *@param allowPrimitiveRecycle If false, do not reuse old primitives and do not
     *delete it after x-frames.
     *(Don't use the primitive zombie feature)
     */
    IMPrimitive* getOrCreatePrimitive(bool allowPrimitiveRecycle = true);
    void debugDraw(const SceneRenderState& sceneRenderState);

    void draw(const GenericDrawCommand& cmd);

    void addToRenderQueue(U32 queueIndex, const RenderPackage& package);
    void flushRenderQueues();
    I32  reserveRenderQueue();

    /// Sets the current render stage.
    ///@param stage Is used to inform the rendering pipeline what we are rendering.
    ///Shadows? reflections? etc
    inline bool isDepthStage() const;

    /// Clipping plane management. All the clipping planes are handled by shader
    /// programs only!
    void updateClipPlanes();
    /// disable or enable a clip plane by index
    inline void toggleClipPlane(ClipPlaneIndex index, const bool state);
    /// modify a single clip plane by index
    inline void setClipPlane(ClipPlaneIndex index, const Plane<F32>& p);
    /// set a new list of clipping planes. The old one is discarded
    inline void setClipPlanes(const PlaneList& clipPlanes);
    /// clear all clipping planes
    inline void resetClipPlanes();
    /// Retrieve a state block by hash value.
    /// If the hash value doesn't exist in the state block map, return the default state block
    const RenderStateBlock& getRenderStateBlock(size_t renderStateBlockHash) const;

    /// Generate a cubemap from the given position
    /// It renders the entire scene graph (with culling) as default
    /// use the callback param to override the draw function
    void generateCubeMap(RenderTarget& cubeMap,
                         const U32 arrayOffset,
                         const vec3<F32>& pos,
                         const vec2<F32>& zPlanes,
                         RenderStage renderStage);

    void generateDualParaboloidMap(RenderTarget& targetBuffer,
                                   const U32 arrayOffset,
                                   const vec3<F32>& pos,
                                   const vec2<F32>& zPlanes,
                                   RenderStage renderStage);
                                     
    void getMatrix(const MATRIX& mode, mat4<F32>& mat);
    /// Alternative to the normal version of getMatrix
    inline const mat4<F32>& getMatrix(const MATRIX& mode);
    /// Access (Read Only) rendering data used by the GFX
    inline const GPUBlock::GPUData& renderingData() const;
    /// Register a function to be called in the 2D rendering fase of the GFX Flush
    /// routine. Use callOrder for sorting purposes
    inline void add2DRenderFunction(const DELEGATE_CBK<>& callback, U32 callOrder);

    void restoreViewport();
    void setViewport(const vec4<I32>& viewport);
    inline void setViewport(I32 x, I32 y, I32 width, I32 height);
    /// Switch between fullscreen rendering
    void toggleFullScreen();
    void increaseResolution();
    void decreaseResolution();
    bool loadInContext(const CurrentContext& context,
                       const DELEGATE_CBK_PARAM<bool>& callback);

    /// Save a screenshot in TGA format
    void Screenshot(const stringImpl& filename);

  public:  // Accessors and Mutators
    inline const GPUState& gpuState() const { return _state; }

    inline GPUState& gpuState() { return _state; }

    inline void setInterpolation(const D64 interpolation) {
        _interpolationFactor = interpolation;
    }

    inline D64 getInterpolation() const { return _interpolationFactor; }

    inline void setGPUVendor(const GPUVendor& gpuvendor) { _GPUVendor = gpuvendor; }

    inline GPUVendor getGPUVendor() const { return _GPUVendor; }

    inline void drawDebugAxis(const bool state) { _drawDebugAxis = state; }

    inline bool drawDebugAxis() const { return _drawDebugAxis; }

    inline RenderStage getRenderStage() const { return _renderStage; }
    inline RenderStage getPrevRenderStage() const { return _prevRenderStage; }

    /// Get the entire list of clipping planes
    inline const PlaneList& getClippingPlanes() const { return _clippingPlanes; }

    /// Return the last number of HIZ culled items
    U32 getLastCullCount() const;

    /// 2D rendering enabled
    inline bool is2DRendering() const { return _2DRendering; }

    /// returns the standard state block
    inline size_t getDefaultStateBlock(bool noDepth) const {
        return (noDepth ? _defaultStateNoDepthHash : _defaultStateBlockHash);
    }

    inline RenderTargetWrapper& getRenderTarget(RenderTargetID target) {
        return _renderTarget[to_uint(target)];
    }
    
    inline RenderTargetWrapper& reflectionTarget(I32 index) {
        assert(index < _reflectionTarget.size());
        return _reflectionTarget[index];
    }

    inline RenderTargetWrapper& refractionTarget(I32 index) {
        assert(index < _refractionTarget.size());
        return _refractionTarget[index];
    }

    RenderDetailLevel shadowDetailLevel() const { return _shadowDetailLevel; }

    void shadowDetailLevel(RenderDetailLevel detailLevel) {
        _shadowDetailLevel = detailLevel;
    }

    inline U32 getFrameCount() const { return FRAME_COUNT; }

    inline I32 getDrawCallCount() const { return FRAME_DRAW_CALLS_PREV; }

    inline void registerDrawCall() { registerDrawCalls(1); }

    inline void registerDrawCalls(U32 count) { FRAME_DRAW_CALLS += count; }

    inline const vec4<I32>& getCurrentViewport() const { return _viewport.top(); }

    inline RenderStage setRenderStage(RenderStage stage);

    void submitCommand(const GenericDrawCommand& cmd,
                       bool useIndirectRender = false);

    inline void submitCommands(const vectorImpl<GenericDrawCommand>& cmds,
                               bool useIndirectRender = false);
  public:  // Direct API calls
    /// Hardware specific shader preps (e.g.: OpenGL: init/deinit GLSL-OPT and GLSW)
    inline bool initShaders() { return _api->initShaders(); }

    inline bool deInitShaders() { return _api->deInitShaders(); }

    inline RenderTarget* newRT(bool multisampled = false) {
        return _api->newRT(*this, multisampled);
    }

    inline VertexBuffer* newVB() {
        return _api->newVB(*this);
    }

    inline PixelBuffer* newPB(const PBType& type = PBType::PB_TEXTURE_2D) {
        return _api->newPB(*this, type);
    }

    inline GenericVertexData* newGVD(const U32 ringBufferLength) {
        return _api->newGVD(*this, ringBufferLength);
    }

    inline Texture* newTexture(const stringImpl& name, const stringImpl& resourceLocation, TextureType type, bool asyncLoad) {
        return _api->newTexture(*this, name, resourceLocation, type, asyncLoad);
    }

    inline ShaderProgram* newShaderProgram(const stringImpl& name, const stringImpl& resourceLocation, bool asyncLoad) {
        return _api->newShaderProgram(*this, name, resourceLocation, asyncLoad);
    }
    
    inline ShaderBuffer* newSB(const U32 ringBufferLength = 1,
                               const bool unbound = false,
                               const bool persistentMapped = true,
                               BufferUpdateFrequency frequency =
                                   BufferUpdateFrequency::ONCE) {
        return _api->newSB(*this, ringBufferLength, unbound, persistentMapped, frequency);
    }

    inline U64 getFrameDurationGPU() {
        return _api->getFrameDurationGPU();
    }

    inline void syncThreadToGPU(std::thread::id threadID, bool beginSync) {
        if (beginSync) {
            _api->syncToThread(threadID);
        }
    }

  protected:
    void setBaseViewport(const vec4<I32>& viewport);

    inline void drawText(const TextLabel& text,
                         size_t stateHash,
                         const vec2<F32>& position) {
        uploadGPUBlock();
        setStateBlock(stateHash);
        _api->drawText(text, position);
    }

    void drawDebugAxis(const SceneRenderState& sceneRenderState);

    void computeFrustumPlanes();
    void computeFrustumPlanes(const mat4<F32>& invViewProj, vec4<F32>* planesOut);

    void onChangeResolution(U16 w, U16 h);

  protected:
    friend class Camera;

    F32* lookAt(const mat4<F32>& viewMatrix, const vec3<F32>& eyePos);
    /// sets an ortho projection, updating any listeners if needed
    F32* setProjection(const vec4<F32>& rect, const vec2<F32>& planes);
    /// sets a perspective projection, updating any listeners if needed
    F32* setProjection(F32 FoV, F32 aspectRatio, const vec2<F32>& planes);

    void onCameraUpdate(Camera& camera);

    void flushDisplay();

   protected:
    friend class SceneManager;
    friend class RenderPass;
    void occlusionCull(const RenderPass::BufferData& bufferData);
    void buildDrawCommands(RenderPassCuller::VisibleNodeList& visibleNodes,
                           SceneRenderState& sceneRenderState,
                           RenderPass::BufferData& bufferData,
                           bool refreshNodeData);
    bool batchCommands(GenericDrawCommand& previousIDC,
                       GenericDrawCommand& currentIDC) const;
    void constructHIZ();

    RenderAPIWrapper& getAPIImpl() { return *_api; }
    const RenderAPIWrapper& getAPIImpl() const { return *_api; }

   private:
    GFXDevice();
    ~GFXDevice();

    void previewDepthBuffer();
    void updateViewportInternal(const vec4<I32>& viewport);
    /// returns false if there was an invalid state detected that could prevent
    /// rendering
    bool setBufferData(const GenericDrawCommand& cmd);
    /// Upload draw related data to the GPU (view & projection matrices, viewport settings, etc)
    void uploadGPUBlock();

    /// If the stateBlock doesn't exist in the state block map, add it for future reference
    bool registerRenderStateBlock(const RenderStateBlock& stateBlock);

    /// Sets the current state block to the one passed as a param
    size_t setStateBlock(size_t stateBlockHash);
    ErrorCode createAPIInstance();

    NodeData& processVisibleNode(const SceneGraphNode& node, U32 dataIndex);

    RenderTarget& activeRenderTarget();
    const RenderTarget& activeRenderTarget() const;

  private:
    Camera* _cubeCamera;
    Camera* _2DCamera;
    Camera* _dualParaboloidCamera;

    RenderTarget* _activeRenderTarget;
    RenderAPIWrapper* _api;
    RenderStage _renderStage;
    RenderStage _prevRenderStage;
    bool _drawDebugAxis;
    bool _viewportUpdate;
    vectorImpl<Line> _axisLines;
    IMPrimitive     *_axisGizmo;
    vectorImpl<Line> _axisLinesTransformed;

  protected:
    RenderAPI _API_ID;
    GPUVendor _GPUVendor;
    GPUState _state;
    /* Rendering buffers*/
    std::array<RenderTargetWrapper, to_const_uint(RenderTargetID::COUNT)> _renderTarget;
    std::array<RenderTargetWrapper, Config::MAX_REFLECTIVE_NODES_IN_VIEW> _reflectionTarget;
    std::array<RenderTargetWrapper, Config::MAX_REFRACTIVE_NODES_IN_VIEW> _refractionTarget;
    /*State management */
    RenderStateMap _stateBlockMap;
    bool _stateBlockByDescription;
    size_t _currentStateBlockHash;
    size_t _previousStateBlockHash;
    size_t _defaultStateBlockHash;
    /// The default render state buth with depth testing disabled
    size_t _defaultStateNoDepthHash;
    /// Special render state for 2D rendering
    size_t _state2DRenderingHash;
    size_t _stateDepthOnlyRenderingHash;
    /// The interpolation factor between the current and the last frame
    D64 _interpolationFactor;
    PlaneList _clippingPlanes;
    bool _2DRendering;
    bool _rasterizationEnabled;
    bool _zWriteEnabled;
    // number of draw calls (rough estimate)
    I32 FRAME_DRAW_CALLS;
    U32 FRAME_DRAW_CALLS_PREV;
    U32 FRAME_COUNT;
    /// shader used to preview the depth buffer
    ShaderProgram_ptr _previewDepthMapShader;
    ShaderProgram_ptr _renderTargetDraw;
    ShaderProgram_ptr _HIZConstructProgram;
    ShaderProgram_ptr _HIZCullProgram;
    ShaderProgram_ptr _displayShader;

    /// getMatrix cache
    mat4<F32> _mat4Cache;
    /// Quality settings
    RenderDetailLevel _shadowDetailLevel;

    mutable SharedLock _2DRenderQueueLock;
    vectorImpl<std::pair<U32, DELEGATE_CBK<> > > _2dRenderQueue;

    /// Immediate mode emulation shader
    ShaderProgram_ptr _imShader;
    I32 _imShaderTextureFlag;
    I32 _imShaderWorldMatrix;
    /// The interface that coverts IM calls to VB data
    SharedLock _imInterfaceLock;
    vectorImpl<IMPrimitive*> _imInterfaces;
    vectorImpl<IMPrimitive*> _activeImInterfaces;
    /// Current viewport stack
    ViewportStack _viewport;

    GPUBlock _gpuBlock;

    DrawCommandList _drawCommandsCache;
    std::array<NodeData, Config::MAX_VISIBLE_NODES> _matricesData;
    std::array<U32, to_const_uint(RenderStage::COUNT) - 1> _lastCommandCount;
    std::array<U32, to_const_uint(RenderStage::COUNT) - 1> _lastNodeCount;

    mutable SharedLock _renderQueueLock;
    vectorImpl<RenderQueue> _renderQueues;

    ShaderBuffer* _gfxDataBuffer;
    GenericDrawCommand _defaultDrawCmd;

    GenericCommandPool _commandPool;
    Time::ProfileTimer& _commandBuildTimer;

END_SINGLETON

namespace Attorney {
    class GFXDeviceGUI {
    private:
        static void drawText(const TextLabel& text,
                             size_t stateHash,
                             const vec2<F32>& position) {
            return GFXDevice::instance().drawText(text, stateHash, position);
        }

        friend class Divide::GUI;
        friend class Divide::GUIText;
    };

    class GFXDeviceRenderStateBlock {
    private:
        static bool registerStateBlock(const RenderStateBlock& block) {
            return GFXDevice::instance().registerRenderStateBlock(block);
        }

        friend class Divide::RenderStateBlock;
    };

    class GFXDeviceKernel {
    private:
        static void onCameraUpdate(Camera& camera) {
            GFXDevice::instance().onCameraUpdate(camera);
        }

        static void flushDisplay() {
            GFXDevice::instance().flushDisplay();
        }

        static void onChangeWindowSize(U16 w, U16 h) {
            GFXDevice::instance().setBaseViewport(vec4<I32>(0, 0, w, h));
        }

        static void onChangeRenderResolution(U16 w, U16 h) {
            GFXDevice::instance().onChangeResolution(w, h);
        }

        static void syncThreadToGPU(std::thread::id threadID, bool beginSync) {
            if (beginSync) {
                GFXDevice::instance().syncThreadToGPU(threadID, beginSync);
            }
        }

        friend class Divide::Kernel;
    };

    class GFXDeviceRenderer {
        private:
        static void uploadGPUBlock() {
            GFXDevice::instance().uploadGPUBlock();
        }
        friend class Divide::Renderer;
    };
};  // namespace Attorney
};  // namespace Divide

#include "GFXDevice.inl"

#endif

Commits for Divide-Framework/trunk/Source Code/Platform/Video/Headers/GFXDevice.h

Diff revisions: vs.
Revision Author Commited Message
727 Diff Diff IonutCava picture IonutCava Tue 14 Jun, 2016 16:01:38 +0000

[IonutCava]
- Remove node and cmd buffers from GFXDevice and add them as a new BufferData struct to RenderPass class.
— Each render pass holds its own buffers
- Improvements / fixes to the CSM code
- Added a global toggle to enable/disable custom memory allocators

726 Diff Diff IonutCava picture IonutCava Fri 10 Jun, 2016 16:13:52 +0000

[IonutCava]
- More static analysis based corrections
- Added initial stub code for a command pool system for GenericDrawCommands

725 Diff Diff IonutCava picture IonutCava Fri 10 Jun, 2016 12:44:46 +0000

[IonutCava]
- Removed GFX drawPoints and drawTriangle calls and replaced them with a single draw command that takes a GenericDrawCommand parameter.
- Updated CSM code. Shadows now render in the correct position again. Still has issues.

721 Diff Diff IonutCava picture IonutCava Wed 08 Jun, 2016 15:47:49 +0000

[IonutCava]
- Spelling: change all references from our code of “color” to the PROPER British version of “colour” because it sounds 100x better

720 Diff Diff IonutCava picture IonutCava Mon 06 Jun, 2016 15:51:06 +0000

[IonutCava]
- PVS-Studio guided static analysis fixes and optimizations
- Added a flag to SceneState to bypass the Save/Load system not needed for certain types of scenes (menus, cinematics, etc)

718 Diff Diff IonutCava picture IonutCava Thu 02 Jun, 2016 16:02:48 +0000

[IonutCava]
- Code cleanup:
— Rename Framebuffer to RenderTarget. Only OpenGL uses the Framebuffer nomenclature.
— Remove base Shader class as only OpenGL will have separate shaders (and eventually move to pipeline objects) as Direct3D uses FX files and may end up with different structure
— Remove drawBox3D, drawSphere3D and drawLines from GFXDevice class and add them as member functions to the IMPrimitive class (renamed to fromXYZ)
— Pull some elements from SceneManager and move them to standalone classes (W.I.P.)

716 Diff Diff IonutCava picture IonutCava Tue 31 May, 2016 16:08:29 +0000

[IonutCava]
- Multithreaded scene load/unload fixes:
— Added postLoadMainThread call for scenes for thread sensitive loading steps
— GUI element adding is a thread sensitive loading step (a fast one) because CEGUI doesn’t handle threading
- Added REALTIME_WITH_CALLBACK task priority for tasks that need an immediate callback when they complete instead of using the flushCallbackQueue system.
- Some work on shadow mapping for getting it to work again
- ShaderPrograms that fail to load can cause a LockManager infinite wait. Delete the lockManager if the shader didn’t load to avoid waiting on commands that never get called.

715 Diff Diff IonutCava picture IonutCava Fri 27 May, 2016 16:19:22 +0000

[IonutCava]
- Added initial Fade In / Fade Out post effect (used for scene transitions for now)
- Added a GUI Interface that handles a list of GUI elements (used by GUI and SceneGUIElements)
- Fixed some race conditions related to multi-threaded scene loading (a lot remain to be fixed)
- Improved per-thread GPU sync system a bit
- Simplified Singleton define macros (although we should get rid of singletons all together)

714 Diff Diff IonutCava picture IonutCava Thu 26 May, 2016 16:26:23 +0000

[IonutCava]
- Initial code for multithreaded scene load:
— Tasks can have a “sync with gpu” flag that will cause them to use a shared context (so they can call GL functions)
- Added per scene GUI lists that get passed to the main GUI class (still need a base class to hold the map and accessors to avoid code duplication)
- Re-enabled threading unit tests

713 IonutCava picture IonutCava Wed 25 May, 2016 15:43:38 +0000

[IonutCava]
- Removed all unique_ptr’s from the code with classic new/delete pairs. They were seriously not needed.
- Added the concept of SceneComponent to scene specific classes: aiManager, lightPool, sceneGraph, physicsInterface etc
— This allowed the removal of the global GET_ACTIVE_SCENEGRAPH call;