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#include "Headers/Sky.h"

#include "Core/Headers/ParamHandler.h"
#include "Core/Math/Headers/Transform.h"
#include "Managers/Headers/SceneManager.h"
#include "Platform/Video/Headers/GFXDevice.h"
#include "Geometry/Material/Headers/Material.h"
#include "Geometry/Shapes/Headers/Predefined/Sphere3D.h"

namespace Divide {

Sky::Sky(const stringImpl& name, U32 diameter)
    : SceneNode(name, SceneNodeType::TYPE_SKY),
      _sky(nullptr),
      _skyShader(nullptr),
      _skyShaderPrePass(nullptr),
      _skybox(nullptr),
      _diameter(diameter)
{
    _renderState.addToDrawExclusionMask(RenderStage::SHADOW);

    // Generate a render state
    RenderStateBlock skyboxRenderState;
    skyboxRenderState.setCullMode(CullMode::CCW);
    skyboxRenderState.setZFunc(ComparisonFunction::LESS);
    _skyboxRenderStateHashPrePass = skyboxRenderState.getHash();
    skyboxRenderState.setZFunc(ComparisonFunction::LEQUAL);
    _skyboxRenderStateHash = skyboxRenderState.getHash();
    _skyboxRenderStateReflectedHash = _skyboxRenderStateHash;
}

Sky::~Sky()
{
}

bool Sky::load() {
    if (_sky != nullptr) {
        return false;
    }
    stringImpl location(
        ParamHandler::instance().getParam<stringImpl>(_ID("assetsLocation")) +
        "/misc_images/");

    SamplerDescriptor skyboxSampler;
    skyboxSampler.toggleMipMaps(false);
    skyboxSampler.setFilters(TextureFilter::LINEAR);
    skyboxSampler.toggleSRGBColourSpace(true);
    skyboxSampler.setAnisotropy(16);
    skyboxSampler.setWrapMode(TextureWrap::CLAMP_TO_EDGE);

    ResourceDescriptor skyboxTextures("SkyboxTextures");
    skyboxTextures.setResourceLocation(
        location + "skybox_1.jpg," + location + "skybox_2.jpg," + 
        location + "skybox_3.jpg," + location + "skybox_4.jpg," +
        location + "skybox_5.jpg," + location + "skybox_6.jpg");
    skyboxTextures.setEnumValue(to_const_uint(TextureType::TEXTURE_CUBE_MAP));
    skyboxTextures.setPropertyDescriptor<SamplerDescriptor>(skyboxSampler);
    skyboxTextures.setThreadedLoading(false);
    _skybox = CreateResource<Texture>(skyboxTextures);

    F32 radius = _diameter * 0.5f;

    ResourceDescriptor skybox("SkyBox");
    skybox.setFlag(true);  // no default material;
    skybox.setID(4); // resolution
    skybox.setEnumValue(to_uint(radius)); // radius
    _sky = CreateResource<Sphere3D>(skybox);
    _sky->renderState().setDrawState(false);

    ResourceDescriptor skyShaderDescriptor("sky.Display");
    _skyShader = CreateResource<ShaderProgram>(skyShaderDescriptor);

    ResourceDescriptor skyShaderPrePassDescriptor("sky.PrePass");
    _skyShaderPrePass = CreateResource<ShaderProgram>(skyShaderPrePassDescriptor);

    assert(_skyShader && _skyShaderPrePass);
    _skyShader->Uniform("texSky", ShaderProgram::TextureUsage::UNIT0);
    _skyShader->Uniform("enable_sun", true);
    _boundingBox.set(vec3<F32>(-radius), vec3<F32>(radius));
    Console::printfn(Locale::get(_ID("CREATE_SKY_RES_OK")));
    return Resource::load();
}

void Sky::postLoad(SceneGraphNode& sgn) {
    static const U32 normalMask = to_const_uint(SGNComponent::ComponentType::PHYSICS) |
                                  to_const_uint(SGNComponent::ComponentType::BOUNDS) |
                                  to_const_uint(SGNComponent::ComponentType::RENDERING);

    assert(_sky != nullptr);

    sgn.addNode(_sky, normalMask, PhysicsGroup::GROUP_IGNORE);

    RenderingComponent* renderable = sgn.get<RenderingComponent>();
    renderable->castsShadows(false);

    GenericDrawCommand cmd;
    cmd.sourceBuffer(_sky->getGeometryVB());
    cmd.cmd().indexCount = _sky->getGeometryVB()->getIndexCount();

    for (U32 i = 0; i < to_const_uint(RenderStage::COUNT); ++i) {
        GFXDevice::RenderPackage& pkg = 
            Attorney::RenderingCompSceneNode::getDrawPackage(*renderable, static_cast<RenderStage>(i));
        pkg._drawCommands.push_back(cmd);
    }

    _skybox->flushTextureState();
    TextureData skyTextureData = _skybox->getData();
    skyTextureData.setHandleLow(to_const_uint(ShaderProgram::TextureUsage::UNIT0));
    sgn.get<RenderingComponent>()->registerTextureDependency(skyTextureData);

    SceneNode::postLoad(sgn);
}

void Sky::sceneUpdate(const U64 deltaTime,
                      SceneGraphNode& sgn,
                      SceneState& sceneState) {

    sgn.get<PhysicsComponent>()->setPosition(sceneState.renderState().getCameraConst().getEye());

    SceneNode::sceneUpdate(deltaTime, sgn, sceneState);
}

bool Sky::onRender(SceneGraphNode& sgn, RenderStage currentStage) {
    return _sky->onRender(sgn, currentStage);
}

bool Sky::getDrawCommands(SceneGraphNode& sgn,
                          RenderStage renderStage,
                          const SceneRenderState& sceneRenderState,
                          vectorImpl<GenericDrawCommand>& drawCommandsOut) {

    GenericDrawCommand& cmd = drawCommandsOut.front();

    RenderingComponent* renderable = sgn.get<RenderingComponent>();
    cmd.renderMask(renderable->renderMask());
    cmd.stateHash(renderStage == RenderStage::REFLECTION
                              ? _skyboxRenderStateReflectedHash
                              : renderStage == RenderStage::Z_PRE_PASS
                                             ? _skyboxRenderStateHashPrePass
                                             : _skyboxRenderStateHash);
    cmd.shaderProgram(renderStage == RenderStage::Z_PRE_PASS ? _skyShaderPrePass : _skyShader);
    return SceneNode::getDrawCommands(sgn, renderStage, sceneRenderState, drawCommandsOut);
}

void Sky::setSunProperties(const vec3<F32>& sunVect,
                           const vec4<F32>& sunColour) {
    _skyShader->Uniform("sun_vector", sunVect);
    _skyShader->Uniform("sun_colour", sunColour.rgb());
}

};

Commits for Divide-Framework/trunk/Source Code/Environment/Sky/Sky.cpp

Diff revisions: vs.
Revision Author Commited Message
750 Diff Diff IonutCava picture IonutCava Thu 07 Jul, 2016 16:02:03 +0000

[IonutCava]
- Static analysis based fixes and improvements

743 Diff Diff IonutCava picture IonutCava Tue 28 Jun, 2016 15:55:50 +0000

[IonutCava]
- More performance tuning:
— Move billboarding related camera variable calculation to shaders instead of CPU
— Replace some DIVIDE_ASSERT calls with regular assert calls in really low level code.
— Some cleanup of the GenericDrawCommand class
— glRegularBuffer does an invalidation call before updating
— Misc changes

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

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

709 Diff Diff IonutCava picture IonutCava Thu 19 May, 2016 16:21:46 +0000

[IonutCava]
- Massive rewrite of the resource system:
— ResourceCache now uses a map of weak pointers and passes shared pointers to the call point of CreateResource
— RemoveResource is no longer needed, but resource based smart pointers use a custom deleter that calls unload()
— Keep a shared_ptr of the resource in the entity that needs it and pass shared_ptr references from getter methods
-— All of this removed the need for calls to RemoveResource, REGISTER_TRACKED_DEPENDENCY and UNREGISTER_TRACKED_DEPENDENCY reducing the number of mutex locks and atomic exchanges
- Singleton cleanup:
— Removed ShaderManager singleton and merged it’s data and responsibilities in static methods in both ShaderProgram and Shader classes.
Explanation: Due to the complex interdependency chains in the system, copying, updating, tracking the cache in a thread safe way became a lot more slower than a straight forward smart pointer based implementation. (e.g. scene graph nodes have 3d objects and material instances, 3d objects have materials, materials have textures and shaders, etc)

707 Diff Diff IonutCava picture IonutCava Mon 16 May, 2016 16:34:18 +0000

[IonutCava]
- Fix a deadlock in the ResourceCache (occurred on destruction)
— Should really replace the system with a shared_ptr based solution
- Sky resource dependency fixes (Causes crash on shutdown after loading/unloading multiple scenes. Not fully fixed)

706 Diff Diff IonutCava picture IonutCava Fri 13 May, 2016 16:29:40 +0000

[IonutCava]
- Renamed LightManager to LightPool and changed it from a Singleton to a scene specific pointer
- More scene load / unload updates (changing scenes now works properly!)
- Allowed GUI interface to hold per-scene elements and only render relevant ones
- Reduced dependencies between nodes, scenemanager, scene, loaders and kernel
- Removed Reflector base class as it was useless and integrate Water class with the Reflection system already in place
- Extended RenderingComponent’s reflection system to allow refraction as well

705 Diff Diff IonutCava picture IonutCava Thu 12 May, 2016 20:27:20 +0000

[IonutCava]
- Decouple asset loading from the active scene
— completely remove GET_ACTIVE_SCENE() method

696 Diff Diff IonutCava picture IonutCava Mon 09 May, 2016 16:14:09 +0000

[IonutCava]
- More physics system preparation:
— Define specific px groups for nodes: static, kinematic, dynamic, ragdoll, etc

670 IonutCava picture IonutCava Wed 06 Apr, 2016 16:21:35 +0000

[IonutCava]
- getInstance() renamed to instance() for simplicity (should really go away altogether, but that’s a different issue)
- some particle emitter threading updates