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#include "Headers/GUISplash.h"

#include "Core/Headers/Kernel.h"
#include "Core/Headers/ParamHandler.h"
#include "Core/Resources/Headers/ResourceCache.h"
#include "Geometry/Shapes/Headers/Predefined/Quad3D.h"
#include "Platform/Video/Headers/GFXDevice.h"
#include "Platform/Video/Textures/Headers/Texture.h"
#include "Platform/Video/Shaders/Headers/ShaderProgram.h"

namespace Divide {

GUISplash::GUISplash(ResourceCache& cache,
                     const stringImpl& splashImageName,
                     const vec2<U16>& dimensions) 
    : _dimensions(dimensions)
{
    SamplerDescriptor splashSampler;
    splashSampler.toggleMipMaps(false);
    splashSampler.setAnisotropy(0);
    splashSampler.setWrapMode(TextureWrap::CLAMP);
    splashSampler.toggleSRGBColourSpace(true);
    ResourceDescriptor splashImage("SplashScreen Texture");
    splashImage.setThreadedLoading(false);
    splashImage.setPropertyDescriptor<SamplerDescriptor>(splashSampler);
    stringImpl splashImageLocation = 
        Util::StringFormat("%s/misc_images/%s",
                           ParamHandler::instance().getParam<stringImpl>(_ID("assetsLocation")).c_str(),
                           splashImageName.c_str());
    splashImage.setResourceLocation(splashImageLocation);
    splashImage.setEnumValue(to_const_uint(TextureType::TEXTURE_2D));
    _splashImage = CreateResource<Texture>(cache, splashImage);
    ResourceDescriptor splashShader("fbPreview");
    splashShader.setThreadedLoading(false);
    _splashShader = CreateResource<ShaderProgram>(cache, splashShader);
}

GUISplash::~GUISplash()
{
}

void GUISplash::render(GFXDevice& context) {
    GFX::ScopedViewport splashViewport(context, vec4<I32>(0, 0, _dimensions.width, _dimensions.height));
    _splashImage->bind(to_const_ubyte(ShaderProgram::TextureUsage::UNIT0));


    GenericDrawCommand triangleCmd;
    triangleCmd.primitiveType(PrimitiveType::TRIANGLES);
    triangleCmd.drawCount(1);
    triangleCmd.stateHash(context.getDefaultStateBlock(true));
    triangleCmd.shaderProgram(_splashShader);

    context.draw(triangleCmd);
}

};

Commits for Divide-Framework/trunk/Source Code/GUI/GUISplash.cpp

Diff revisions: vs.
Revision Author Commited Message
804 Diff Diff IonutCava picture IonutCava Thu 01 Dec, 2016 17:20:59 +0000

[IonutCava]
- Singleton elimination update Part I: get it to compile
— The following classes are no longer Singletons: GFXDevice, GL_API, DX_API, SFXWrapper, FmodWrapper, SDLWrapper, ALWrapper, PXDevice, InputInterface, RenderPassManager, SceneManager and ResourceManager;
— Refactor system to a Context / Component based implementation (Pass relevant context to objects: e.g. GFXDevice object to Textures, GUI to GUIElements, etc)
— Make devices and managers components of the kernel
— Allow multiple Resource caches to co-exist. This may prove useful for later when a more fragmented memory model is need (per frame / per scene / global caches / etc)

  • next steps: part II – cleanup/refactor new code, part III – optimise code, part IV – remove remaining Singletons (e.g. Application, ParamHandler, FrameListenerManager, Recast, PostFX and DebugInterface)
802 Diff Diff IonutCava picture IonutCava Tue 29 Nov, 2016 17:15:38 +0000

[IonutCava]
- GUI class is no longer a Singleton
- Reduced usage of GFXDevice::instance()

801 Diff Diff IonutCava picture IonutCava Sun 27 Nov, 2016 21:28:01 +0000

[IonutCava]
- More performance analysis guided optimizations.
- Some refactoring to allow later removal of Singletons status for: GFXDevice, SFXDevice, PXDevice, GUI and Input.
— Pass a PlatformContext around objects to access these classes.

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.

722 Diff Diff IonutCava picture IonutCava Thu 09 Jun, 2016 16:15:33 +0000

[IonutCava]
- Restructure RenderTarget system:
— Separate attachments, use an attachment pool, use draw descriptors, require explicit information for RT calls, etc

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)

703 Diff Diff IonutCava picture IonutCava Wed 11 May, 2016 15:44:57 +0000

[IonutCava]
- Finish XML-based control bindings:
— Allow per bind input params (key id, mouse button index, joystick control data, etc)
— Allow mouse binding (with up to 7 buttons)
— Allow up to 4 joysticks (for now) with 120+ button, POV, Axis, Slider and Vector binding support for each
- Change all hashes in code from U32 to size_t for compatibility with STL/Boost

670 Diff Diff 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

667 IonutCava picture IonutCava Fri 01 Apr, 2016 16:12:16 +0000

[IonutCava]
- replaced more strings with _ID equivalent
- streamlined shader include preprocessing
- improved intersection test performance for the Octree system at the cost of some memory