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/*
   Copyright (c) 2017 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 _SKY_H
#define _SKY_H

#include "Graphs/Headers/SceneNode.h"

namespace Divide {

class RenderStateBlock;

FWD_DECLARE_MANAGED_CLASS(Texture);
FWD_DECLARE_MANAGED_CLASS(Sphere3D);
FWD_DECLARE_MANAGED_CLASS(ShaderProgram);
FWD_DECLARE_MANAGED_CLASS(SceneGraphNode);

enum class RenderStage : U32;

class Sky : public SceneNode {
   public:
    explicit Sky(ResourceCache& parentCache, const stringImpl& name, U32 diameter);
    ~Sky();

    bool onRender(RenderStage currentStage) override;
    void setSunProperties(const vec3<F32>& sunVect, const vec4<F32>& sunColour);

   protected:
    void postLoad(SceneGraphNode& sgn) override;

    void initialiseDrawCommands(SceneGraphNode& sgn,
                                RenderStage renderStage,
                                GenericDrawCommands& drawCommandsInOut) override;
    void updateDrawCommands(SceneGraphNode& sgn,
                            RenderStage renderStage,
                            const SceneRenderState& sceneRenderState,
                            GenericDrawCommands& drawCommandsInOut) override;

    void sceneUpdate(const U64 deltaTime,
                     SceneGraphNode& sgn,
                     SceneState& sceneState) override;
   protected:
    template <typename T>
    friend class ImplResourceLoader;

    bool load();

    void onCameraUpdate(SceneGraphNode& sgn,
                        const I64 cameraGUID,
                        const vec3<F32>& posOffset,
                        const mat4<F32>& rotationOffset) override;

    void onCameraChange(SceneGraphNode& sgn,
                        const Camera& cam) override;
   private:
    U32       _diameter;
    Texture_ptr  _skybox;
    Sphere3D_ptr _sky;
    ShaderProgram_ptr _skyShader;
    ShaderProgram_ptr _skyShaderPrePass;
    size_t _skyboxRenderStateHash;
    size_t _skyboxRenderStateHashPrePass;
    size_t _skyboxRenderStateReflectedHash;
};

TYPEDEF_SMART_POINTERS_FOR_CLASS(Sky);

};  // namespace Divide

#endif

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

Diff revisions: vs.
Revision Author Commited Message
836 Diff Diff IonutCava picture IonutCava Fri 27 Jan, 2017 14:59:56 +0000

[IonutCava]
- Update copyright notice

821 Diff Diff IonutCava picture IonutCava Tue 17 Jan, 2017 17:15:45 +0000

[IonutCava]
- Profile guided optimizations

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)
773 Diff Diff IonutCava picture IonutCava Tue 04 Oct, 2016 15:53:18 +0000

[IonutCava]
- Split GenericDrawCommand gathering system into Init/Update to facilitate future threading support
- Fix drawCount() == 0 case in submitRenderCommand
- Make _cameraPool (more) threadsafe

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

710 Diff Diff IonutCava picture IonutCava Fri 20 May, 2016 16:24:40 +0000

[IonutCava]
- Code cleanup
- Initial work on Scene loading and unloading with and without unloading assets:
— Need to change AIManager from a Singleton to a per-scene component

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 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