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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 _HARDWARE_VIDEO_GFX_DEVICE_INL_H_
#define _HARDWARE_VIDEO_GFX_DEVICE_INL_H_

namespace Divide {


inline void 
GFXDevice::NodeData::set(const GFXDevice::NodeData& other) {
    this->_worldMatrix.set(other._worldMatrix);
    this->_normalMatrixWV.set(other._normalMatrixWV);
    this->_colourMatrix.set(other._colourMatrix);
    this->_properties.set(other._properties);
}

inline const GFXShaderData::GPUData&
GFXDevice::renderingData() const {
    return _gpuBlock._data;
}

inline const vec2<U16>& 
GFXDevice::renderingResolution() const {
    return _renderingResolution;
}

inline bool
GFXDevice::setViewport(I32 x, I32 y, I32 width, I32 height) {
    return setViewport(vec4<I32>(x, y, width, height));
}

inline bool 
GFXDevice::isDepthStage() const {
    return isDepthStage(getRenderStage());
}

inline bool 
GFXDevice::isDepthStage(const RenderStagePass& renderStagePass) const {
    return renderStagePass.stage() == RenderStage::SHADOW ||
           renderStagePass.pass() == RenderPassType::DEPTH_PASS;
}

/// Sets the current render stage.
///@param stage Is used to inform the rendering pipeline what we are rendering.
/// Shadows? reflections? etc
inline const RenderStagePass& 
GFXDevice::setRenderStagePass(const RenderStagePass& stage) {
    _prevRenderStagePass = _renderStagePass;
    _renderStagePass = stage;
    return stage;
}

/// Alternative to the normal version of getMatrix
inline const mat4<F32>& GFXDevice::getMatrix(const MATRIX& mode) const {
    return getMatrixInternal(mode);
}

};  // namespace Divide

#endif

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

Diff revisions: vs.
Revision Author Commited Message
978 Diff Diff IonutCava picture IonutCava Mon 20 Nov, 2017 23:42:23 +0000

[Ionut]
- More decoupling between window size and render resolution.
- Attempt to preserve render target aspect on window resize events

  • Resolution change is currently broken *
966 Diff Diff IonutCava picture IonutCava Mon 06 Nov, 2017 17:10:01 +0000

[Ionut]
- Remove old “add2DRenderFunction” and use command buffers instead
- Allow frame to blit to the screen or a render target of choice

933 Diff Diff IonutCava picture IonutCava Tue 15 Aug, 2017 00:02:05 +0000

[Ionut]
- CommandBuffer Part 2/3: code compiles and splash screen renders and application doesn’t crash (still has drawing issues)

929 Diff Diff IonutCava picture IonutCava Sat 12 Aug, 2017 17:34:44 +0000

[Ionut]
- More work on finishing up new PushConstant / Command buffer rendering system:
— Everything compiles and runs but with graphical and performance issues

895 Diff Diff IonutCava picture IonutCava Wed 21 Jun, 2017 21:10:26 +0000

[IonutCava]
- Reorder and cleanup OpenGL backend a bit.
- Small code cleanup
- Some small profile-guided optimizations

890 Diff Diff IonutCava picture IonutCava Sun 14 May, 2017 20:54:59 +0000

[Ionut]
- Add pre-compiled header support
- Initial code for per-stage tessellation computation

872 Diff Diff IonutCava picture IonutCava Mon 06 Mar, 2017 23:23:20 +0000

[IonutCava]
- Optimise static casts

867 Diff Diff IonutCava picture IonutCava Mon 20 Feb, 2017 17:01:12 +0000

[IonutCava]
- Rename to_XNN and to_const_XNN functions to reflect the target data type they are converting to.
- Cleanup Angle namespace and remove all “inDegrees” parameters from rotation functions. Use aliases to differentiate between Degree and Radian parameters.
- Profile guided optimizations.

852 Diff Diff IonutCava picture IonutCava Tue 07 Feb, 2017 17:17:27 +0000

[IonutCava]
- Separate Pass Type from Render Stage:
— Render Stage: Display, Shadow, Reflection, Refraction, etc
— Pass Type: Depth pass, Colour Pass, etc
- ToDo: Bug fixes for issues introduced with this change

851 IonutCava picture IonutCava Mon 06 Feb, 2017 23:38:14 +0000

[IonutCava]
- Replaced most RenderStage params with RenderStagePass types
- More work on water rendering