Axiom To Ogre v1.7 - Axiom : A 3D Rendering Engine in C#

Axiom To Ogre v1.7

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Welcome to the ChangeLog and porting notes for OGRE 1.7.0 "Cthugha" in progress

"Something was stirring deep within that fiery atmosphere; something monstrous that roared an insatiable anger against the chains of the Elder Gods which had bound it there for an eternity.... Unable to resist, utterly powerless to control his movements, he was diving headlong towards that ravening chaos, that age-old intelligence which was Cthugha."

ChangeLog

Compositor changes
Allow 'pooled' compositor surfaces.
Separate compositor instances using the same size & format surfaces can share them, saving memory
System detects the compositor instance chaining to avoid problems with interdependence
'pooled' has to be explicitly enabled on texture definitions, it is not the default because once enabled you cannot necessarily rely on being able to see all the intermediate texture results (because they can be ping-ponging across shared textures); people may be relying on this
Manual switching between supported compositor techniques is now possible on the fly
Compositor techniques can now have 'scheme' names, you can manually switch between supported techniques using the scheme name to drop to different approaches for reasons other than hardware compatibility (performance, alternative tweaks etc)
You can keep & share the textures used by previously active techniques so switching back & forth is faster (must use 'pooled' option for this).
Compositors can now specify if they don't want to inherit the FSAA setting from the main target for texture definitions ('no_fsaa')
Compositors can now turn on sRGB gamma conversion per texture definition instead of just inheriting from the main surface ('gamma')
Cross-compositor communication (from SoC2009 Compositor)
Define a texture as accessible from other locations by the chain_scope or global_scope directive in the texture definition
Reference a texture from a different compositor in the chain (or in general) using the texture_ref directive
Compositor <-> code connection improvements (from SoC2009 Compositor)
It is now possible to define a custom composition pass (instead of just quad/scene/clear) in code and trigger it using the render_custom composition pass type.
You can now link between a compositor and related code (for example, a compositor listener) automatically using CompositorLogics.
SceneManager changes (from SoC2009 Compositor)
It is now possible to pause a frame's rendering mid-way (for example, during a callback called in the middle of the process) to trigger a side render and then resume rendering. See SceneManager::_pauseFrame and SceneManager::_resumeFrame.
Added an option to manually trigger the updating of shadow textures for specific lights. See SceneManager::prepareShadowTextures. The combination of the two new additions allow reusing a single texture for multiple shadowmaps.
Antialising changes
Support for Coverage Sampled AA (CSAA) - Dx9 & Dx10 only for now
Unified & simplified AA settings
on Root's config options the setting is now called 'FSAA' in all cases, and consist of samples and a hint string (separated by spaces)
on the miscParams to createRenderWindow you can supply 'FSAA' and 'FSAAHint'. The former is the number of samples, the latter any hinting (e.g. 'Quality')
Light changes
Near/far plane settings for shadow cameras can now be manually configured per light if required
You can now mask lights out per object by calling MovableObject::setLightMask - a renderable object's mask is bitwise and'ed with the light's mask and the light is excluded if the result is 0.
LOD changes
LOD no longer has to use distance as a metric for changing LOD levels
LodStrategy can now be set on both Material and Mesh, to either Distance or PixelCount (new strategies can also be added)
STL container changes
All STL containers now use custom memory allocators
Profiler changes
Allow milliseconds as well as percentage view - gives a better idea of absolute fluctuations.
Define profiler masks so that profiling can be added to core OGRE but still filtered out by categories (added some simple profiling to test)
Hierarchy of profiles is now inclusive instead of exclusive (children no longer subtract their time from parents). This is more useful in practice when doing breakdowns
Added numerical indicators instead of a scale with 'ticks' since its more useful
Optimisations
Fixed-function light state is now handled more intelligently, leading to better performance with large numbers of objects
Shader parameters are now updated more selectively, reducing unnecessary updates
GpuProgramParameters changes
Support added for shared parameter sets which allow you to define / update shader variables for many programs and materials in one place. See GpuProgramManager::createSharedParamerers
Use shared_params, shared_param_named and shared_params_ref in scripts to define and reference shared parameter sets.
Parameters are now automatically migrated when the program they are based on is changed and reloaded; any parameters which still apply are merged into the new parameters
Archive changes
Archive now supports create and remove of files (FileSystem only implemented for now)
DataStream changes
Writeable data streams are now supported (FileSystem only implemented for now)
File handling changes
New class StreamSerialiser is the new way to read & write binary chunk-based formats
Build changes
Cmake is now used to generate project files, separate explicitly maintained build systems are being removed. See Building With CMake
RenderWindow changes
miscParams now supports 'vsyncInterval' option, allowing you to sync to a multiple of the refresh rate if you want (and the hardware supports it)
Viewport changes
Added clear method to manually clear any combination of colour/depth/stencil to a specified value without performing an update.
Image changes
Added loadTwoImagesAsRGBA and combineTwoImagesAsRGBA to make it easier to construct combined normal/height and diffuse/specular images etc
New Paging Component
SceneManager-independent, separate optional component (OGRE_HOME/Components/Paging)
Pluggable strategy components to control paging strategy for a section of the scene
Pluggable content components to control paging of content
Plugggable collection components so that paged elements can be composed or selected between in different ways (e.g. paging many LOD levels within a page)
New Terrain Component
SceneManager-independent, separate optional component (OGRE_HOME/Components/Terrain)
Inherently editable
Hierarchical geometry batching; batch counts reduce at lower LODs as well as vertex count. At the lowest level of detail, the entire terrain page is a single batch.
LOD now adapts in real-time to camera settings (viewport sizes & LOD bias) so you can use the same terrain with multiple views efficiently
Skirts are used instead of stitching to avoid cracks in geometry; this means fewer indexing arrangements & lower overall index buffer usage
Saving & loading of terrain built in, including loading / processing in a background thread
In-built support for splatting layers, configurable sampler inputs and pluggable material generators
Support for generating global normal maps and light maps, in a background thread
New Property Component
Separate optional component (OGRE_HOME/Components/Property)
boost::bind based property system to make it easier to expose reflected properties from your objects
Threading changes
WorkQueue added to accept generalised work items to be executed in background worker threads
WorkQueue starts the number of workers based on hardware, or can be told to start a different number
Main Ogre WorkQueue is in Root::getWorkQueue. You can also subclass WorkQueue and provide your own if you want
ResourceBackgroundQueue now uses WorkQueue instead of using its own queue
All Ogre thread support will use WorkQueue in future
Resource changes
ResourcePool added as a place for other application components to shelve & re-use resources
Material changes
scene_blend_op and separate_scene_blend_op added to passes, to change the default '+' operator between source & dest blending params
Material listeners can now register to listen to a specific scheme, to allow for none-competing scheme handlers for different schemes.
iPhone OS port
Synced GLESRenderSystem with GLRenderSystem and added some more extension detection
Added support for ARM architecture and CPU feature detection
iPhone OGRE SDK disc image and sdk package script
OS X improvements
Moved code and resources from the Mac directory to OgreMain
Eliminated deprecation warnings when targeting Mac OS X 10.5/10.6
General organisation and compatibility improvements

Porting notes

Build changes
Cmake is now used to generate project files, separate explicitly maintained build systems are being removed. See Building With CMake
Root changes
getAvailableRenderers now returns a const RenderSystemList& instead of a RenderSystemList*, in keeping with code standards
MovableObject changes
Misspelled 'detatchFromParent' fixed to 'detachFromParent'
Anti Aliasing changes
'Anti Aliasing' config option in D3D rendersystems renamed to 'FSAA' for consistency
Non-maskable AA no longer supported
LOD changes
Mesh::getLodIndexSquaredDepth and Material::getLodIndexSquaredDepth no longer exist
Instead of MeshLodUsage::fromDepthSquared, use MeshLodUsage::userValue which is an UNsquared distance. Each strategy is responsible for transforming the userValue into a value which is to be used at runtime
Renamed LodDistanceList to LodValueList and LodDistanceIterator to LodValueIterator. The values are post-transformation by LodStrategy::transformUserValue
Material::getLodIndex and Mesh::getLodIndex now require the passed in value to be the transformed value as per the currently assigned strategy. To obtain this, take a userValue (e.g. a distance or pixelcount), and use getLodStrategy()->transformUserValue(userValue) to obtain the lookup value.
lod_distances in Material scripts is deprecated (but still supported); use lod_values instead
Both the XML and binary mesh formats have been updated to support LOD strategy and to use generic 'value' entries instead of squared distances. Old formats are still supported but new meshes will use the new format.
STL container changes
Containers are now defined witch custom allocators
Your interfaces should change automatically so long as you used the typedefs
If not, use vector<T>::type instead of std::vector<T>, and similarly for other types to get the same definition
SceneManager changes
_populateLightList has an extra parameter, 'lightMask', be sure to add it if you override this method
Node changes
Node no longer subclasses Renderable; if you need to get at the debug display use getDebugRenderable()
Node's API is no longer polluted with Renderable methods
SceneNode changes
findLights has an extra parameter, 'lightMask', be sure to add it if you override this method
RenderSystem changes
bindGpuProgramParameters has changed signature to include a 'variabilityMask', which should be used to only update necessary shader values
ResourceBackgroundQueue changes
RBQ no longer starts its own thread, it uses the centralised WorkQueue in Root::getWorkQueue. If you were previously calling RBQ to change whether it started its own thread, or to process queue items using your own thread, you should now do all this via WorkQueue instead. It may be easiest for you to create a WorkQueue subclass and provide that to Root if you want to customise how threads are managed and to unify Ogre's threading with your own thread management.
ScriptCompilerListener changes
The ScriptCompilerListener interface has changed from having handleEvent and createObject to just handleEvent. This function now takes a derived class of ScriptCompilerEvent. There are several built-in event types defined in OgreScriptCompiler.h and users with custom script processing may create and throw their own events. Customized resource allocation that used to occur in the createObject function of ScriptCompilerListener is now handled using specific ScriptCompilerEvent classes such as CreateMaterialScriptCompilerEvent.
Compositor changes
Instead of 'shared' you should used 'pooled' in both scripts and C++ code. The name change was to clarify that it is the surface memory that is re-used, and not the content; since the compositor enhancements now allow texture contents to be referenced across compositors
UserDefinedObject changes
This class has been deprecated for some time and has now been removed. Instead of subclassing this marker interface you can wrap any of your own classes in an Ogre::Any to associate with Ogre objects via setUserAny.

Annotated roadmap

Full DirectX 10 support [delayed to the next release (1.8)]
Geometry shaders
Constant buffers
Compiling Pass state into state objects
Texture arrays
Stream out
Buffer 'views'
GL implementations of those that are implemented as extensions
Object naming
Make names optional wherever possible, no mapping of names if blank
Reference count these objects where naming / mapping is optional to preserve auto-shutdown
Hash service which detects collisions in debug mode for required naming
Skeletal animation bounding box updates
One 'update' BB which covers the mesh at every animation point
Dynamic AABB which updates based on bone extents, plus padding factor
Shader parameters
Allow global parameter pools shared by many materials [done]
Resource loading
Be more tolerant of duplicate resources and allow configurable behavior [done]
Separate & generalise concept of debug rendering from isVisible on Camera etc
Debug geometry (nodes, cameras etc)
Merge remaining (core) Google Summer of Code 2008 projects
LOD techniques [done]
Motion synthesis

Merge (core) Google Summer of Code 2009 projects

Improve Ogre's Compositor Framework [done]
Unified Samples Framework & Browser
Sampler matching with Cg / HLSL
Currently you need to use ': register(s0)' etc to match up samplers and texture_unit entries reliably. Allow the option of matching based on texture_unit name instead?
Allow parent node to be specified for StaticGeometry / InstancedGeometry sections
http://www.ogre3d.org/phpBB2/viewtopic.php?p=318372#318372
Core paging support [in progress]
Loading & unloading only, not coordinate system re-basing
New terrain system
multi-monitor support for the DirectX 9 render system [done]
RT shader generator [in progress]
Full fixed function emulation [done]
Per-pixel lighting [done]
Create a material that demonstrates using bump map lighting model of the RT Shader system [done]
Support material script extensions, both in parsing stage and serialization stage [done]
Photoshop blending modes
Make OGRE compile and run on the iPhone [in progress]
Create CMake build system [in progress]
OpenGL ES 1.x render system [done]
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