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#include "Headers/Kernel.h"

#include "GUI/Headers/GUI.h"
#include "GUI/Headers/GUISplash.h"
#include "GUI/Headers/GUIConsole.h"
#include "Utility/Headers/XMLParser.h"
#include "Core/Headers/ParamHandler.h"
#include "Managers/Headers/AIManager.h"
#include "Managers/Headers/LightManager.h"
#include "Managers/Headers/SceneManager.h"
#include "Managers/Headers/ShaderManager.h"
#include "Managers/Headers/CameraManager.h"
#include "Rendering/PostFX/Headers/PostFX.h"
#include "Hardware/Video/Headers/GFXDevice.h"
#include "Dynamics/Physics/Headers/PXDevice.h"
#include "Hardware/Input/Headers/InputInterface.h"
#include "Managers/Headers/FrameListenerManager.h"
#include "Hardware/Video/Headers/RenderStateBlock.h"

#include "Rendering/Headers/ForwardRenderer.h"
#include "Rendering/Headers/DeferredShadingRenderer.h"
#include "Rendering/Headers/DeferredLightingRenderer.h"

U32 Kernel::_currentTime = 0;
U32 Kernel::_currentTimeMS = 0;
bool Kernel::_keepAlive = true;
bool Kernel::_applicationReady = false;
bool Kernel::_renderingPaused = false;

boost::function0<void> Kernel::_mainLoopCallback;

Kernel::Kernel(I32 argc, char **argv, Application& parentApp) :
					_argc(argc),
					_argv(argv),
					_APP(parentApp),
					_GFX(GFXDevice::getOrCreateInstance()), //Video
				    _SFX(SFXDevice::getOrCreateInstance()), //Audio
					_PFX(PXDevice::getOrCreateInstance()),  //Physics
					_GUI(GUI::getOrCreateInstance()),       //Graphical User Interface
				    _sceneMgr(SceneManager::getOrCreateInstance()),  //Scene Manager
                    _shaderMgr(ShaderManager::getOrCreateInstance()),//Shader Manager
					_cameraMgr(New CameraManager()),         //Camera manager
					_frameMgr(FrameListenerManager::getOrCreateInstance()),
					_lightPool(LightManager::getOrCreateInstance()),//Light pool
					_inputInterface(InputInterface::getOrCreateInstance()),//Input interface
					_activeScene(NULL)
{
	ResourceCache::createInstance();
	PostFX::createInstance();
	 assert(_cameraMgr != NULL);
	 //If camera has been updated, set a callback to inform the current scene
	 _cameraMgr->addCameraChangeListener(DELEGATE_BIND(&SceneManager::updateCameras, //update camera
													   DELEGATE_REF(_sceneMgr)));
	 //We have an A.I. thread, a networking thread, a PhysX thread, the main update/rendering thread
	 //so how many threads do we allocate for tasks? That's up to the programmer to decide for each app
	 //we add the A.I. thread in the same pool as it's a task. ReCast should also use this ...
	 _mainTaskPool = New boost::threadpool::pool(Config::THREAD_LIMIT + 1 /*A.I.*/);
}

Kernel::~Kernel(){
	SAFE_DELETE(_cameraMgr);
    _mainTaskPool->wait();
	SAFE_DELETE(_mainTaskPool);
}

void Kernel::Idle(){
	GFX_DEVICE.idle();
	PHYSICS_DEVICE.idle();
	PostFX::getInstance().idle();
	SceneManager::getInstance().idle();
	LightManager::getInstance().idle();
	ShaderManager::getInstance().idle();
	FrameListenerManager::getInstance().idle();

	std::string pendingLanguage = ParamHandler::getInstance().getParam<std::string>("language");
	if(pendingLanguage.compare(Locale::currentLanguage()) != 0){
		Locale::changeLanguage(pendingLanguage);
	}
}

void Kernel::MainLoopApp(){
	// Update time at every render loop
	Kernel::_currentTimeMS   = GETMSTIME();
	Kernel::_currentTime     = getMsToSec(Kernel::_currentTimeMS);
	FrameListenerManager& frameMgr = FrameListenerManager::getInstance();
	Application& APP = Application::getInstance();

	if(!_keepAlive || APP.ShutdownRequested()) {
		//exiting the graphical rendering loop will return us to the current control point
		//if we return here, the next valid control point is in main() thus shutding down the application neatly
		GFX_DEVICE.exitRenderLoop(true);
		return;
	}

	Kernel::Idle();
	//Restore GPU to default state: clear buffers and set default render state
	GFX_DEVICE.beginFrame();
	//Get current frame-to-application speed factor
	Framerate::getInstance().SetSpeedFactor();
	//Launch the FRAME_STARTED event
	FrameEvent evt;
	frameMgr.createEvent(FRAME_EVENT_STARTED,evt);
	_keepAlive = frameMgr.frameStarted(evt);
	//Process physics
	PHYSICS_DEVICE.process();
	//Process the current frame
	_keepAlive = APP.getKernel()->MainLoopScene(evt);
	//Launch the FRAME_PROCESS event (a.k.a. the frame processing has ended event)
	frameMgr.createEvent(FRAME_EVENT_PROCESS,evt);
	_keepAlive = frameMgr.frameRenderingQueued(evt);

	GFX_DEVICE.endFrame();
	//Launch the FRAME_ENDED event (buffers have been swapped)
	frameMgr.createEvent(FRAME_EVENT_ENDED,evt);
	_keepAlive = frameMgr.frameEnded(evt);
}

void Kernel::FirstLoop(){
	ParamHandler& par = ParamHandler::getInstance();
	bool shadowMappingEnabled = par.getParam<bool>("rendering.enableShadows");
	par.setParam("rendering.enableShadows",false);
	//Skip one frame so all resources can be built while the splash screen is displayed
	MainLoopApp();
	Kernel::_applicationReady = true;
	Framerate::getInstance().benchmark(true);
	//Hide splash screen
	GFX_DEVICE.changeResolution(par.getParam<U16>("runtime.resolutionWidth"),
							    par.getParam<U16>("runtime.resolutionHeight"));
	GFX_DEVICE.setWindowPos(10,50);
	//Bind main render loop
	_mainLoopCallback = DELEGATE_REF(Kernel::MainLoopApp);
	par.setParam("rendering.enableShadows", shadowMappingEnabled);
}

static const I32 SKIP_TICKS = 1000 / Config::TICKS_PER_SECOND;
bool Kernel::MainLoopScene(FrameEvent& evt){
    if(_renderingPaused) {
        Idle();
        return true;
    }
	_activeScene = GET_ACTIVE_SCENE();
	_cameraMgr->tick(_currentTimeMS);

	_loops = 0;
	//while(_currentTimeMS > _nextGameTick && _loops < MAX_FRAMESKIP) {
		// Update scene based on input
		_sceneMgr.processInput();

		// process all scene events
		_sceneMgr.processTasks(_currentTimeMS);

		//Update the scene state based on current time
		_sceneMgr.updateSceneState(_currentTimeMS);

		//Update physics
		_PFX.update();
		
		_nextGameTick += SKIP_TICKS;
        _loops++;
	//}

	bool sceneRenderState = presentToScreen(evt);
	// Get input events
	_inputInterface.tick();
	// Draw the GUI
	_GUI.draw(_currentTimeMS);
	return sceneRenderState;
}

bool Kernel::presentToScreen(FrameEvent& evt){
	_frameMgr.createEvent(FRAME_PRERENDER_START,evt);
	if(!_frameMgr.framePreRenderStarted(evt)) return false;

    //Prepare scene for rendering
	_sceneMgr.preRender();

	//perform time-sensitive shader tasks
	_shaderMgr.tick(_currentTimeMS);


	_frameMgr.createEvent(FRAME_PRERENDER_END,evt);
	if(!_frameMgr.framePreRenderEnded(evt)) return false;

	// Render the scene adding any post-processing effects that we have active
	PostFX::getInstance().render();
	
	_sceneMgr.postRender();

	//render debug primitives and cleanup after us
	_GFX.flush();
    return true;
}

I8 Kernel::Initialize(const std::string& entryPoint) {
	I8 windowId = -1;
	I8 returnCode = 0;
	ParamHandler& par = ParamHandler::getInstance();

	Console::getInstance().bindConsoleOutput(DELEGATE_BIND(&GUIConsole::printText, 
		                                                    GUI::getInstance().getConsole(),
															_1,_2));
	//Using OpenGL for rendering as default
	_GFX.setApi(OpenGL);

	//Target FPS is usually 60. So all movement is capped around that value
	Framerate::getInstance().Init(Config::TARGET_FRAME_RATE);

	//Load info from XML files
	std::string startupScene = XML::loadScripts(entryPoint);

	//Create mem log file
	std::string mem = par.getParam<std::string>("memFile");
	_APP.setMemoryLogFile(mem.compare("none") == 0 ? "mem.log" : mem);

	PRINT_FN(Locale::get("START_RENDER_INTERFACE"));
	vec2<U16> resolution(par.getParam<U16>("runtime.resolutionWidth"),
						 par.getParam<U16>("runtime.resolutionHeight"));
	windowId = _GFX.initHardware(resolution/2,_argc,_argv);

	//If we could not initialize the graphics device, exit
	if(windowId < 0) 
		return windowId;

	//Load and render the splash screen
    _GFX.setRenderStage(FINAL_STAGE);
	_GFX.beginFrame();
	GUISplash("divideLogo.jpg",vec2<U16>(400,300)).render();
	_GFX.endFrame();

	//We start of with a forward renderer. Change it to something else on scene load ... or ... whenever
	_GFX.setRenderer(New ForwardRenderer());
	_GFX.registerKernel(this);

	_lightPool.init();

	PRINT_FN(Locale::get("START_SOUND_INTERFACE"));
	if((returnCode = _SFX.initHardware()) < 0)
		return returnCode;
	
	PRINT_FN(Locale::get("START_PHYSICS_INTERFACE"));
	if((returnCode =_PFX.initPhysics(Config::TARGET_FRAME_RATE)) < 0)
		return returnCode;
	
	PostFX::getInstance().init(resolution);

	//Bind the kernel with the input interface
	_inputInterface.initialize(this,par.getParam<std::string>("appTitle"),(size_t)_GFX.getHWND());

	//Load default material
	PRINT_FN(Locale::get("LOAD_DEFAULT_MATERIAL"));
	XML::loadMaterialXML(par.getParam<std::string>("scriptLocation")+"/defaultMaterial");

    //Initialize GUI with our current resolution
	GUI::getInstance().init();

	_sceneMgr.init();

	if(!_sceneMgr.load(startupScene, resolution, _cameraMgr)){       //< Load the scene
		ERROR_FN(Locale::get("ERROR_SCENE_LOAD"),startupScene.c_str());
		return MISSING_SCENE_DATA;
	}

	if(!_sceneMgr.checkLoadFlag()){
		ERROR_FN(Locale::get("ERROR_SCENE_LOAD_NOT_CALLED"),startupScene.c_str());
		return MISSING_SCENE_LOAD_CALL;
	}

	PRINT_FN(Locale::get("INITIAL_DATA_LOADED"));

	PRINT_FN(Locale::get("CREATE_AI_ENTITIES_START"));
	//Initialize and start the AI
	_sceneMgr.initializeAI(true);
	PRINT_FN(Locale::get("CREATE_AI_ENTITIES_END"));
	_activeScene = GET_ACTIVE_SCENE();
	_GUI.cacheResolution(resolution);
	_nextGameTick = GETMSTIME();
	return windowId;
}

void Kernel::beginLogicLoop(){
	PRINT_FN(Locale::get("START_RENDER_LOOP"));
	//lock the scene
	GET_ACTIVE_SCENE()->state().toggleRunningState(true);
	//The first loop compiles all the textures, so, do not render the first frame
	_mainLoopCallback = DELEGATE_REF(Kernel::FirstLoop);
	//Target FPS is define in "config.h". So all movement is capped around that value
	//start rendering
	GFX_DEVICE.initDevice(Config::TARGET_FRAME_RATE);
}

void Kernel::Shutdown(){
	_keepAlive = false;
	//release the scene
	GET_ACTIVE_SCENE()->state().toggleRunningState(false);
	PRINT_FN(Locale::get("STOP_GUI"));
    Console::getInstance().bindConsoleOutput(boost::function2<void, const char*, bool>());
	_GUI.DestroyInstance(); ///Deactivate GUI
	PRINT_FN(Locale::get("STOP_PHYSICS_INTERFACE"));
	_PFX.exitPhysics();
	PRINT_FN(Locale::get("STOP_POST_FX"));
	PostFX::getInstance().DestroyInstance();
	PRINT_FN(Locale::get("STOP_SCENE_MANAGER"));
	_sceneMgr.deinitializeAI(true);
	AIManager::getInstance().Destroy();
	AIManager::getInstance().DestroyInstance();
	_sceneMgr.DestroyInstance();
	_shaderMgr.Destroy();
	_lightPool.DestroyInstance();
	_GFX.closeRenderer();
	PRINT_FN(Locale::get("STOP_RESOURCE_CACHE"));
	ResourceCache::getInstance().DestroyInstance();
	PRINT_FN(Locale::get("STOP_ENGINE_OK"));
	_frameMgr.DestroyInstance();
	_shaderMgr.DestroyInstance();
	PRINT_FN(Locale::get("STOP_HARDWARE"));
	_inputInterface.terminate();
	_inputInterface.DestroyInstance();
	_SFX.closeAudioApi();
	_SFX.DestroyInstance();
	_GFX.closeRenderingApi();
	_GFX.DestroyInstance();
	Locale::clear();
}

void Kernel::updateResolutionCallback(I32 w, I32 h){
	if(!_applicationReady) return;
	ShaderManager::getInstance().refresh();
	Application& app = Application::getInstance();
    //minimized
    _renderingPaused = (w == 0 || h == 0);
	app.setResolutionWidth(w);
	app.setResolutionHeight(h);
	//Update post-processing render targets and buffers
	PostFX::getInstance().reshapeFBO(w, h);
	vec2<U16> newResolution(w,h);
	//Update the graphical user interface
	GUI::getInstance().onResize(newResolution);
	// Cache resolution for faster access
	SceneManager::getInstance().cacheResolution(newResolution);
}

///--------------------------Input Management-------------------------------------///

bool Kernel::onKeyDown(const OIS::KeyEvent& key) {
	if(GUI::getInstance().keyCheck(key,true)){
		_activeScene->onKeyDown(key);
	}
	return true;
}

bool Kernel::onKeyUp(const OIS::KeyEvent& key) {
	if(GUI::getInstance().keyCheck(key,false)){
		_activeScene->onKeyUp(key);
	}
	return true;
}

bool Kernel::onMouseMove(const OIS::MouseEvent& arg) {
	if(GUI::getInstance().checkItem(arg)){
		_activeScene->onMouseMove(arg);
	}
	return true;
}

bool Kernel::onMouseClickDown(const OIS::MouseEvent& arg,OIS::MouseButtonID button) {
	if(GUI::getInstance().clickCheck(button,true)){
		_activeScene->onMouseClickDown(arg,button);
	}
	return true;
}

bool Kernel::onMouseClickUp(const OIS::MouseEvent& arg,OIS::MouseButtonID button) {
	if(GUI::getInstance().clickCheck(button,false)){
		_activeScene->onMouseClickUp(arg,button);
	}
	return true;
}

bool Kernel::onJoystickMoveAxis(const OIS::JoyStickEvent& arg,I8 axis,I32 deadZone) {
	_activeScene->onJoystickMoveAxis(arg,axis,deadZone);
	return true;
}

bool Kernel::onJoystickMovePOV(const OIS::JoyStickEvent& arg,I8 pov){
	_activeScene->onJoystickMovePOV(arg,pov);
	return true;
}

bool Kernel::onJoystickButtonDown(const OIS::JoyStickEvent& arg,I8 button){
	_activeScene->onJoystickButtonDown(arg,button);
	return true;
}

bool Kernel::onJoystickButtonUp(const OIS::JoyStickEvent& arg, I8 button){
	_activeScene->onJoystickButtonUp(arg,button);
	return true;
}

bool Kernel::sliderMoved( const OIS::JoyStickEvent &arg, I8 index){
	_activeScene->sliderMoved(arg,index);
	return true;
}

bool Kernel::vector3Moved( const OIS::JoyStickEvent &arg, I8 index){
	_activeScene->vector3Moved(arg,index);
	return true;
}

Commits for Divide-Framework/trunk/Source Code/Core/Kernel.cpp

Diff revisions: vs.
Revision Author Commited Message
168 Diff Diff k1ngp1n picture k1ngp1n Sat 26 Oct, 2013 19:03:21 +0000

- Reworked the Camera class[[BR]]
— Now fully quaternion based [[BR]]
— Basic camera types added but not used yet (third person, first person, orbit) [[BR]]
- Cleaned up Material and Texture handling [[BR]]
- Added clipping plane support [[BR]]
— Similar to OpenGL fixed-function clip planes but fully shader driven [[BR]]
— Added a new class, “Plane”, that helps define clip planes [[BR]]
- Optimized the Singleton class to allow faster “getInstance” calls without performance penalties [[BR]]
-- “createInstance” must be called for each singleton class before usage. Or “gerOrCreateInstance” can be used, which is basically the former “getInstance” implementation [[BR]]
- Improved console logging by changing some heap allocations to stack and removing dependencies on the std::string class [[BR]]
- Added a lot of performance optimizations related to coding standards and redundant calculations [[BR]]
— e.g. Frustum AABB check didn’t need to recompute the AABB points as they were calculated already [[BR]]
— e.g. A vector did not need to be set to 0 on initialization as that is already it’s default state on creation [[BR]]
— e.g. Faster Framerate and Timing calculations by using less member variables that are not needed outsied of calling functions [[BR]]
- The SceneState now contains the SceneRenderState and is passed on to the SceneGraph’s update calls [[BR]]
- Better material export/import to/from XML format [[BR]]
- More bug fixes and cleanups [[BR]]

163 Diff Diff k1ngp1n picture k1ngp1n Thu 18 Jul, 2013 12:24:26 +0000

[Ionut] [[BR]]
- Fixed a rendering bug with the previous terrain rendering system (number of strips was not calculated correctly. had to add the primitive restart indices to the list as well) [[BR]]
- Fixed a rendering bug with the previous double sided Quad3D patch (water planes should not be double sided. The first parameter of the bool mask of the resource descriptor for water planes now controls whether the Quad will be single or double sided) [[BR]]
- NavMesh debug draw now uses a caching system for rendering instead of re-submitting the same geometry every frame [[BR]]
— Fixed a bug that prevented GLIM primitives to be cached if they had “canZombify” set to false [[BR]]
- Navigation meshes are now saved and loaded from file on creation. Delete the “nm” file from the navMeshes subfolder to recreate a navigation mesh for a scene. [[BR]]
- LightManager is now a FrameListener. ShadowMap generation is called with the “FramePreRenderEnd” event [[BR]]
- Terrain NavMesh uses the lowest LoD possible for now to improve creation times until all bugs are resolved [[BR]]
- Geometry importer now uses the “replace” operation for the base texture of objects [[BR]]
- glUniformBufferObjects are now a little less dependent on the GLM library [[BR]]
- Primitive restart is now toggled on or off at each VAO draw call [[BR]]
- Some GFXDevice inlining [[BR]]

154 Diff Diff k1ngp1n picture k1ngp1n Sun 23 Jun, 2013 23:39:07 +0000

[Ionut] [[BR]]
- Changed math computation for: Matrix multiplication, Normal and Tangent calculation, Quaternion to Matrix conversion and more [[BR]]
- Removed useless UBO classes and extended the functionality of the base UBO class [[BR]]
- Changed lighting shaders to be more streamlined [[BR]]
- Added full shader based fog [[BR]]
— Added per-scene optional fog settings [[BR]]
- Re-enabled sorting by shader program for Mesh Delegate Bin (was set to Front to Back for debugging purposes and forgotten there) [[BR]]

153 Diff Diff k1ngp1n picture k1ngp1n Fri 21 Jun, 2013 14:06:55 +0000

[Ionut] [[BR]]
- Small fix to resolution changing system [[BR]]

152 Diff Diff k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
[[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]

151 Diff Diff k1ngp1n picture k1ngp1n Tue 07 May, 2013 00:00:52 +0000

[Ionut] [[BR]]
- Better ReCast integration [[BR]]
— Any entity can be used as an obstacle in the NavMesh if that’s specified in each scene’s assets.xml file for said entity [[BR]]
— New console command, “createNavMesh”, that passes geometry data to ReCast [[BR]]
-— NavMesh generation is not yet complete [[BR]]
- Better PhysX integration [[BR]]
— Each scene passes data to and gets data from the Physics API better and safer[[BR]]
- Multi-threaded support extended: [[BR]]
— Event class replaced with Task [[BR]]
— Kernel uses a threadpool for scene tasks [[BR]]
— Each task can be added to a different threadpool if needed [[BR]]
— Most critical sections use the new boost::atomic wrapper for thread safety [[BR]]
- Rendering system updated [[BR]]
— VBO’s keep track of the geometry type internally [[BR]]
— Rendering by specific element list is internal to the VBO [[BR]]
— VBO’s can draw a “lite” version that doesn’t send Tangent, BiTangent and TexCoord data for depth rendering (disabled) [[BR]]
- Reflectors now offer a preview of the generated reflective texture if needed [[BR]]
- Buttons are now added and rendered by CEGUI [[BR]]
[[BR]]
Deprecation: [[BR]]
- Removed fixed pipeline material system [[BR]]
- Removed BoundingBox late update system [[BR]]
- Shadow references in the material system are now depth references [[BR]]
[[BR]]
Bug fixes: [[BR]]
- Problematic FBO double bind check removed [[BR]]
- Faster terrain rendering via chunk size selection through each scene’s terrain.xml[[BR]]
- Rendering is paused when the window is minimized [[BR]]
- CEGUI and impostors now render properly in deferred rendering mode [[BR]]
- Fixed various level 4 (VS2008) warnings [[BR]]
- Better state management and cleaning [[BR]]
- Better SceneGraph node management and trasformation/AABB update calls [[BR]]
- AITenisScene has proper collisions now [[BR]]

149 Diff Diff k1ngp1n picture k1ngp1n Sun 21 Apr, 2013 21:38:05 +0000

[Ionut] [[BR]]
- Major GUI revamp: [[BR]]
— Fixed CEGUI rendering (invalid state reset after VBO/VAO unbind) [[BR]]
— Added a working Console window with a basic command parser [[BR]]
— GUI inputs take priority over scene (e.g. pressing a key in the console, does not affect the scene)[[BR]]
— Added AutoKey repeat [[BR]]
— Added config options for the GUI [[BR]]
- Revamped OpenGL Vertex Array Object class [[BR]]
— VBO’s without a shader attached will not use VAO’s [[BR]]
— VAO’s and VBO’s cleanup all states after them [[BR]]
- Added multiple Joystick support [[BR]]
- FrameBufferObject take in account the combination of texture id and bind slot when checking for double binds [[BR]]
- Upgraded Framerate/timing system [[BR]]
- Fixed Deferred rendering (typo in normal buffer creation) [[BR]]
- Fixed initial camera placement via scene config (RotateX(Y) replace with setAngleX(Y)) on camera init) [[BR]]
- Added better thread deletion in Event class [[BR]]
- Major mutex/semaphore/shared_lock rework in threaded classes [[BR]]
- Better A.I. initialization/destruction [[BR]]
- Fixed a typo in window positioning [[BR]]
- Better Unit movement code [[BR]]

146 Diff Diff k1ngp1n picture k1ngp1n Wed 10 Apr, 2013 13:20:15 +0000

[Ionut] [[BR]]
*Final LightBranch updates 2/3 : Main trunk merge and build test (VC90, VC100, gDebugger) [[BR]]
-Merged light branch with trunk [[BR]]
-Deleted light branch [[BR]]

141 Diff Diff k1ngp1n picture k1ngp1n Wed 30 Jan, 2013 19:35:31 +0000

[Ionut] [[BR]]
-Updated to boost 1.52 and CEGUI 0.7.9 [[BR]]
-Updated to PhysX 3.2 [[BR]]
-Updated copyright notices [[BR]]

126 k1ngp1n picture k1ngp1n Sun 01 Jul, 2012 11:07:05 +0000

[Ionut] [[BR]]
-Renamed “CommunicationSensor” to “CommunicationInterface” [[BR]]
-More work on ReCast implementation [[BR]]
-Header and namespace cleanups [[BR]]