Subversion Repository Public Repository

Divide-Framework

This repository has no backups
This repository's network speed is throttled to 100KB/sec

Entry Size Revision Updated
Headers 168 Sat 26 Oct, 2013 19:03:21 +0000
AIManager.cpp 3K 168 Sat 26 Oct, 2013 19:03:21 +0000
CameraManager.cpp 1.3K 168 Sat 26 Oct, 2013 19:03:21 +0000
FrameListenerManager.cpp 3.6K 168 Sat 26 Oct, 2013 19:03:21 +0000
LightManager.cpp 9.1K 168 Sat 26 Oct, 2013 19:03:21 +0000
RenderPassManager.cpp 1.9K 168 Sat 26 Oct, 2013 19:03:21 +0000
SceneManager.cpp 2.4K 168 Sat 26 Oct, 2013 19:03:21 +0000
ShaderManager.cpp 4.6K 168 Sat 26 Oct, 2013 19:03:21 +0000

Commits for Divide-Framework/trunk/Source Code/Managers

Revision Author Commited Message
168 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]]

166 k1ngp1n picture k1ngp1n Fri 19 Jul, 2013 12:13:08 +0000

[Ionut] [[BR]]
- Moved the debug rendering so that it renders properly when post processing is enabled [[BR]]
- Added a shader hack to avoid including debug elements to the bloom pre-render step [[BR]]

163 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]]

160 k1ngp1n picture k1ngp1n Wed 10 Jul, 2013 17:07:04 +0000

[Ionut] [[BR]]
- Changed licensing from LGPL to the MIT license [[BR]]
— Code can now be used in non-commercial or commercial closed or open source projects [[BR]]

159 k1ngp1n picture k1ngp1n Tue 09 Jul, 2013 16:47:05 +0000

[Ionut] [[BR]]
- Added NavMesh config file for AITenisScene [[BR]]
- Improved ReCast debug logging [[BR]]
- Fixed Triangle Strip to Triangle List conversion [[BR]]
- Made Quad3D double-sided

157 k1ngp1n picture k1ngp1n Sat 06 Jul, 2013 00:07:09 +0000

[Ionut] [[BR]]
- Added per-scene ini config file for NavMesh creation [[BR]]
- Improved some IMEmulation cleanup code and fixed a memory leak with NavMesh debug rendering [[BR]]
- NavMesh debug rendering can now be toggled on/off in the Editor [[BR]]

156 k1ngp1n picture k1ngp1n Thu 04 Jul, 2013 21:50:54 +0000

[Ionut] [[BR]]
- More work on Navigation Mesh creation [[BR]]
- IMEmulation primitives were not recycled properly (old, unused primitives were saved, new ones were deleted and recreated – behavior reversed ) [[BR]]

154 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]]

152 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 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]]