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#include "Headers/Light.h"

#include "Graphs/Headers/SceneGraph.h"
#include "Core/Headers/ParamHandler.h"
#include "Rendering/Headers/Frustum.h"
#include "Core/Math/Headers/Transform.h"
#include "Managers/Headers/LightManager.h"
#include "Managers/Headers/SceneManager.h"
#include "ShadowMapping/Headers/ShadowMap.h"
#include "Dynamics/Entities/Headers/Impostor.h"
#include "Geometry/Material/Headers/Material.h"
#include "Geometry/Shapes/Headers/Predefined/Sphere3D.h"

Light::Light(const U8 slot,const F32 range,const LightType& type) :
												   SceneNode(TYPE_LIGHT),
										           _type(type),
												   _slot(slot),
												   _drawImpostor(false),
												   _lightSGN(NULL),
												   _impostor(NULL),
												   _id(0),
												   _impostorSGN(NULL),
 												   _castsShadows(true),
												   _par(ParamHandler::getInstance()),
												   _shadowMapInfo(NULL),
												   _score(0)
{
	//All lights default to fully dynamic for now.
	setLightMode(LIGHT_MODE_MOVABLE);

	_properties._ambient = vec4<F32>(0.1f,0.1f,0.1f,1.0f);
	_properties._diffuse = WHITE();
	_properties._specular = WHITE();
	_properties._spotExponent;
	_properties._spotCutoff;
	_properties._attenuation = vec4<F32>(1.0f, 0.1f, 0.0f, range); //constAtt, linearAtt, quadAtt, range
	_properties._brightness;
	_properties._padding = 1.0f;
	setShadowMappingCallback(SCENE_GRAPH_UPDATE(GET_ACTIVE_SCENEGRAPH()));
	setRange(1);//<Default range of 1
	_dirty = true;
	_enabled = true;
}

Light::~Light()
{
}

bool Light::unload(){
	LightManager::getInstance().removeLight(getId());
	if(_impostor){
		_lightSGN->removeNode(_impostorSGN);
		SAFE_DELETE(_impostor);
	}
	return SceneNode::unload();
}

void Light::postLoad(SceneGraphNode* const sgn) {
	//Hold a pointer to the light's location in the SceneGraph
	_lightSGN = sgn;
}

void Light::updateState(){
	if(!_dirty)
		return;

    if(_drawImpostor){
		Sphere3D* lightDummy = NULL;
        if(!_impostor){
            _impostor = New Impostor(_name,_properties._attenuation.w);
			lightDummy = _impostor->getDummy();
            lightDummy->getSceneNodeRenderState().setDrawState(false);
	        _impostorSGN = _lightSGN->addNode(lightDummy);
            _impostorSGN->setActive(false);
        }

		lightDummy = _impostor->getDummy();
		_lightSGN->getTransform()->setPosition(_properties._position);
		lightDummy->getMaterial()->setDiffuse(getDiffuseColor());
		lightDummy->getMaterial()->setAmbient(getDiffuseColor());
		_impostorSGN->getTransform()->setPosition(_properties._position);
		//Updating impostor range is expensive, so check if we need to
		F32 range = _properties._attenuation.w;

		if(!FLOAT_COMPARE(range, lightDummy->getRadius()))
			_impostor->getDummy()->setRadius(range);
	}

	//Do not set GL lights for deferred rendering
	if(GFX_DEVICE.getRenderer()->getType() == RENDERER_FORWARD)
		GFX_DEVICE.setLight(this);	
	
	_dirty = false;
}

void Light::setLightProperties(const LightPropertiesV& key, const vec4<F32>& value){
	///Light properties are very dependent on scene state. Some lights can't be changed on runtime!
	if(!GET_ACTIVE_SCENE()->state().getRunningState()) 
		return;

	///Simple light's can't be changed. Period!
	if(_mode == LIGHT_MODE_SIMPLE){
		ERROR_FN(Locale::get("WARNING_ILLEGAL_PROPERTY"),_id, "Light_Simple",LightEnum(key));
		return;
	}

	///Movable lights have no restrictions
	switch(key){
		default: ERROR_FN(Locale::get("WARNING_INVALID_PROPERTY_SET"),_id);	return;
		case LIGHT_PROPERTY_DIFFUSE  : 	_properties._diffuse = value;		break;
		case LIGHT_PROPERTY_AMBIENT  :	_properties._ambient = value;		break;
		case LIGHT_PROPERTY_SPECULAR :	_properties._specular = value;		break;
	};

	_dirty = true;
}

void Light::setPosition(const vec3<F32>& newPosition){
	///Togglable lights can't be moved.
	if(_mode == LIGHT_MODE_TOGGLABLE){
		ERROR_FN(Locale::get("WARNING_ILLEGAL_PROPERTY"),_id, "Light_Togglable","LIGHT_POSITION");
		return;
	}
	_properties._position = vec4<F32>(newPosition,_properties._position.w);
	_dirty = true;
}

void Light::setDirection(const vec3<F32>& newDirection){
	///Togglable lights can't be moved.
	if(_mode == LIGHT_MODE_TOGGLABLE){
		ERROR_FN(Locale::get("WARNING_ILLEGAL_PROPERTY"),_id, "Light_Togglable","LIGHT_DIRECTION");
		return;
	}
	_properties._direction = vec4<F32>(newDirection,1.0f);
	_dirty = true;
}

void Light::setLightProperties(const LightPropertiesF& key, F32 value){
	//Light properties are very dependent on scene state. Some lights can't be changed on runtime!
	if(! GET_ACTIVE_SCENE()->state().getRunningState())
		return;

	if(key == LIGHT_PROPERTY_RANGE){
		setRange(value);
		return;
	}

	//Simple light's can't be changed. Period!
	if(_mode == LIGHT_MODE_SIMPLE){
		ERROR_FN(Locale::get("WARNING_ILLEGAL_PROPERTY"),_id, "Light_Simple",LightEnum(key));
		return;
	}

	//Togglable lights can't be moved.
	if(_mode == LIGHT_MODE_TOGGLABLE){
		if(key == LIGHT_PROPERTY_RANGE || key == LIGHT_PROPERTY_BRIGHTNESS ||
		   key == LIGHT_PROPERTY_SPOT_EXPONENT || key == LIGHT_PROPERTY_SPOT_CUTOFF){
			ERROR_FN(Locale::get("WARNING_ILLEGAL_PROPERTY"),_id, "Light_Togglable",LightEnum(key));
			return;
		}
	}

	switch(key){
		default: ERROR_FN(Locale::get("WARNING_INVALID_PROPERTY_SET"),_id); return;
		case LIGHT_PROPERTY_SPOT_EXPONENT : _properties._spotExponent = value; break;
		case LIGHT_PROPERTY_SPOT_CUTOFF   : _properties._spotCutoff = value; break;
		case LIGHT_PROPERTY_CONST_ATT     : _properties._attenuation.x = value; break;
		case LIGHT_PROPERTY_LIN_ATT       : _properties._attenuation.y = value; break;
		case LIGHT_PROPERTY_QUAD_ATT      : _properties._attenuation.z = value; break;
		case LIGHT_PROPERTY_BRIGHTNESS    : _properties._brightness = value; break;
	};

	_dirty = true;
}

const vec4<F32>& Light::getVProperty(const LightPropertiesV& key) const {
	switch(key){
		default: ERROR_FN(Locale::get("WARNING_INVALID_PROPERTY_GET"),_id); break;
		case LIGHT_PROPERTY_DIFFUSE  : return _properties._diffuse;
		case LIGHT_PROPERTY_AMBIENT  : return _properties._ambient;
		case LIGHT_PROPERTY_SPECULAR : return _properties._specular;
	};
	return _properties._diffuse;
}

///Get light floating point properties
F32 Light::getFProperty(const LightPropertiesF& key) const {
	//spot values are only for spot lights
	if(key == LIGHT_PROPERTY_SPOT_EXPONENT || key == LIGHT_PROPERTY_SPOT_CUTOFF && _type != LIGHT_TYPE_SPOT){
		ERROR_FN(Locale::get("ERROR_LIGHT_INVALID_FLOAT_PROPERTY_REQUEST"),  _id);
		return -1.0f;
	}

	switch(key){
		default: ERROR_FN(Locale::get("WARNING_INVALID_PROPERTY_GET"),_id); break;
		case LIGHT_PROPERTY_SPOT_EXPONENT : return _properties._spotExponent;
		case LIGHT_PROPERTY_SPOT_CUTOFF   : return _properties._spotCutoff;
		case LIGHT_PROPERTY_CONST_ATT     : return _properties._attenuation.x;
		case LIGHT_PROPERTY_LIN_ATT       : return _properties._attenuation.y;
		case LIGHT_PROPERTY_QUAD_ATT      : return _properties._attenuation.z;
		case LIGHT_PROPERTY_RANGE         : return _properties._attenuation.w;
		case LIGHT_PROPERTY_BRIGHTNESS    : return _properties._brightness;
	};

	return -1.0f;
}

void Light::updateBBatCurrentFrame(SceneGraphNode* const sgn){
    ///Check if range changed
    if(getRange() != sgn->getBoundingBox().getMax().x){
        sgn->getBoundingBox().setComputed(false);
    }
    return SceneNode::updateBBatCurrentFrame(sgn);
}

bool Light::computeBoundingBox(SceneGraphNode* const sgn){
    if(sgn->getBoundingBox().isComputed()) 
		return true;

    F32 range = getRange() * 0.5f; //diameter to radius
	sgn->getBoundingBox().set(vec3<F32>(-range), vec3<F32>(range));
	return SceneNode::computeBoundingBox(sgn);
}

bool Light::isInView(const bool distanceCheck,const BoundingBox& boundingBox,const BoundingSphere& sphere){
    return ((_impostorSGN != NULL) && _drawImpostor);
}

void Light::render(SceneGraphNode* const sgn){
	///The isInView call should stop impostor rendering if needed
	if(!_impostor)
		return;

	_impostor->render(_impostorSGN);
}

void  Light::setRange(F32 range) {
	_dirty = true;
	_properties._attenuation.w = range;
	if(_impostor)
		_impostor->setRadius(range);
}

void Light::addShadowMapInfo(ShadowMapInfo* shadowMapInfo){
	SAFE_UPDATE(_shadowMapInfo, shadowMapInfo);
}

bool Light::removeShadowMapInfo(){
	SAFE_DELETE(_shadowMapInfo);
	return true;
}

void Light::setCameraToSceneView(){
	//Set the ortho projection so that it encompasses the entire scene
	GFX_DEVICE.setOrthoProjection(vec4<F32>(-1.0, 1.0, -1.0, 1.0), _zPlanes);
	//Extract the view frustum from this projection mode
	Frustum::getInstance().Extract(_eyePos - _lightPos);
	//get the MVP from the new Frustum as this is the light's full MVP
    //mat4<F32> bias;
    GFX_DEVICE.getMatrix(MVP_MATRIX,_lightProjectionMatrix);
    //gfx.getMatrix(BIAS_MATRIX,bias);
    //_lightProjectionMatrix = bias * _lightProjectionMatrix;
}

void Light::generateShadowMaps(const SceneRenderState& sceneRenderState){
	ShadowMap* sm = _shadowMapInfo->getOrCreateShadowMap(sceneRenderState);

	if(!sm)
		return;

	sm->render(sceneRenderState, _callback);
}

void Light::setShadowMappingCallback(boost::function0<void> callback) {
	_callback = callback;
}

void Light::setLightMode(const LightMode& mode) {
	_mode = mode;
	//if the light became dominant, inform the lightmanager
	if(mode == LIGHT_MODE_DOMINANT)
		LightManager::getInstance().setDominantLight(this);
}

const char* Light::LightEnum(const LightPropertiesV& key) const {
	switch(key){
		case LIGHT_PROPERTY_DIFFUSE:   return "LIGHT_DIFFUSE_COLOR";
		case LIGHT_PROPERTY_AMBIENT:   return "LIGHT_AMBIENT_COLOR";
		case LIGHT_PROPERTY_SPECULAR:  return "LIGHT_SPECULAT_COLOR";
	};
	return "";
}

const char* Light::LightEnum(const LightPropertiesF& key) const {
	switch(key){
		case LIGHT_PROPERTY_SPOT_EXPONENT: return "LIGHT_SPOT_EXPONENT";
		case LIGHT_PROPERTY_SPOT_CUTOFF:   return "LIGHT_SPOT_CUTOFF";
		case LIGHT_PROPERTY_CONST_ATT:     return "LIGHT_CONST_ATTENUATION";
		case LIGHT_PROPERTY_LIN_ATT:       return "LIGHT_LINEAR_ATTENUATION";
		case LIGHT_PROPERTY_QUAD_ATT:      return "LIGHT_QUADRATIC_ATTENUATION";
		case LIGHT_PROPERTY_BRIGHTNESS:    return "LIGHT_BRIGHTNESS";
		case LIGHT_PROPERTY_RANGE:         return "LIGHT_RANGE";
	};
	return "";
}

Commits for Divide-Framework/trunk/Source Code/Rendering/Lighting/Light.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]]

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]]

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]]

116 Diff Diff k1ngp1n picture k1ngp1n Mon 04 Jun, 2012 22:27:07 +0000

[Ionut] [[BR]]
-Removed now useless “BaseCache” class as a simple unordered_map in each manager-type class is all that’s needed [[BR]]
-Moved loading responsibility from each Resource implementation to each "ImplResourceLoader<T>" class (defaults via macro’s are available for convenience) [[BR]]
--Resources now have a “setInitialData” method for setting post-load values [[BR]]
--Also added a loader for Particle Emitters [[BR]]
-Added a new class, “HardwareResource” (for textures, shaders, etc) that needs special loading routines to facilitate future multi-threaded asset streaming [[BR]]
--HardwareResource’s have a “generateHWResource” that should be called after threaded loading routines join with main thread [[BR]]
-Renamed “Guardian” class to “Kernel” as that’s what it’s new responsibility will be in future revisions [[BR]]
-Added the “threadpool” library from here: http://threadpool.sourceforge.net/ (not used yet) [[BR]]
-Added some more macro’s and cleanups [[BR]]

111 Diff Diff k1ngp1n picture k1ngp1n Tue 08 May, 2012 21:49:31 +0000

[Ionut] [[BR]]
-Added animation support based on Scott Lee’s animation loader library added a few revision’s back [[BR]]
--Added cached skeleton rendering to the library [[BR]]
--Added cached AABB transformations based on current animation frame [[BR]]
--Scene animators are added per submesh and only processed if said submesh is visible and only in the rendering stage: FINAL_STAGE [[BR]]
[[BR]]
-Added support for shader-based VBO data upload (glVertexAttribPointer) with full backwards compatibility to old method (glTexCoordPointer)[[BR]]
-Added support for Index Buffer Object (improper name) indice upload for VBO’s with full backwards compatibility to old method [[BR]]
-Reworked coordination class to better handle AIEntity teams [[BR]]
-Added “updateSceneState(currentTime)” callback that is called once per frame (used for animation update)[[BR]]
-Added “initializeAI/deinitializeAI” scene callbacks for AI creation/destruction [[BR]]
-Templatized the Quaternion class [[BR]]
-Added a “drawLines” subroutine to the rendering api[[BR]]
-Disabled tree loading in MainScene as current ASSIMP implementation is slow. Will be restored after backing and loading models to own format is added in next revision [[BR]]
-Other various small performance tweaks [[BR]]

106 Diff Diff k1ngp1n picture k1ngp1n Wed 28 Mar, 2012 21:50:23 +0000

[Ionut] [[BR]]
Unstable revision – New animation code is not yet optimized and loading performance is low [[BR]]
[[BR]]
-Added animation loading and bone matrix calculations (actual skinning not implemented yet)[[BR]]
-Modified VBO classes to support dynamic data and faster updates [[BR]]
-Templatized Math classes (vec2,vec3,vec4,mat3,mat4) for greater flexibility [[BR]]
-Separated Rendering API from Rendering API version [[BR]]
-Fixed buggy GL error checking [[BR]]
-Small bugs fixed in Projectile and Weapon classes [[BR]]

104 Diff Diff k1ngp1n picture k1ngp1n Tue 13 Mar, 2012 19:33:49 +0000

[Ionut] [[BR]]
-Added base classes for the game logic part of the framework (just the backbone. main logic will be added iteratively): [[BR]]
--Unit class and it’s derived classes: Character [with derived: Player, NPC] and Vehicle [[BR]]
--Particle system: ParticleEmitter and Particle (with ParticleEmitterDescriptor and ParticleDescriptor) [[BR]]
--Triggers (launches an event when a unit is in range of it’s influence sphere) [[BR]]
--Weapon System: Weapon class, Projectile class and Ammunition class [[BR]]
[[BR]]
Improvements: [[BR]]
-Added more defines and template inline functions to help with various operations (integer bit conversion, XYZ to XZY coordinate conversion etc) [[BR]]
-Removed LightImpostor class and added a global Impostor class now used by lights, triggers and particle emitters [[BR]]
[[BR]]
Bug fixes: [[BR]]
-Removed some (weird) characters added by accident from terrain shader [[BR]]
-Use sqrtf for Floats and sqrt for Doubles[[BR]]

103 Diff Diff k1ngp1n picture k1ngp1n Mon 12 Mar, 2012 19:06:00 +0000

[Ionut] [[BR]]
Features: [[BR]]
-Added a proper RenderState Management system similar to the D3D default one[[BR]]
--All possible states are managed: cull, blend, alpha-blend, color mask, lighting, stencil mask, fill mode etc [[BR]]
--Every material has different states for normal rendering, shadow rendering and reflection rendering [[BR]]
--Nodes are sorted by shader first then by state hash depending on current render stage [[BR]]
--Redundant states are not changed [[BR]]
--Every entity submits it’s desired state before render [[BR]]
--Every state is checked before rendering a VBO or other primitive type[[BR]]
[[BR]]
-Added a Reflector base class used for reflection calculations and updates (useful for water, mirrors, portals etc)[[BR]]
--Reflections are triggered between pre-render and render calls [[BR]]
--Water now derives from Reflector class as well [[BR]]
[[BR]]
-Material now properly calculates if it has transparency or is double sided, setting desired states to handle this feature (cull, blend) [[BR]]
-Added some basic defines or inline template functions to facilitate access to useful classes and methods (hardware devices, resource management, console printing, etc) [[BR]]
-Lights are updated after every camera update[[BR]]
-Added a new FrameListener event triggered after pre-render call is finished (used by reflectors) [[BR]]
-Added a CRC class to compute unique hash values for entities[[BR]]
-Added D3D dummy files [[BR]]
-Removed executables from subversion [[BR]]
Performance: [[BR]]
-Image loading has been improved a bit [[BR]]
-Terrain texel density now varies with LOD level [[BR]]
-Light API specific calls,except position, are set only if values changed[[BR]]
-Specific GUI casting and rendering are the Rendering API’s job now, not the GUI class [[BR]]
-Rendering Queue processing is now more efficient in sorting valid visible nodes and setting appropriate states/materials
[[BR]]
Bug fixes: [[BR]]
-Better drawState checks[[BR]]
-Proper light effects in deferred rendering[[BR]]
-Light dummy now renders properly[[BR]]
-Reworked bounding box computation [[BR]]
[[BR]]
Known bugs: [[BR]]
-Terrain infinite plain still not visible [[BR]]
-Some z-fighting occurs when looking at certain objects from a distance. (looking at another object and back again fixes it) [[BR]]

99 k1ngp1n picture k1ngp1n Fri 10 Feb, 2012 22:17:24 +0000

[ Ionut ] [[BR]]
- Added a PreRenderStage Builder that allows multiple pre-render stages to be added to the pre-render step [[ BR ]]
--A PreRenderStage is composed of a series of PreRender Operators that generate certain PostFX outputs that are used by the PostFX class [[BR]]
--Each PreRenderOperator, similar to a “plugin”, can use any number of input FBO’s, any input shader and render target to generate an effect [[BR]]
--Rendering pipeline has been modified to allow the specification of current render stage [[BR]]
[[BR]]
Added C++<>Shader attribute passing support for shaders[[BR]]
-Added per-pixel fog [[BR]]
-Fixed some typo’s in uniform names [[BR]]
-Optimized shadow generation pipeline [[BR]]
-Added cast/receive shadow options for materials [[BR]]
-FBO’s now clear color and depth buffers when Begin() is called [[BR]]
-Fixed loading of primitives' material properties [[BR]]
-All shaders now use the same shadowmapping techniques [[BR]]
-Quad3D’s can now be modified by specifying a target rect [[BR]]
-Split the “lighting.frag” shader in 3 variants: one that only applies color properties, one with textures and one with bump-mapping [[BR]]
--This reduces fragment shader complexity for the first 2 shaders [[BR]]
--Each material change will now force a shader recalculation for the object [[BR]]
-Renamed sphere’s “size” member to “radius” [[BR]]