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#include "Headers/AITenisScene.h"
#include "Headers/AITenisSceneAIActionList.h"

#include "Geometry/Shapes/Headers/Predefined/Sphere3D.h"
#include "Geometry/Shapes/Headers/Predefined/Quad3D.h"
#include "Rendering/RenderPass/Headers/RenderQueue.h"
#include "Dynamics/Entities/Units/Headers/NPC.h"
#include "Geometry/Material/Headers/Material.h"
#include "Managers/Headers/SceneManager.h"
#include "Core/Math/Headers/Transform.h"
#include "Managers/Headers/AIManager.h"
#include "Rendering/Headers/Frustum.h"
#include "GUI/Headers/GUIButton.h"
#include "GUI/Headers/GUI.h"

REGISTER_SCENE(AITenisScene);

void AITenisScene::preRender(){
	vec2<F32> _sunAngle = vec2<F32>(0.0f, RADIANS(45.0f));
	_sunvector = vec3<F32>(	-cosf(_sunAngle.x) * sinf(_sunAngle.y),
							-cosf(_sunAngle.y),
							-sinf(_sunAngle.x) * sinf(_sunAngle.y));

	//LightManager::getInstance().getLight(0)->setPosition(_sunvector);
    getSkySGN(0)->getNode<Sky>()->setSunVector(_sunvector);
}

void AITenisScene::processTasks(const U32 time){
	F32 FpsDisplay = 0.75f;
	if (getMsToSec(time) - _taskTimers[0] >= FpsDisplay){
		GUI::getInstance().modifyText("fpsDisplay", "FPS: %3.0f. FrameTime: %3.1f", Framerate::getInstance().getFps(), Framerate::getInstance().getFrameTime());
		GUI::getInstance().modifyText("RenderBinCount", "Number of items in Render Bin: %d", GFX_RENDER_BIN_SIZE);
		_taskTimers[0] += FpsDisplay;
	}
    checkCollisions();
}

void AITenisScene::resetGame(){
	removeTask(_gameGUID);
    _collisionPlayer1 = false;
    _collisionPlayer2 = false;
    _collisionPlayer3 = false;
    _collisionPlayer4 = false;
    _collisionNet = false;
    _collisionFloor = false;
	_gamePlaying = true;
	_directionTeam1ToTeam2 = true;
	_upwardsDirection = true;
	_touchedTerrainTeam1 = false;
	_touchedTerrainTeam2 = false;
	_lostTeam1 = false;
	_applySideImpulse = false;
	_sideImpulseFactor = 0;
    WriteLock w_lock(_gameLock);
	_ballSGN->getTransform()->setPosition(vec3<F32>(3.0f, 0.2f ,7.0f));
}

void AITenisScene::startGame(){
	resetGame();
	Kernel* kernel = Application::getInstance().getKernel();
	Task_ptr newGame(New Task(kernel->getThreadPool(),15,true,false,DELEGATE_BIND(&AITenisScene::playGame,this,rand() % 5,TYPE_INTEGER)));
	addTask(newGame);
    _gameGUID = newGame->getGUID();
}

void AITenisScene::checkCollisions(){
    SceneGraphNode* Player1 = _aiPlayer1->getBoundNode();
	SceneGraphNode* Player2 = _aiPlayer2->getBoundNode();
	SceneGraphNode* Player3 = _aiPlayer3->getBoundNode();
	SceneGraphNode* Player4 = _aiPlayer4->getBoundNode();
    BoundingBox ballBB     = _ballSGN->getBoundingBox();
    BoundingBox floorBB    = _floor->getBoundingBox();
    WriteLock w_lock(_gameLock);
    _collisionPlayer1 = ballBB.Collision(Player1->getBoundingBox());
    _collisionPlayer2 = ballBB.Collision(Player2->getBoundingBox());
    _collisionPlayer3 = ballBB.Collision(Player3->getBoundingBox());
    _collisionPlayer4 = ballBB.Collision(Player4->getBoundingBox());
    _collisionNet     = ballBB.Collision(_net->getBoundingBox());
    _collisionFloor   = floorBB.Collision(ballBB);
}

//Team 1: Player1 + Player2
//Team 2: Player3 + Player4
void AITenisScene::playGame(boost::any a, CallbackParam b){
    bool updated = false;
	std::string message;
	if(!_gamePlaying) return;

	UpgradableReadLock ur_lock(_gameLock);
	///Shortcut to the scene graph nodes containing our agents
	SceneGraphNode* Player1 = _aiPlayer1->getBoundNode();
	SceneGraphNode* Player2 = _aiPlayer2->getBoundNode();
	SceneGraphNode* Player3 = _aiPlayer3->getBoundNode();
	SceneGraphNode* Player4 = _aiPlayer4->getBoundNode();
	///Store by copy (thread-safe) current ball position (getPosition()) should be threadsafe
	vec3<F32> netPosition  = _net->getTransform()->getPosition();
	vec3<F32> ballPosition = _ballSGN->getTransform()->getPosition();
    const vec3<F32>& player1Pos   = Player1->getTransform()->getPosition();
    const vec3<F32>& player2Pos   = Player2->getTransform()->getPosition();
    const vec3<F32>& player3Pos   = Player3->getTransform()->getPosition();
    const vec3<F32>& player4Pos   = Player4->getTransform()->getPosition();
	const vec3<F32>& netBBMax = _net->getBoundingBox().getMax();
    const vec3<F32>& netBBMin = _net->getBoundingBox().getMin();

	UpgradeToWriteLock uw_lock(ur_lock);
	///Is the ball traveling from team 1 to team 2?
	_directionTeam1ToTeam2 ? ballPosition.z -= 0.123f : ballPosition.z += 0.123f;
	///Is the ball traveling upwards or is it falling?
	_upwardsDirection ? ballPosition.y += 0.066f : ballPosition.y -= 0.066f;
	///In case of a side drift, update accordingly
	if(_applySideImpulse) ballPosition.x += _sideImpulseFactor;

	///After we finish our computations, apply the new transform
    //setPosition/getPosition should be thread-safe
	_ballSGN->getTransform()->setPosition(ballPosition);
	///Add a spin to the ball just for fun ...
	_ballSGN->getTransform()->rotateEuler(vec3<F32>(ballPosition.z,1,1));

	//----------------------COLLISIONS------------------------------//
	//z = depth. Descending to the horizon

	if(_collisionFloor){
		if(ballPosition.z > netPosition.z){
			_touchedTerrainTeam1 = true;
			_touchedTerrainTeam2 = false;
		}else{
			_touchedTerrainTeam1 = false;
			_touchedTerrainTeam2 = true;
		}
		_upwardsDirection = true;
	}

	///Where does the Kinetic  energy of the ball run out?
	if(ballPosition.y > 3.5) _upwardsDirection = false;

	///Did we hit a player?

    bool collisionTeam1 = _collisionPlayer1 || _collisionPlayer2;
	bool collisionTeam2 = _collisionPlayer3 || _collisionPlayer4;

	if(collisionTeam1 || collisionTeam2){
		//Something went very wrong. Very.
		//assert(collisionTeam1 != collisionTeam2);
		if(collisionTeam1 == collisionTeam2){
			collisionTeam1 = !_directionTeam1ToTeam2;
			collisionTeam2 = !collisionTeam1;
			D_ERROR_FN("COLLISION ERROR");
		}

		F32 sideDrift = 0;

		if(collisionTeam1){
			_collisionPlayer1 ? sideDrift = player1Pos.x : sideDrift = player2Pos.x;
		}else if(collisionTeam2){
			_collisionPlayer3 ? sideDrift = player3Pos.x : sideDrift = player4Pos.x;
		}

		_sideImpulseFactor = (ballPosition.x - sideDrift);
		_applySideImpulse = IS_ZERO(_sideImpulseFactor);
		if(_applySideImpulse) _sideImpulseFactor *= 0.025f;

		_directionTeam1ToTeam2 = collisionTeam1;
	}

	//-----------------VALIDATING THE RESULTS----------------------//
	///Which team won?
	if(ballPosition.z >= player1Pos.z && ballPosition.z >= player2Pos.z){
		_lostTeam1 = true;
		updated = true;
	}

	if(ballPosition.z <= player3Pos.z &&  ballPosition.z <= player4Pos.z){
		_lostTeam1 = false;
		updated = true;
	}
	///Which team kicked the ball in the net?
	if(_collisionNet){
		if(ballPosition.y < netBBMax.y - 0.25){
			if(_directionTeam1ToTeam2){
				_lostTeam1 = true;
			}else{
				_lostTeam1 = false;
			}
			updated = true;
		}
    }

	if(ballPosition.x + 0.5f < netBBMin.x || ballPosition.x + 0.5f > netBBMax.x){
		///If we hit the ball and it touched the opposing team's terrain
		///Or if the opposing team hit the ball but it didn't land in our terrain
		if(_collisionFloor){
			if((_touchedTerrainTeam2 && _directionTeam1ToTeam2) || (!_directionTeam1ToTeam2 && !_touchedTerrainTeam1)){
				_lostTeam1 = false;
			}else{
				_lostTeam1 = true;
			}
			updated = true;
		}
	}

	//-----------------DISPLAY RESULTS---------------------//
	if(updated){
		if(_lostTeam1)	{
			message = "Team 2 scored!";
			_scoreTeam2++;
		}else{
			message = "Team 1 scored!";
			_scoreTeam1++;
		}

		GUI::getInstance().modifyText("Team1Score","Team 1 Score: %d",_scoreTeam1);
		GUI::getInstance().modifyText("Team2Score","Team 1 Score: %d",_scoreTeam2);
		GUI::getInstance().modifyText("Message",(char*)message.c_str());
		_gamePlaying = false;
	}
}

void AITenisScene::processInput(){
	if(state()._angleLR) renderState().getCamera().rotateYaw(state()._angleLR);
	if(state()._angleUD) renderState().getCamera().rotatePitch(state()._angleUD);
	if(state()._moveFB)  renderState().getCamera().moveForward(state()._moveFB);
	if(state()._moveLR)  renderState().getCamera().moveStrafe(state()._moveLR);
}

bool AITenisScene::load(const std::string& name, CameraManager* const cameraMgr){
	//Load scene resources
	bool loadState = SCENE_LOAD(name,cameraMgr,true,true);

	//Add a light
	Light* light = addDefaultLight();
	light->setLightProperties(LIGHT_PROPERTY_AMBIENT,WHITE());
	light->setLightProperties(LIGHT_PROPERTY_DIFFUSE,WHITE());
	light->setLightProperties(LIGHT_PROPERTY_SPECULAR,WHITE());
	addDefaultSky();

//	ResourceDescriptor tempLight1("Light omni");
//	tempLight1.setId(0);
//	tempLight1.setEnumValue(LIGHT_TYPE_POINT);
//	light1 = CreateResource<Light>(tempLight1);
//	addLight(light1);

	//Position camera
	//renderState().getCamera().setEye(vec3<F32>(14,5.5f,11.5f));
	//renderState().getCamera().setRotation(10/*yaw*/,-45/*pitch*/);
	

	//------------------------ Load up game elements -----------------------------///
	_net = _sceneGraph->findNode("Net");
    for_each(SceneGraphNode::NodeChildren::value_type& it, _net->getChildren()){
        it.second->getNode<SceneNode>()->getMaterial()->setReceivesShadows(false);
    }
	_floor = _sceneGraph->findNode("Floor");
	_floor->getNode<SceneNode>()->getMaterial()->setCastsShadows(false);

	AIManager::getInstance().pauseUpdate(false);
	return loadState;
}

bool AITenisScene::initializeAI(bool continueOnErrors){
	bool state = false;
	//----------------------------ARTIFICIAL INTELLIGENCE------------------------------//
    _aiPlayer1 = New AIEntity("Player1");
	_aiPlayer2 = New AIEntity("Player2");
	_aiPlayer3 = New AIEntity("Player3");
	_aiPlayer4 = New AIEntity("Player4");

	_aiPlayer1->attachNode(_sceneGraph->findNode("Player1"));
	_aiPlayer2->attachNode(_sceneGraph->findNode("Player2"));
	_aiPlayer3->attachNode(_sceneGraph->findNode("Player3"));
	_aiPlayer4->attachNode(_sceneGraph->findNode("Player4"));

	_aiPlayer1->addSensor(VISUAL_SENSOR,New VisualSensor());
	_aiPlayer2->addSensor(VISUAL_SENSOR,New VisualSensor());
	_aiPlayer3->addSensor(VISUAL_SENSOR,New VisualSensor());
	_aiPlayer4->addSensor(VISUAL_SENSOR,New VisualSensor());

	_aiPlayer1->setComInterface();
	_aiPlayer2->setComInterface();
	_aiPlayer3->setComInterface();
	_aiPlayer4->setComInterface();

	_aiPlayer1->addActionProcessor(New AITenisSceneAIActionList(_ballSGN));
	_aiPlayer2->addActionProcessor(New AITenisSceneAIActionList(_ballSGN));
	_aiPlayer3->addActionProcessor(New AITenisSceneAIActionList(_ballSGN));
	_aiPlayer4->addActionProcessor(New AITenisSceneAIActionList(_ballSGN));

	_team1 = New AICoordination(1);
	_team2 = New AICoordination(2);

	_aiPlayer1->setTeam(_team1);
	state = _aiPlayer2->addFriend(_aiPlayer1);
	if(state || continueOnErrors){
		_aiPlayer3->setTeam(_team2);
		state = _aiPlayer4->addFriend(_aiPlayer3);
	}
	if(state || continueOnErrors){
		state = AIManager::getInstance().addEntity(_aiPlayer1);
	}
	if(state || continueOnErrors) {
		state = AIManager::getInstance().addEntity(_aiPlayer2);
	}
	if(state || continueOnErrors) {
		state = AIManager::getInstance().addEntity(_aiPlayer3);
	}
	if(state || continueOnErrors) {
		state = AIManager::getInstance().addEntity(_aiPlayer4);
	}
	if(state || continueOnErrors){
	//----------------------- AI controlled units (NPC's) ---------------------//
		_player1 = New NPC(_aiPlayer1);
		_player2 = New NPC(_aiPlayer2);
		_player3 = New NPC(_aiPlayer3);
		_player4 = New NPC(_aiPlayer4);

		_player1->setMovementSpeed(1.2f);
		_player2->setMovementSpeed(1.25f);
		_player3->setMovementSpeed(1.2f);
		_player4->setMovementSpeed(1.25f);
	}

	if(state || continueOnErrors) Scene::initializeAI(continueOnErrors);
	return state;
}

bool AITenisScene::deinitializeAI(bool continueOnErrors){
	AIManager::getInstance().pauseUpdate(true);
	AIManager::getInstance().destroyEntity(_aiPlayer1->getGUID());
	AIManager::getInstance().destroyEntity(_aiPlayer2->getGUID());
	AIManager::getInstance().destroyEntity(_aiPlayer3->getGUID());
	AIManager::getInstance().destroyEntity(_aiPlayer4->getGUID());
	SAFE_DELETE(_player1);
	SAFE_DELETE(_player2);
	SAFE_DELETE(_player3);
	SAFE_DELETE(_player4);
	SAFE_DELETE(_team1);
	SAFE_DELETE(_team2);
	return Scene::deinitializeAI(continueOnErrors);
}

bool AITenisScene::loadResources(bool continueOnErrors){
	///Create our ball
	ResourceDescriptor ballDescriptor("Tenis Ball");
	_ball = CreateResource<Sphere3D>(ballDescriptor);
	_ballSGN = addGeometry(_ball,"TenisBallSGN");
	_ball->setResolution(16);
	_ball->setRadius(0.3f);
	_ballSGN->getTransform()->translate(vec3<F32>(3.0f, 0.2f ,7.0f));
	_ball->getMaterial()->setDiffuse(vec4<F32>(0.4f,0.5f,0.5f,1.0f));
	_ball->getMaterial()->setAmbient(vec4<F32>(0.5f,0.5f,0.5f,1.0f));
	_ball->getMaterial()->setShininess(0.2f);
	_ball->getMaterial()->setSpecular(vec4<F32>(0.7f,0.7f,0.7f,1.0f));

	GUIElement* btn = GUI::getInstance().addButton("Serve", "Serve",
                                                   vec2<I32>(renderState().cachedResolution().width-220,60),
												   vec2<U32>(100,25),
												   vec3<F32>(0.65f,0.65f,0.65f),
												   DELEGATE_BIND(&AITenisScene::startGame,this));
    btn->setTooltip("Start a new game!");

	GUI::getInstance().addText("Team1Score",vec2<I32>(renderState().cachedResolution().width - 250,
												      renderState().cachedResolution().height/1.3f),
													  Font::DIVIDE_DEFAULT,vec3<F32>(0,0.8f,0.8f), "Team 1 Score: %d",0);

	GUI::getInstance().addText("Team2Score",vec2<I32>(renderState().cachedResolution().width - 250,
													  renderState().cachedResolution().height/1.5f),
												      Font::DIVIDE_DEFAULT,vec3<F32>(0.2f,0.8f,0), "Team 2 Score: %d",0);

	GUI::getInstance().addText("Message",vec2<I32>(renderState().cachedResolution().width - 250,
		                                           renderState().cachedResolution().height/1.7f),
												   Font::DIVIDE_DEFAULT,vec3<F32>(0,1,0), "");

	GUI::getInstance().addText("fpsDisplay",              //Unique ID
		                       vec2<I32>(60,60),          //Position
							   Font::DIVIDE_DEFAULT,      //Font
							   vec3<F32>(0.0f,0.2f, 1.0f),//Color
							   "FPS: %s",0);              //Text and arguments

	GUI::getInstance().addText("RenderBinCount",
								vec2<I32>(60,70),
								Font::DIVIDE_DEFAULT,
								vec3<F32>(0.6f,0.2f,0.2f),
								"Number of items in Render Bin: %d",0);
	_taskTimers.push_back(0.0f); //Fps
	return true;
}

void AITenisScene::onKeyDown(const OIS::KeyEvent& key){
	Scene::onKeyDown(key);
	switch(key.key)	{
		default: break;
		case OIS::KC_W: state()._moveFB =  1; break;
		case OIS::KC_A:	state()._moveLR = -1; break;
		case OIS::KC_S:	state()._moveFB = -1; break;
		case OIS::KC_D:	state()._moveLR =  1; break;
	}
}

void AITenisScene::onKeyUp(const OIS::KeyEvent& key){
	Scene::onKeyUp(key);
	switch(key.key)	{
		case OIS::KC_W:
		case OIS::KC_S:	state()._moveFB = 0; break;
		case OIS::KC_A:
		case OIS::KC_D:	state()._moveLR = 0; break;
		case OIS::KC_F1: _sceneGraph->print();	break;
		default: break;
	}
}

void AITenisScene::onJoystickMovePOV(const OIS::JoyStickEvent& key,I8 pov){
	Scene::onJoystickMovePOV(key,pov);
	if( key.state.mPOV[pov].direction & OIS::Pov::North ) //Going up
		state()._moveFB = 1;
	else if( key.state.mPOV[pov].direction & OIS::Pov::South ) //Going down
		state()._moveFB = -1;

	if( key.state.mPOV[pov].direction & OIS::Pov::East ) //Going right
		state()._moveLR = -1;

	else if( key.state.mPOV[pov].direction & OIS::Pov::West ) //Going left
		state()._moveLR = 1;

	if( key.state.mPOV[pov].direction == OIS::Pov::Centered ){ //stopped/centered out
		state()._moveLR = 0;
		state()._moveFB = 0;
	}
}

void AITenisScene::onMouseMove(const OIS::MouseEvent& key){
	if(_mousePressed[OIS::MB_Right]){
		if(_previousMousePos.x - key.state.X.abs > 1 )		 state()._angleLR = -1;
		else if(_previousMousePos.x - key.state.X.abs < -1 ) state()._angleLR =  1;
		else 			                                     state()._angleLR =  0;

		if(_previousMousePos.y - key.state.Y.abs > 1 )		 state()._angleUD = -1;
		else if(_previousMousePos.y - key.state.Y.abs < -1 ) state()._angleUD =  1;
		else 			                                     state()._angleUD =  0;
	}

	_previousMousePos.x = key.state.X.abs;
	_previousMousePos.y = key.state.Y.abs;
}


void AITenisScene::onMouseClickUp(const OIS::MouseEvent& key,OIS::MouseButtonID button){
	Scene::onMouseClickUp(key,button);
	if(!_mousePressed[OIS::MB_Right]){
		state()._angleUD = 0;
		state()._angleLR = 0;
	}
}

Commits for Divide-Framework/trunk/Source Code/Scenes/AITenisScene/AITenisScene.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]]

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]]

126 Diff Diff 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]]

120 Diff Diff k1ngp1n picture k1ngp1n Sat 09 Jun, 2012 20:44:43 +0000

[Ionut] [[BR]]
-Added a new class, “SceneState” which holds information that does not affect scene logic such as wind and fog information, visibility toggles etc [[BR]]
--“Scene” is new derived from this state as well as from “Resource” [[BR]]
-Cleaned up “SceneManager” and “Scene” classes for fewer virtual call lookups and easier interfaces [[BR]]
-Each scene now loads it’s own XML files (moved from “Kernel” [[BR]]
-Scene’s are now auto-registered to the SceneManager’s scene-factory via a call to “REGISTER_SCENE” [[BR]]
-Added error codes for various initialization steps [[BR]]
-Reworked object selection and deletion (still not tested) [[BR]]
-fog can now be toggled on and off via “config.xml” [[BR]]

119 Diff Diff k1ngp1n picture k1ngp1n Fri 08 Jun, 2012 19:40:41 +0000

[Ionut] [[BR]]
-Reworked resolution change callbacks and render target resizing [[BR]]
-Changed Depth of Field o a proper “PreRenderOperator” [[BR]]
-AIManager is now created and started by the “Kernel” [[BR]]
-LightManager is now handled in the “Kernel”. Individual lights are still scene’s responsibility [[BR]]
-Added a “preLoad” method to scene’s used to setup the engine before loading any assets (eg: setting deferred mode) [[BR]]
-Fixed a small bug in sensor addition to “AIEntity” [[BR]]
-Fixed a bug related to refreshing VBO data [[BR]]
-Fixed a bug related to Bloom outputFBO not unbinding [[BR]]
-Scene’s “setInitialData()” is renamed to “loadXMLAssets()” and is automatically called before Scene’s “load()” is called [[BR]]

118 Diff Diff k1ngp1n picture k1ngp1n Thu 07 Jun, 2012 18:25:10 +0000

[Ionut] [[BR]]
-Decoupled “Scene” and “SceneManager” from “InputManager” [[BR]]
--All input events are routed through the “Kernel” now [[BR]]
--Renamed “InputManager” to “InputInterface” [[BR]]
-Decoupled “Application” class from the rest of the engine except for the “Kernel” and “GUI” (for resize callbacks) [[BR]]
-Added cached resolution values to classes so no queries to “Application” are needed anymore [[BR]]
-Added a missing option from “config.xml” to enable or disable animations [[BR]]
Forgot to commit changed scene xml’s after the romanian>english translation [[BR]]
-All window dimension references are renamed to resolution and all variables related to it are now U16’s as floats are irrelevant (what’s a half pixel? for examle) [[BR]]
-GUI resize callback is now called from “GFXDevice” instead of “GLWrapper” (will be moved to “Kernel” soon together with the “PostFX” resize callback) [[BR]]

117 k1ngp1n picture k1ngp1n Tue 05 Jun, 2012 17:30:40 +0000

[Ionut] [[BR]]
-Separated responsibilities between “Application” and “Kernel” [[BR]]
--“Application” handles data such as window dimensions, logs, “ParamHandler” etc [[BR]]
--“Kernel” handles the main loop, SFX, GFX, physics, sceneManager etc updates [[BR]]
---“Kernel” is now a “Core” component [[BR]]
-Reduced coupling between some classes by passing more info via parameters rather than relying on singleton access [[BR]]
--Ex: eyePos in “Terrain”,“Water” and “Trigger” classes is now passed as a "vec3<F32>" on render call rather than querying “CameraManager” [[BR]]
-Reworked “GLWrapper” shutdown routine [[BR]]
Singleton witch hunt [[BR]]
-“Kernel” is no longer a singleton and it’s initialized on application startup in the “Application” class[[BR]]
-“CameraManager” is no longer a singleton and it’s instantiated in the kernel [[BR]]