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#include "Headers/MainScene.h"

#include "Core/Headers/ParamHandler.h"
#include "Rendering/Headers/Frustum.h"
#include "Core/Math/Headers/Transform.h"
#include "Managers/Headers/SceneManager.h"
#include "Environment/Water/Headers/Water.h"
#include "Geometry/Material/Headers/Material.h"
#include "Environment/Terrain/Headers/Terrain.h"
#include "Rendering/RenderPass/Headers/RenderQueue.h"
#include "Environment/Terrain/Headers/TerrainDescriptor.h"

REGISTER_SCENE(MainScene);

bool MainScene::updateLights(){
	Light* light = LightManager::getInstance().getLight(0);
	_sun_cosy = cosf(_sunAngle.y);
	_sunColor = WHITE().lerp(vec4<F32>(1.0f, 0.5f, 0.0f, 1.0f),
		                     vec4<F32>(1.0f, 1.0f, 0.8f, 1.0f),
							 0.25f + _sun_cosy * 0.75f);

	light->setPosition(_sunvector);
	light->setLightProperties(LIGHT_PROPERTY_DIFFUSE,_sunColor);
	light->setLightProperties(LIGHT_PROPERTY_SPECULAR,_sunColor);
    getSkySGN(0)->getNode<Sky>()->setSunVector(_sunvector);
    for_each(Terrain* ter, _visibleTerrains){
        ter->getMaterial()->setAmbient(_sunColor);
	}
	return true;
}

void MainScene::preRender(){
	updateLights();
}

void MainScene::postRender(){
	if(GFX_DEVICE.isCurrentRenderStage(FINAL_STAGE)){
		_water->previewReflection();
	}
    Scene::postRender();
}

void MainScene::renderEnvironment(bool waterReflection){
	const vec3<F32>& eyePos = renderState().getCamera().getEye();

	bool underwater = _water->isPointUnderWater(eyePos);

	_paramHandler.setParam("scene.camera.underwater", underwater);

    if(underwater){
        waterReflection = false;
    }

	if(waterReflection){
		renderState().getCamera().renderLookAtReflected(_water->getReflectionPlane());
    }

    for_each(Terrain* ter, _visibleTerrains){
        ter->toggleReflection(waterReflection);
	}
	GFX_DEVICE.render(SCENE_GRAPH_UPDATE(_sceneGraph),renderState());
}

void MainScene::processInput(){
	bool update = false;
    Camera& cam = renderState().getCamera();
	if(state()._angleLR){
		cam.rotateYaw(state()._angleLR);
		update = true;
	}
	if(state()._angleUD){
		cam.rotatePitch(state()._angleUD);
		update = true;
	}

	if(state()._moveFB || state()._moveLR){
		if(state()._moveFB) cam.moveForward(state()._moveFB);
		if(state()._moveLR) cam.moveStrafe(state()._moveLR);
		update = true;
	}

	if(update){
        if(!_freeflyCamera){
            F32 terrainHeight = 0.0f;
            vec3<F32> eyePosition = cam.getEye();
            for_each(Terrain* ter, _visibleTerrains){
                terrainHeight = ter->getPositionFromGlobal(eyePosition.x,eyePosition.z).y;
                if(!IS_ZERO(terrainHeight)){
                    eyePosition.y = terrainHeight + 0.45f;
                    cam.setEye(eyePosition);
                    break;
                }
	        }
            GUI::getInstance().modifyText("camPosition","[ X: %5.2f | Y: %5.2f | Z: %5.2f ] [Pitch: %5.2f | Yaw: %5.2f] [TerHght: %5.2f ]",
							  cam.getEye().x,
							  cam.getEye().y,
							  cam.getEye().z,
							  cam.getEuler().pitch,
							  cam.getEuler().yaw,
                              terrainHeight);
        }else{
            GUI::getInstance().modifyText("camPosition","[ X: %5.2f | Y: %5.2f | Z: %5.2f ] [Pitch: %5.2f | Yaw: %5.2f]",
							  cam.getEye().x,
							  cam.getEye().y,
							  cam.getEye().z,
							  cam.getEuler().pitch,
							  cam.getEuler().yaw);
        }
		update = false;
	}
}

void MainScene::processTasks(const U32 time){
	F32 timeSec = getMsToSec(time); ///<convert to seconds
	F32 SunDisplay = 1.50f;
	F32 FpsDisplay = 0.5f;
	F32 TimeDisplay = 1.0f;
	if (timeSec - _taskTimers[0] >= SunDisplay){
		_sunAngle.y += 0.0005f;
		_sunvector = vec4<F32>(	-cosf(_sunAngle.x) * sinf(_sunAngle.y),
								-cosf(_sunAngle.y),
								-sinf(_sunAngle.x) * sinf(_sunAngle.y),
								0.0f );
		_taskTimers[0] += SunDisplay;
	}

	if (timeSec - _taskTimers[1] >= FpsDisplay){
		GUI::getInstance().modifyText("fpsDisplay", "FPS: %3.0f. FrameTime: %3.1f", Framerate::getInstance().getFps(), Framerate::getInstance().getFrameTime());
        GUI::getInstance().modifyText("underwater","Underwater [ %s ] | WaterLevel [%f] ]", _paramHandler.getParam<bool>("scene.camera.underwater") ? "true" : "false", state().getWaterLevel());
		GUI::getInstance().modifyText("RenderBinCount", "Number of items in Render Bin: %d", GFX_RENDER_BIN_SIZE);
		_taskTimers[1] += FpsDisplay;
	}

	if (timeSec - _taskTimers[2] >= TimeDisplay){
		GUI::getInstance().modifyText("timeDisplay", "Elapsed time: %5.0f", timeSec);
		_taskTimers[2] += TimeDisplay;
	}
}

bool MainScene::load(const std::string& name, CameraManager* const cameraMgr){
	bool computeWaterHeight = false;

	//Load scene resources
	bool loadState = SCENE_LOAD(name,cameraMgr,true,true);

	if(state().getWaterLevel() == RAND_MAX) computeWaterHeight = true;
	Light* light = addDefaultLight();
	light->setLightProperties(LIGHT_PROPERTY_AMBIENT,WHITE());
	light->setLightProperties(LIGHT_PROPERTY_DIFFUSE,WHITE());
	light->setLightProperties(LIGHT_PROPERTY_SPECULAR,WHITE());
	addDefaultSky();

	for(U8 i = 0; i < _terrainInfoArray.size(); i++){
		SceneGraphNode* terrainNode = _sceneGraph->findNode(_terrainInfoArray[i]->getVariable("terrainName"));
		if(terrainNode){ //We might have an unloaded terrain in the Array, and thus, not present in the graph
			Terrain* tempTerrain = terrainNode->getNode<Terrain>();
			if(terrainNode->isActive()){
				_visibleTerrains.push_back(tempTerrain);
				if(computeWaterHeight){
					F32 tempMin = terrainNode->getBoundingBox().getMin().y;
					if(state()._waterHeight > tempMin) state()._waterHeight = tempMin;
				}
			}
		}else{
			ERROR_FN(Locale::get("ERROR_MISSING_TERRAIN"), _terrainInfoArray[i]->getVariable("terrainName"));
		}
	}
	ResourceDescriptor infiniteWater("waterEntity");
	_water = CreateResource<WaterPlane>(infiniteWater);
	_water->setParams(200.0f,vec2<F32>(85.0f, 92.5f),vec2<F32>(0.4f,0.35f),0.34f);
	_waterGraphNode = _sceneGraph->getRoot()->addNode(_water);
	_waterGraphNode->useDefaultTransform(false);
	_waterGraphNode->setTransform(NULL);
    _waterGraphNode->setUsageContext(SceneGraphNode::NODE_STATIC);
    _waterGraphNode->setNavigationContext(SceneGraphNode::NODE_IGNORE);
	///General rendering callback
	renderCallback(DELEGATE_BIND(&MainScene::renderEnvironment, this,false));
	///Render the scene for water reflection FBO generation
	_water->setRenderCallback(DELEGATE_BIND(&MainScene::renderEnvironment, this, true));
	return loadState;
}

bool MainScene::unload(){
	SFX_DEVICE.stopMusic();
	SFX_DEVICE.stopAllSounds();
	RemoveResource(_beep);
	return Scene::unload();
}

void MainScene::test(boost::any a, CallbackParam b){
	static bool switchAB = false;
	vec3<F32> pos;
	SceneGraphNode* boxNode = _sceneGraph->findNode("box");
	Object3D* box = NULL;
	if(boxNode) box = boxNode->getNode<Object3D>();
	if(box) pos = boxNode->getTransform()->getPosition();

	if(!switchAB){
		if(pos.x < 300 && pos.z == 0)		   pos.x++;
		if(pos.x == 300)
		{
			if(pos.y < 800 && pos.z == 0)      pos.y++;
			if(pos.y == 800)
			{
				if(pos.z > -500)   pos.z--;
				if(pos.z == -500)  switchAB = true;
			}
		}
	} else {
		if(pos.x > -300 && pos.z ==  -500)      pos.x--;
		if(pos.x == -300)
		{
			if(pos.y > 100 && pos.z == -500)    pos.y--;
			if(pos.y == 100) {
				if(pos.z < 0)    pos.z++;
				if(pos.z == 0)   switchAB = false;
			}
		}
	}
	if(box)	boxNode->getTransform()->setPosition(pos);
}

bool MainScene::loadResources(bool continueOnErrors){
	GUI& gui = GUI::getInstance();

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

	gui.addText("timeDisplay",
								vec2<I32>(60,80),
								Font::DIVIDE_DEFAULT,
								vec3<F32>(0.6f,0.2f,0.2f),
								"Elapsed time: %5.0f",GETTIME());
	gui.addText("underwater",
								vec2<I32>(60,115),
								Font::DIVIDE_DEFAULT,
								vec3<F32>(0.2f,0.8f,0.2f),
								"Underwater [ %s ] | WaterLevel [%f] ]","false", 0);
	gui.addText("RenderBinCount",
								vec2<I32>(60,135),
								Font::BATANG,
								vec3<F32>(0.6f,0.2f,0.2f),
								"Number of items in Render Bin: %d",0);
	_taskTimers.push_back(0.0f); //Sun
	_taskTimers.push_back(0.0f); //Fps
	_taskTimers.push_back(0.0f); //Time

	_sunAngle = vec2<F32>(0.0f, RADIANS(45.0f));
	_sunvector = vec4<F32>(	-cosf(_sunAngle.x) * sinf(_sunAngle.y),
							-cosf(_sunAngle.y),
							-sinf(_sunAngle.x) * sinf(_sunAngle.y),
							0.0f );

	Kernel* kernel = Application::getInstance().getKernel();
	Task_ptr boxMove(New Task(kernel->getThreadPool(),30,true,false,DELEGATE_BIND(&MainScene::test,this,std::string("test"),TYPE_STRING)));
	addTask(boxMove);
	ResourceDescriptor backgroundMusic("background music");
	backgroundMusic.setResourceLocation(_paramHandler.getParam<std::string>("assetsLocation")+"/music/background_music.ogg");
	backgroundMusic.setFlag(true);

	ResourceDescriptor beepSound("beep sound");
	beepSound.setResourceLocation(_paramHandler.getParam<std::string>("assetsLocation")+"/sounds/beep.wav");
	beepSound.setFlag(false);
	state()._backgroundMusic["generalTheme"] = CreateResource<AudioDescriptor>(backgroundMusic);
	_beep = CreateResource<AudioDescriptor>(beepSound);

	gui.addText("camPosition",  vec2<I32>(60,100),
								Font::DIVIDE_DEFAULT,
								vec3<F32>(0.2f,0.8f,0.2f),
								"Position [ X: %5.0f | Y: %5.0f | Z: %5.0f ] [Pitch: %5.2f | Yaw: %5.2f]",
								renderState().getCamera().getEye().x,
								renderState().getCamera().getEye().y,
								renderState().getCamera().getEye().z,
								renderState().getCamera().getEuler().pitch,
							    renderState().getCamera().getEuler().yaw);

	return true;
}

void MainScene::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;
	}
}

bool _playMusic = false;
void MainScene::onKeyUp(const OIS::KeyEvent& key){
	Scene::onKeyUp(key);
	switch(key.key)	{
		default: break;
		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_X:	SFX_DEVICE.playSound(_beep); break;
		case OIS::KC_M:{
			_playMusic = !_playMusic;
			if(_playMusic){
				SFX_DEVICE.playMusic(state()._backgroundMusic["generalTheme"]);
			}else{
				SFX_DEVICE.stopMusic();
			}
			}break;
        case OIS::KC_R:{
            _water->togglePreviewReflection();
            }break;
        case OIS::KC_F:{
            _freeflyCamera = !_freeflyCamera;
			_FBSpeedFactor = _freeflyCamera ? 1.0f : 20.0f;
			_LRSpeedFactor = _freeflyCamera ? 2.0f : 5.0f;
            }break;
		case OIS::KC_F1:
			_sceneGraph->print();
			break;
		case OIS::KC_T:
			for_each(Terrain* ter, _visibleTerrains){
				ter->toggleBoundingBoxes();
			}
			break;
	}
}

void MainScene::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 MainScene::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/MainScene/MainScene.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]]

148 Diff Diff k1ngp1n picture k1ngp1n Sun 14 Apr, 2013 23:07:58 +0000

[Ionut] [[BR]]
- Changed the ParamHandler from using “boost::any” to the more faster “cdiggins::any”. More info here: http://bit.ly/YVGa9X [[BR]]
- Disabled mutexes from BoundingBox. Thread safety should be applied from a higher level [[BR]]
- Fixed a bug with important light selection for scene nodes [[BR]]
- Fixed a bug with material cache involving bump maps [[BR]]
- Fixed a bug with priority vertex properties for GLSL shaders [[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]]

121 Diff Diff k1ngp1n picture k1ngp1n Sun 10 Jun, 2012 16:40:45 +0000

[Ionut] [[BR]]
-Added basic localization support [[BR]]
-Added cross-platform INI parsing [[BR]]
-Moved ReCast+Detour to LIBS folder [[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 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]]