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#include "Headers/PingPongScene.h"

#include "Rendering/Headers/Frustum.h"
#include "Core/Math/Headers/Transform.h"
#include "Managers/Headers/SceneManager.h"
#include "Geometry/Material/Headers/Material.h"
#include "Geometry/Shapes/Headers/Predefined/Box3D.h"
#include "Geometry/Shapes/Headers/Predefined/Sphere3D.h"

REGISTER_SCENE(PingPongScene);

//begin copy-paste
void PingPongScene::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);
}
//<<end copy-paste

void PingPongScene::processTasks(const U32 time){
	F32 FpsDisplay = 0.3f;
	if (time - _taskTimers[0] >= FpsDisplay){
		GUI::getInstance().modifyText("fpsDisplay", "FPS: %3.0f. FrameTime: %3.1f", Framerate::getInstance().getFps(), Framerate::getInstance().getFrameTime());
		_taskTimers[0] += FpsDisplay;
	}
}

void PingPongScene::resetGame(){
	_directionTowardsAdversary = true;
	_upwardsDirection = false;
	_touchedAdversaryTableHalf = false;
	_touchedOwnTableHalf = false;
	_lost = false;
	_sideDrift = 0;
	clearTasks();
	_ballSGN->getTransform()->setPosition(vec3<F32>(0, 2 ,2));
}

void PingPongScene::serveBall(){
	GUI::getInstance().modifyText("insults","");
	resetGame();

	if(getTasks().empty()){//A maximum of 1 Tasks allowed
		Kernel* kernel = Application::getInstance().getKernel();
		Task_ptr newGame(New Task(kernel->getThreadPool(),30,true,false,DELEGATE_BIND(&PingPongScene::test,this,rand() % 5,TYPE_INTEGER)));
		addTask(newGame);
	}
}

void PingPongScene::test(boost::any a, CallbackParam b){
	if(getTasks().empty()) return;
	bool updated = false;
	std::string message;
	Transform* ballTransform = _ballSGN->getTransform();
	vec3<F32> ballPosition  = ballTransform->getPosition();

	SceneGraphNode* table = _sceneGraph->findNode("table");
	SceneGraphNode* net = _sceneGraph->findNode("net");
	SceneGraphNode* opponent = _sceneGraph->findNode("opponent");
	SceneGraphNode* paddle = _sceneGraph->findNode("paddle");
	vec3<F32> paddlePosition   = paddle->getTransform()->getPosition();
	vec3<F32> opponentPosition = opponent->getTransform()->getPosition();
	vec3<F32> tablePosition     = table->getTransform()->getPosition();

	//Is the ball coming towards us or towards the opponent?
	_directionTowardsAdversary ? ballPosition.z -= 0.11f : ballPosition.z += 0.11f;
	//Up or down?
	_upwardsDirection ? 	ballPosition.y += 0.084f : 	ballPosition.y -= 0.084f;

	//Is the ball moving to the right or to the left?
	ballPosition.x += _sideDrift*0.15f;
	if(opponentPosition.x != ballPosition.x)
		opponent->getTransform()->translateX(ballPosition.x - opponentPosition.x);

	ballTransform->translate(ballPosition - ballTransform->getPosition());

	//Did we hit the table? Bounce then ...
	if(table->getBoundingBox().Collision(_ballSGN->getBoundingBox())){
		if(ballPosition.z > tablePosition.z){
			_touchedOwnTableHalf = true;
			_touchedAdversaryTableHalf = false;
		}else{
			_touchedOwnTableHalf = false;
			_touchedAdversaryTableHalf = true;
		}
		_upwardsDirection = true;
	}
	//Kinetic  energy depletion
	if(ballPosition.y > 2.1f) _upwardsDirection = false;

	//Did we hit the paddle?
	if(_ballSGN->getBoundingBox().Collision(paddle->getBoundingBox())){
		_sideDrift = ballPosition.x - paddlePosition.x;
		//If we hit the ball with the upper margin of the paddle, add a slight impuls to the ball
		if(ballPosition.y >= paddlePosition.y) ballPosition.z -= 0.12f;

		_directionTowardsAdversary = true;
	}

	if(ballPosition.y + 0.75f < table->getBoundingBox().getMax().y){
		//If we hit the ball and it landed on the opponent's table half
		//Or if the opponent hit the ball and it landed on our table half
		if((_touchedAdversaryTableHalf && _directionTowardsAdversary) ||
		   (!_directionTowardsAdversary && !_touchedOwnTableHalf))
			_lost = false;
		else
			_lost = true;

		updated = true;
	}
	//Did we win or lose?
	if(ballPosition.z >= paddlePosition.z){
		_lost = true;
		updated = true;
	}
	if(ballPosition.z <= opponentPosition.z){
		_lost = false;
		updated = true;
	}

	if(_ballSGN->getBoundingBox().Collision(net->getBoundingBox())){
		if(_directionTowardsAdversary){
			//Did we hit the net?
			_lost = true;
		}else{
			//Did the opponent hit the net?
			_lost = false;
		}
		updated = true;
    }

	//Did we hit the opponent? Then change ball direction ... BUT ...
	//Add a small chance that we win
	if(random(30) != 2)
	if(_ballSGN->getBoundingBox().Collision(opponent->getBoundingBox())){
		_sideDrift = ballPosition.x - opponent->getTransform()->getPosition().x;
		_directionTowardsAdversary = false;
	}
	//Add a spin effect to the ball
	ballTransform->rotateEuler(vec3<F32>(ballPosition.z,1,1));

	if(updated){
		if(_lost){
			message = "You lost!";
			_score--;

			if(b == TYPE_INTEGER){
				I32 quote = boost::any_cast<I32>(a);
				if(_score % 3 == 0 ) GUI::getInstance().modifyText("insults",(char*)_quotes[quote].c_str());
			}
		}else{
			message = "You won!";
			_score++;
		}

		GUI::getInstance().modifyText("Score","Score: %d",_score);
		GUI::getInstance().modifyText("Message",(char*)message.c_str());
		resetGame();
	}
}

void PingPongScene::processInput(){
	//Move FB = Forward/Back = up/down
	//Move LR = Left/Right
	static F32 paddleMovementDivisor = 10;
	//Camera controls
	if(state()._angleLR) renderState().getCamera().rotateYaw(state()._angleLR);
	if(state()._angleUD) renderState().getCamera().rotatePitch(state()._angleUD);

	SceneGraphNode* paddle = _sceneGraph->findNode("paddle");

	vec3<F32> pos = paddle->getTransform()->getPosition();

	//Paddle movement is limited to the [-3,3] range except for Y-descent
	if(state()._moveFB){
		if((state()._moveFB > 0 && pos.y >= 3) || (state()._moveFB < 0 && pos.y <= 0.5f)) return;
		paddle->getTransform()->translateY(state()._moveFB / paddleMovementDivisor);
	}

	if(state()._moveLR){
		//Left/right movement is flipped for proper control
		if((state()._moveLR < 0 && pos.x >= 3) || (state()._moveLR > 0 && pos.x <= -3)) return;
		paddle->getTransform()->translateX(state()._moveLR / paddleMovementDivisor);
	}
}

bool PingPongScene::load(const std::string& name, CameraManager* const cameraMgr){
	//Load scene resources
	bool loadState = SCENE_LOAD(name,cameraMgr,true,true);
	//Add a light
	addDefaultLight();
	addDefaultSky();
	//Position the camera
	renderState().getCamera().setPitch(-90);
	renderState().getCamera().setEye(vec3<F32>(0,2.5f,6.5f));

	return loadState;
}

bool PingPongScene::loadResources(bool continueOnErrors){
	//Create a ball
	ResourceDescriptor minge("Ping Pong Ball");
	_ball = CreateResource<Sphere3D>(minge);
	_ballSGN = addGeometry(_ball,"PingPongBallSGN");
	_ball->setResolution(16);
	_ball->setRadius(0.1f);
	_ballSGN->getTransform()->translate(vec3<F32>(0, 2 ,2));
	_ball->getMaterial()->setDiffuse(vec4<F32>(0.4f,0.4f,0.4f,1.0f));
	_ball->getMaterial()->setAmbient(vec4<F32>(0.25f,0.25f,0.25f,1.0f));
	_ball->getMaterial()->setShininess(36.8f);
	_ball->getMaterial()->setSpecular(vec4<F32>(0.774597f,0.774597f,0.774597f,1.0f));

	ResourceDescriptor tempLight("Light Omni");
	tempLight.setId(2);
	tempLight.setEnumValue(LIGHT_TYPE_POINT);
	Light* light = CreateResource<Light>(tempLight);
	light->setRange(30);
	light->setCastShadows(false);
	light->setPosition(vec3<F32>(0, 6 ,2));
	_sceneGraph->getRoot()->addNode(light);
	addLight(light);
	//Buttons and text labels
	GUI::getInstance().addButton("Serve", "Serve", vec2<I32>(renderState().cachedResolution().width-120 ,
															 renderState().cachedResolution().height/1.1f),
													    	 vec2<U32>(100,25),vec3<F32>(0.65f),
															 DELEGATE_BIND(&PingPongScene::serveBall,this));

	GUI::getInstance().addText("Score",vec2<I32>(renderState().cachedResolution().width - 120, renderState().cachedResolution().height/1.3f),
							    Font::DIVIDE_DEFAULT,vec3<F32>(1,0,0), "Score: %d",0);

	GUI::getInstance().addText("Message",vec2<I32>(renderState().cachedResolution().width - 120, renderState().cachedResolution().height/1.5f),
							    Font::DIVIDE_DEFAULT,vec3<F32>(1,0,0), "");
	GUI::getInstance().addText("insults",vec2<I32>(renderState().cachedResolution().width/4, renderState().cachedResolution().height/3),
							    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
	//Add some taunts
	_quotes.push_back("Ha ha ... even Odin's laughin'!");
	_quotes.push_back("If you're a ping-pong player, I'm Jimmy Page");
	_quotes.push_back("Ooolee, ole ole ole, see the ball? ... It's past your end");
	_quotes.push_back("You're lucky the room's empty. I'd be so ashamed otherwise if I were you");
	_quotes.push_back("It's not the hard. Even a monkey can do it.");

	_taskTimers.push_back(0.0f); //Fps
	_taskTimers.push_back(0.0f); //Light
	return true;
}

void PingPongScene::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 PingPongScene::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;
	}
}

void PingPongScene::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 PingPongScene::onJoystickMoveAxis(const OIS::JoyStickEvent& key,I8 axis,I32 deadZone){
	Scene::onJoystickMoveAxis(key,axis,deadZone);
}

void PingPongScene::onJoystickButtonUp(const OIS::JoyStickEvent& key, I8 button){
	if(button == 0 && key.device->getID() != InputInterface::JOY_1)  serveBall();
}

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

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 Diff Diff 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]]

116 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]]