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/*
   Copyright (c) 2013 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.
   
   Permission is hereby granted, free of charge, to any person obtaining a copy of this software
   and associated documentation files (the "Software"), to deal in the Software without restriction,
   including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, 
   and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, 
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, 
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE 
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */

/**************************************************************************************************************\
*                             Welcome to DIVIDE Engine's config settings!                                     *
* From here you can decide how you want to build your release of the code.
* - Decide how many threads your application can use (maximum upper limit).
* - Show the debug ms-dos window that prints application information
* - Define what the console output log file should be named
* - Enable/Disable SSE support
* - Set renderer options
***************************************************************************************************************/
#ifndef _CONFIG_HEADER_
#define _CONFIG_HEADER_

namespace Config
{
	/// How many textures to store per material. bump(0) + opacity(1) + spec(2) + tex[3..MAX_TEXTURE_STORAGE - 1]
	const int MAX_TEXTURE_STORAGE = 6;
	/// Application desired framerate for physics simulations
	const int TARGET_FRAME_RATE = 60;
	///	Application update rate
	const int TICKS_PER_SECOND = 25;
	/// Maximum frameskip
	const int MAX_FRAMESKIP = 5;
	/// Minimum triangle count for a mesh to apply depth rendering optimisations
	const int DEPTH_VBO_MIN_TRIANGLES = 1000;
	/// Minimum vbo size in bytes for a mesh to apply depth rendering optimisations (4MB default)
	const int DEPTH_VBO_MIN_BYTES = 4 * 1024 * 1024;

	/// How many clip planes should the shaders us
	const int MAX_CLIP_PLANES = 6;
	/// How many lights should affect a single node
	const int MAX_LIGHTS_PER_SCENE_NODE = 4;
	const int MAX_SHADOW_CASTING_LIGHTS_PER_NODE = 2;
	/// How many "units" away should a directional light source be from the camera's position
	const int DIRECTIONAL_LIGHT_DISTANCE = 500;
	/// Terrain LOD configuration
	/// Camera distance to the terrain chunk is calculated as follows:
	///	vector EyeToChunk = terrainBoundingBoxCenter - EyePos; cameraDistance = EyeToChunk.length();
	const int TERRAIN_CHUNKS_LOD = 3; //< Number of LOD levels for the terrain
	const int TERRAIN_CHUNK_LOD0 = 100; //< Relative distance for LOD0->LOD1 selection
	const int TERRAIN_CHUNK_LOD1 = 180; //< Relative distance for LOD0->LOD2 selection

	/// SceneNode LOD selection
	/// Distance computation is identical to the of the terrain (using SceneNode's bounding box)
	const int SCENE_NODE_LOD = 3;
	const int SCENE_NODE_LOD0 = 100; //< Relative distance for LOD0->LOD1 selection
	const int SCENE_NODE_LOD1 = 180; //< Relative distance for LOD0->LOD2 selection

	/// Edit the maximum number of concurrent threads that this application may start excluding tasks.
	/// Default 2 without: Rendering + Update + A.I. + Networking + PhysX
	const int THREAD_LIMIT = 2;
}

///Direct 3D desired target version
#define TARGET_D3D_VERSION D3D11 /*or D3D10*/

///Comment this out to show the debug console
#ifndef HIDE_DEBUG_CONSOLE
#define HIDE_DEBUG_CONSOLE
#endif //HIDE_DEBUG_CONSOLE

///Current platform
#ifndef _WIN32
#define _WIN32
#endif
#ifndef WIN32
#define WIN32 //for Physx
#endif
#ifndef __APPLE_CC__
//#define __APPLE_CC__
#endif
#ifndef LINUX
//#define LINUX
#endif

///OS specific stuff
#if defined( __WIN32__ ) || defined( _WIN32 )
	#define OS_WINDOWS
#elif defined( __APPLE_CC__ ) // Apple OS X could be supported in the future
	#define OS_APPLE
#else //Linux is the only other OS supported
	#define OS_NIX 
#endif

//#define HAVE_POSIX_MEMALIGN
#define HAVE_ALIGNED_MALLOC
#ifdef HAVE_ALIGNED_MALLOC
//#define __GNUC__
#endif

///Please enter the desired log file name
#ifndef OUTPUT_LOG_FILE
#define OUTPUT_LOG_FILE "console.log"
#endif //OUTPUT_LOG_FILE

#ifndef ERROR_LOG_FILE
#define ERROR_LOG_FILE "errors.log"
#endif //ERROR_LOG_FILE

///Reduce Build time on Windows Platform
#ifndef VC_EXTRALEAN
#define VC_EXTRALEAN
#endif //VC_EXTRALEAN

#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#endif //WIN32_LEAN_AND_MEAN

///Use SSE functions for math calculations: usefull for release
#ifndef USE_MATH_SIMD
//#define USE_MATH_SIMD
#define ALIGNED_BYTES 16
#endif //USE_MATH_SIMD

///Use boost or std::tr1 unordered_map
///0 = BOOST
///1 = TR1
#ifndef UNORDERED_MAP_IMP
#define UNORDERED_MAP_IMP 0
#endif //UNORDERED_MAP_IMP

///Use stlport or stl vector
///0 = Boost
///1 = STL
/// STL note: Due to a bug in STL, fixed in VC++ 11, SIMD and std::vector's do not go along
///           To fix this change line 716 of <vector.h> from
///                       "void resize(size_type _Newsize, _Ty _Val)"
///           to
///                       "void resize(size_type _Newsize,const _Ty& _Val)"
#ifndef VECTOR_IMP
#define VECTOR_IMP 1
#endif //VECTOR_IMP

///Use boost or std for_each
#ifndef FOR_EACH_IMPLEMENTATION
#define FOR_EACH_IMPLEMENTATION BOOST
//#define FOR_EACH_IMPLEMENTATION STD
#endif //FOR_EACH_IMPLEMENTATION

///Disable the use of the PhysXAPI
#ifndef _USE_PHYSX_API_
#define _USE_PHYSX_API_
#endif

///Maximum number of joysticks to use. Remeber to update the "Joystics" enum from InputInterface.h
#ifndef MAX_ALLOWED_JOYSTICKS
#define MAX_ALLOWED_JOYSTICKS 4
#endif

///If the target machine uses the nVidia Optimus layout (IntelHD + nVidia discreet GPU) this will force the engine to use the nVidia GPU always
#ifdef WINDOWS_OS
#define FORCE_NV_OPTIMUS_HIGHPERFORMANCE
#endif
#endif //_CONFIG_HEADER

Commits for Divide-Framework/trunk/Source Code/config.h

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]]

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

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

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]]

141 Diff Diff k1ngp1n picture k1ngp1n Wed 30 Jan, 2013 19:35:31 +0000

[Ionut] [[BR]]
-Updated to boost 1.52 and CEGUI 0.7.9 [[BR]]
-Updated to PhysX 3.2 [[BR]]
-Updated copyright notices [[BR]]

135 Diff Diff k1ngp1n picture k1ngp1n Tue 20 Nov, 2012 19:01:27 +0000

[Ionut] [[BR]]

  • (minor merge with LightingUpdate branch, rev. 134) [[BR]]

-Updated ASSIMP to version 3.0.1,CeGUI to 0.7.7 and PhysX to 3.2.2 [[BR]]
-Moved third party libraries to separate repository with appropriate copyright notices [[BR]]
--New library repository: https://xp-dev.com/svn/Divide-Dependencies [[BR]]
--PhysX can’t be legally shared like the rest of the libs, but you can get ver. 3.2.2 (the version the framework is using) by signing up to the nVidia Developer Website ( https://developer.nvidia.com/ ) [[BR]]

101 Diff Diff k1ngp1n picture k1ngp1n Wed 07 Mar, 2012 13:56:56 +0000

[Ionut] [[BR]]
-Added GLSL effect-like file support using GLSW [http://prideout.net/blog/?p=11] [[BR]]
-Added GLSL “#include” support. Now shader functions can be define in separate frag/vert files as atoms and included in the glsl effect file [[BR]]
-Added more DoxyGen-comments[[BR]]

100 k1ngp1n picture k1ngp1n Mon 05 Mar, 2012 17:45:11 +0000

[Ionut] [[BR]]
Features: [[BR]]
-Added a physics system interface instead of direct PhysX interaction to allow other physics engines (Bullet, ODE etc) to be easily implemented [[BR]]
--This will aid in Object-Object collisions and character control in future revisions [[BR]]
-Added an Ogre3D inspired FrameListener which now allows Before-frame/during-frame/after-frame event plugins of callbacks [[BR]]
-Added a renderInViewport system to draw elements in a user defined rectangle on screen [[BR]]
--Current uses: shadowmap preview (F10) [[BR]]
-Separated Shaders from ShaderPrograms[[BR]]
--ShaderPrograms can now use multiple Shaders [[BR]]
-Error output is now sent to errors.log[[BR]]
-All SceneNode based elements now have a postDraw calls as well [[BR]]
-A cubemap generating function has been added to the GFXDevice class[[BR]]
-Added debug only print options to the Console class [[BR]]
[[BR]]
Performance: [[BR]]
-All shadows are now filtered by a faster Gaussian 3x3 blur filter [[BR]]
-All renderables are now sorted and rendered by material/front-to-back/back-to-front, depending on case [[BR]]
-RenderQueue now sorts and queue’s translucent and opaque objects separately[[BR]]
-Shader uniforms/attributes are now cached to reduce number of address calls to the GPU[[BR]]
-Shaders are now cached, so that if multiple ShaderPrograms use an already compiled Shader, that Shader is returned from memory instead of creating a new copy[[BR]]
-Shaders are not unbound/rebound except when an objects demands so (vastly improves performance)[[BR]]
-Reduced calls to glEnable[[BR]]
[[BR]]
Bug fixes: [[BR]]
-Preprocessor configurations now work properly [[BR]]
-Video API is now unloaded before destruction [[BR]]
-Manager base class now properly frees memory [[BR]]
-Materials are saved to XML only if they are changed at any point [[BR]]