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#include "Core/Resources/Headers/ResourceLoader.h"
#include "Core/Resources/Headers/ResourceCache.h"
#include "Rendering/Lighting/Headers/PointLight.h"
#include "Rendering/Lighting/Headers/SpotLight.h"
#include "Rendering/Lighting/Headers/DirectionalLight.h"

namespace Divide {

Light* ImplResourceLoader<Light>::operator()(){
    Light* ptr = nullptr;
    //descriptor ID is not the same as light ID. This is the light's slot!!
    switch(_descriptor.getEnumValue()){
        case -1:
        case LIGHT_TYPE_POINT:
        default:
            ptr = MemoryManager_NEW PointLight();
        break;
        case LIGHT_TYPE_DIRECTIONAL:
            ptr = MemoryManager_NEW DirectionalLight();
            break;
        case LIGHT_TYPE_SPOT:
            ptr = MemoryManager_NEW SpotLight();
            break;
    };
    assert(ptr != nullptr);

    if ( !ptr->load( _descriptor.getName() ) ) {
        MemoryManager::DELETE( ptr );
    } else {
        ptr->renderState().useDefaultMaterial( false );
    }

    return ptr;
}

DEFAULT_LOADER_IMPL(Light)

};

Commits for Divide-Framework/trunk/Source Code/Core/Resources/ConcreteLoaders/LightLoaderImpl.cpp

Diff revisions: vs.
Revision Author Commited Message
331 Diff Diff IonutCava picture IonutCava Sat 06 Dec, 2014 20:53:45 +0000

[Ionut]
- Limited line length to 132 characters to improve readability and diff-comparisons
- Refactored memory allocation/deallocation functions
- Fixed a few compatibility issues with HashMap.h
- Fixed a bug in GPU Skinning shaders (cast a float to int)

328 Diff Diff IonutCava picture IonutCava Sat 04 Oct, 2014 18:03:36 +0000

[Ionut]
- Added per SceneGraphNode material instances. (Cloned from the SceneNode’s material)
- Improved shader loading for materials

326 Diff Diff IonutCava picture IonutCava Tue 30 Sep, 2014 21:11:32 +0000

[Ionut]
- Fixed more memory leaks
- Simplified Task interface and timing System
- Improved compatibility between Boost, STL and EASTL with random combinations of vectors, strings and maps
- Simplified Light class by removing the “slot” member
- Random optimizations

325 Diff Diff IonutCava picture IonutCava Wed 17 Sep, 2014 20:06:13 +0000

[Ionut]
- Reworked transform system:
— Parent transform chain system moved from Transform class to the PhysicsComponent
— PhysicsComponent now returns all transform values needed both global and local (still needs heavy optimization and caching)

- Reworked SceneGraph node management:
— Proper ref counting of SceneNodes and proper removing of resource (ResourceCache is now empty on destruction, as it should be)
— Removed parent transform tracking as that’s the PhysicsComponent’s responsibility
— Only nodes loaded via the ResourceCache are allowed to be added to the SceneGraph (added proper loaders for Impostors, Sky, etc)

- Optimized some of the math classes (mat4, mat3)

318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

264 Diff Diff k1ngp1n picture k1ngp1n Tue 27 May, 2014 13:04:38 +0000

[Ionut] [[BR]]
- New camera system: [[BR]]
— Stack based (push/pop active camera) [[BR]]
— Per camera frustum [[BR]]
— Per camera projection [[BR]]
— Shadow mapping now uses the new camera system (each light has a shadow camera) [[BR]]
[[BR]]
- New terrain, water and vegetation system: [[BR]]
— Direct import of terrain from L3DT both as 8-bit grayscale and 16-bit raw formats [[BR]]
— Multiple alpha maps for texture splatting support [[BR]]
— Per texture detail map support [[BR]]
— Transform feedback based visibility culling for vegetation [[BR]]
— Alpha-map based vegetation placing on terrain [[BR]]
— Water now uses a refraction map instead of alpha blending for better refraction effects [[BR]]
[[BR]]
- SceneGraph improvements: [[BR]]
— Better bounding box updates from child to parent [[BR]]
— Better onDraw / postDraw implementation [[BR]]
[[BR]]
- Performance improvements: [[BR]]
— Batch 2D rendering tasks together as much as possible[[BR]]
— Improve renderStateBlock hash generation for better sorting [[BR]]
— Move most state related gfx changes from API implementation to the GFXDevice class [[BR]]
— Move viewport stack to the GFXDevice class [[BR]]
— Added various performance counters (frame duration with round-robin query system, draw call count, etc) [[BR]]
— Fixed and improved clip plane management [[BR]]
— Delete client-side texture data after GPU upload [[BR]]
[[BR]]
- New features: [[BR]]
— Added callback support to the Task class so that a specific task may call a function in the main thread upon completion [[BR]]
— Added mouse-wheel zoom support to Orbit/ThirdPerson cameras [[BR]]
— Added 2D Texture Array support (e.g. used for terrain textures) [[BR]]

249 Diff Diff k1ngp1n picture k1ngp1n Mon 31 Mar, 2014 20:42:31 +0000

[Ionut] [[BR]]
- Migrated to platform toolset v100 [[BR]]
- Updated boost to 1.55 [[BR]]
- Moved from “NULL” to “nullptr” [[BR]]
- DevIL is now linked dynamically [[BR]]

171 Diff Diff k1ngp1n picture k1ngp1n Sun 03 Nov, 2013 18:15:06 +0000

-Replaced all tabs with spaces [[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]]

146 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]]