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Entry Size Revision Updated
Headers 331 Sat 06 Dec, 2014 20:53:45 +0000
Vegetation.cpp 18.8K 331 Sat 06 Dec, 2014 20:53:45 +0000

Commits for Divide-Framework/trunk/Source Code/Environment/Vegetation

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

- 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)

330 IonutCava picture IonutCava Fri 10 Oct, 2014 17:19:11 +0000

- New rendering algorithm :
— Perform second pass for visible nodes gathering all render commands and uploading them to an indirect draw buffer
— Render geometry with indirect draw commands
— Removed per-node range binding of the node buffer. Instead, bind the entire buffer once and index data in shaders
— Use “baseInstance” parameter from IndirectDrawCommand as a node buffer index
— Prefer DSA extensions for updating buffer data where applicable
- Moved all rendering specific code from SceneGraphNode to a new RenderingComponent
- Optimized “toString” utility function

329 IonutCava picture IonutCava Tue 07 Oct, 2014 12:51:37 +0000

- Modified material class and shaders to support multiple BRDFs (currently, only Flat, Phong and Blinn-Phong supported with Cook-Torrance and Oren-Nayar in future commits)
- Optimized transform updates and queries
- Fixed an indirect draw command (no buffer was bound to GL_DRAW_INDIRECT_BUFFER, violating a core requirement)

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

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

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

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

- 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)

322 IonutCava picture IonutCava Sat 06 Sep, 2014 20:33:47 +0000

- Refactored most of Boost related code to be C++11 based
— Boost is only used for ThreadPool, Mutex handling, XML parsing and networking (ASIO)
— Function binds, threads, regex, NonCopyable base, Hashing algorithms and more are now using C++11 libraries
- Replaced all FOR_EACH calls with standard, range, “for” calls

321 IonutCava picture IonutCava Wed 03 Sep, 2014 22:05:15 +0000

- Added support (and enabled by default) for the EASTL library ( /
— Strings, vectors and hash_maps can be combined from EASTL, STL and Boost (not all combinations work. e.g. EASTL strings with STL/Boost containers due to the lack of a proper hash function)

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

- 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)

307 IonutCava picture IonutCava Tue 12 Aug, 2014 19:45:12 +0000

- More editor work:
— Per object skeleton rendering, bounding box rendering and shadow map toggling
— Full screen depth preview toggle
— Text entry based transforms