Subversion Repository Public Repository

Divide-Framework

This repository has no backups
This repository's network speed is throttled to 100KB/sec

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
/*
   Copyright (c) 2014 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.

 */

#ifndef _MAIN_SCENE_H
#define _MAIN_SCENE_H

#include "Scenes/Headers/Scene.h"

namespace Divide {

class Terrain;
class WaterPlane;

class MainScene : public Scene {
public:
    MainScene() : Scene(),
                  _waterGraphNode(nullptr),
                  _water(nullptr),
                  _beep(nullptr),
                  _freeflyCamera(false),
                  _updateLights(true),
                  _sun(nullptr)
    {
    }

    /*General Scene Requirement*/
    bool load(const stringImpl& name, CameraManager* const cameraMgr, GUI* const gui);
    bool unload();
    bool loadResources(bool continueOnErrors);

private:
    /*Specific Scene Requirement*/
    void updateLights();
    void processInput(const U64 deltaTime);
    void processTasks(const U64 deltaTime);
    void processGUI(const U64 deltaTime);
    void test(cdiggins::any a, CallbackParam b);
    bool onKeyUp(const Input::KeyEvent& key);
    bool mouseMoved(const Input::MouseEvent& key);
    bool mouseButtonReleased(const Input::MouseEvent& key, Input::MouseButton button);

private:

    vec2<F32> _sunAngle;
    vec4<F32> _sunvector,_sunColor;
    F32  _sun_cosy;
    bool _freeflyCamera;
    bool _updateLights;
    AudioDescriptor* _beep;
    vectorImpl<SceneGraphNode*> _visibleTerrains;
    WaterPlane* _water;
    DirectionalLight* _sun;
    SceneGraphNode* _waterGraphNode;
};

}; //namespace Divide

#endif;

Commits for Divide-Framework/trunk/Source Code/Scenes/MainScene/Headers/MainScene.h

Diff revisions: vs.
Revision Author Commited Message
337 Diff Diff IonutCava picture IonutCava Wed 17 Dec, 2014 17:25:16 +0000

[Ionut]
- Replaced all tabs with 4 spaces (some spacing may be off now. no way to check all the files.)
- Moved implementation details for ParamHandler, BoundingBox, BoundingSphere and ProfileTimer to proper .inl and .cpp files. (more to follow)
- Update all forward declared enums with the required storage type (as requested by the C++11 standard)

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

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

[Ionut]
- Added support (and enabled by default) for the EASTL library (http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html / https://github.com/paulhodge/EASTL)
— 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 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)

309 Diff Diff IonutCava picture IonutCava Sat 16 Aug, 2014 22:57:33 +0000

[Ionut]
- Added an InputAggregator interface to standardize input event handling

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]]

262 Diff Diff k1ngp1n picture k1ngp1n Tue 06 May, 2014 21:04:00 +0000

[Ionut] [[BR]]
- Some AI refactoring (basic AIEntity <-> AESOP interoperability) [[BR]]
- Some render batch sorting code refactored and fixed (wasn’t properly sorted in FINAL_STAGE) [[BR]]
- Simplified RenderStateBlockDescriptor and deferred hash value calculation [[BR]]
- Basic draw call count implementation [[BR]]
- Renamed some classes [[BR]]

259 Diff Diff k1ngp1n picture k1ngp1n Sun 27 Apr, 2014 18:24:52 +0000

[Ionut][[BR]]
- Implemented Exponential Stable Cascaded Shadow Maps for directional lights (still buggy, but basically working) [[BR]]
— CSM settings (resolution, number of splits, etc) are part of the scene render state [[BR]]
- SGN can skip rendering for the current frame if they are not ready (e.g. OnDraw can now return false or materials can fail to bind) [[BR]]
- Frustum class is now using the Plane class [[BR]]
- Removed Math SIMD implementation as the compiler generated code will always be faster and safer [[BR]]
- Added a “STUBBED” macro for outputing to the error stream of important messages (instead of using #pragma message) [[BR]]
- Added “freeze time” logic to pause/resume updates with or without freezing the GUI too [[BR]]
- Added “processGUI” method the every Scene class to separate time-sensitive GUI updates from game logic loop [[BR]]
- GLSL <-> Vertex Buffer bind locations are automatically set for every vertex shader [[BR]]
- Added basic support for compute shaders [[BR]]
- Removed most OS define checks to make porting to a new platform easier [[BR]]
- Texture transparency check per-pixel is now using OpenMP [[BR]]
- Texture samplers can now set a border color for CLAMP_TO_BORDER wrap mode [[BR]]
- Removed “Object” suffix from GFX Classes (pixel buffer, vertex buffer, frame buffer, etc) [[BR]]
- Stop processing scene input when application looses focus [[BR]]
- SceneGraphNode class is now responsible for updating SGNComponents on draw and calling its _node’s OnDraw method [[BR]]
- UBOs can now list all of the active uniforms inside a block with info such as type and offset [[BR]]
- Removed deprecated ‘GLCheck’ macro [[BR]]
- A lot of bug fixes and performance improvements in various places [[BR]]

258 k1ngp1n picture k1ngp1n Tue 15 Apr, 2014 15:26:22 +0000

[Ionut]
- Bumped minimum OpenGL required version to 4.3 (any Fermi and GCN 1.1 GPU)
- Fixed an issue with opacity maps
- Improved loading times by optimizing console output system and various optimizations in DVDConverter
- Create GUIConsole when needed (not on load)
- Moved common control code to the Scene class