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#include "Headers/ParticleRoundGenerator.h"

namespace Divide {

void ParticleRoundGenerator::generate(vectorImpl<std::future<void>>& packagedTasks,
                                      const U64 deltaTime,
                                      ParticleData& p,
                                      U32 startIndex,
                                      U32 endIndex) {

    vec3<F32> center(_center + _sourcePosition);
    for (U32 i = startIndex; i < endIndex; i++) {
        F32 ang = Random(0.0f, to_float(M_2PI));
        p._position[i].xyz(center + vec3<F32>(_radX * std::sin(ang),
                                              _radY * std::cos(ang), 
                                              0.0f));
    }
}
};

Commits for Divide-Framework/trunk/Source Code/Dynamics/Entities/Particles/ConcreteGenerators/ParticleRoundGenerator.cpp

Diff revisions: vs.
Revision Author Commited Message
631 Diff Diff IonutCava picture IonutCava Sun 24 Jan, 2016 20:28:21 +0000

[IonutCava]
- Fix and optimize particle rendering system
- Temporarily disable Z_PRE_PASS system for testing
- Improve thread pool destruction system a bit
- Fix texture loading when used as fb attachment
- Forward+ renderer now takes the entire light buffer (no need to split up by light type)
- Start work on occlusion culling fixes:
— ToDo: Take into account batching system
— Fix gl_DrawIDARB usage

568 Diff Diff IonutCava picture IonutCava Mon 16 Nov, 2015 16:32:35 +0000

[IonutCava]
- Apply SGN transforms to particle emitters
- Fix some GLSL casts

541 Diff Diff IonutCava picture IonutCava Thu 29 Oct, 2015 17:03:27 +0000

[IonutCava]
- Initial work on multi-threading the main loop (experimental. unstable):
— Multi-threaded frustum culling
— Multi-threaded particle update system

530 Diff Diff IonutCava picture IonutCava Tue 20 Oct, 2015 15:58:24 +0000

[IonutCava]
- Particle system improvements
- glLockManager improvements

521 Diff Diff IonutCava picture IonutCava Tue 06 Oct, 2015 16:12:58 +0000

[IonutCava]
- Performance improvements:
— Upload an entire animation’s bone data instead of the current frame’s data and bind the appropriate frame’s transform range.
-— Sacrifices VRAM but reduces the number of RAM->VRAM uploads for animated characters
— Some refactoring in the particle code (emitter, generators, updaters, etc)
- Bugfix:
— Default texture wrap mode to REPEAT instead of CLAMP as ASSIMP seems to be failing at reading texture wrap modes and REPEAT is a safer bet.

491 Diff Diff IonutCava picture IonutCava Thu 13 Aug, 2015 22:33:40 +0000

[Ionut]
- Updates and fixes to the particle system
- Added proper flags to the WarScene

444 Diff Diff IonutCava picture IonutCava Thu 21 May, 2015 16:06:53 +0000

[Ionut]
- More platform independent code cleanup:
— Moved platform specific defines to their respective header files (e.g. THREAD_LOCAL)
— Moved most preprocessor defines from the VisualC++ projects into source code
— Removed compiler specific code (e.g. warning disables) and fixed most warning resulting from this

433 Diff Diff IonutCava picture IonutCava Wed 13 May, 2015 15:57:17 +0000

[Ionut]
- Some code cleanup (global functions now start with a capital case)
- Some fixed timestep adjustments
- Input logging (key presses & mouse button presses with location at event time)

422 Diff Diff IonutCava picture IonutCava Tue 05 May, 2015 20:33:47 +0000

[Ionut]
- Bug fixes for the previous commit
- Replace most static_cast<U32/I32> with to_int / to_uint

358 IonutCava picture IonutCava Sun 01 Mar, 2015 22:44:38 +0000

[Ionut]
- Fixed some OpenGL initialization issues and function calls (no proper support for DSA yet)
- Cleanup up the Sound and Physics Wrappers
- Some readability improvements here and there