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#include "Headers/ParticlePositionColorUpdater.h"

namespace Divide {

void ParticlePositionColorUpdater::update(const U64 deltaTime, ParticleData& p) {
    const U32 endID = p.aliveCount();
    F32 diffr = _maxPos.x - _minPos.x;
    F32 diffg = _maxPos.y - _minPos.y;
    F32 diffb = _maxPos.z - _minPos.z;

    vec3<F32> floatColorRGB;
    for (U32 i = 0; i < endID; ++i) {
        p._color[i].set(
            (p._position[i].x - _minPos.x) /
                diffr,  // lerp(p._startColor[i].r, p._endColor[i].r, scaler),
            (p._position[i].y - _minPos.y) /
                diffg,  // lerp(p._startColor[i].g, p._endColor[i].g, scaleg),
            (p._position[i].z - _minPos.z) /
                diffb,  // lerp(p._startColor[i].b, p._endColor[i].b,
                         // scaleb),
             Lerp(to_float(p._startColor[i].a) / 255.0f,
                  to_float(p._endColor[i].a) / 255.0f,
                  p._misc[i].y) * 255.0f);
    }
}
};

Commits for Divide-Framework/trunk/Source Code/Dynamics/Entities/Particles/ConcreteUpdaters/ParticlePositionColorUpdater.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

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

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.

504 Diff Diff IonutCava picture IonutCava Tue 25 Aug, 2015 16:17:38 +0000

[IonutCava]
- Better caching of draw commands (W.I.P.)
- Remove unused occlusion culling code. Will be replaced with Hi-Z based culling

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)

358 Diff Diff 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

353 IonutCava picture IonutCava Tue 17 Feb, 2015 17:08:27 +0000

[Ionut]
- Compatibility updates for Boost 1.57 (some warnings still exist for now)
- Fixed some non-conforming code
- Added ALL OF THE MISSING FILES FROM THE LAST 15 commits ...........