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<vegetation>
	<!---<tree>pin</tree>
	<tree>copacel</tree>
	<tree>copac</tree>--->
</vegetation>

<geometry>
	<item>box</item>
	<item>dwarf</item>
	<item>rifle</item>
	<!--<item>copacel</item>
	<item>copac</item>-->
</geometry>


<primitives>
	<item>Cutia1</item>
	<item>QuadMic</item>
	<item>QuadMare</item>
	<item>HelloText</item>
	<item>Bila</item>
</primitives>

<pin>
	<model>models/pin.obj</model>
	<scale x="0.5" y="0.5" z="0.5" />
	<position x="0" y="0" z="0" />
	<orientation x="0" y="0" z="0" />
	<version>1.0</version>
</pin>

<copacel>
	<model>models/copacel.obj</model>
	<scale x="10" y="10" z="10" />
	<position x="0" y="0" z="-50" />
	<orientation x="0" y="0" z="0" />
	<version>1.0</version>
</copacel>

<copac>
	<model>models/copac.obj</model>
	<scale x="1" y="1" z="1" />
	<position x="20" y="-480" z="0" />
	<orientation x="0" y="0" z="0" />
	<version>1.0</version>
</copac>

<box>
	<model>models/box.obj</model>
	<scale x="0.5" y="0.5" z="0.5" />
	<position x="-10" y="90" z="-20" />
	<orientation x="0" y="0" z="0" />
	<version>1.0</version>
</box>

<dwarf>
	<model>models/dwarf.x</model>
	<scale x="2" y="2" z="2" />
	<position x="-120" y="-50" z="50" />
	<orientation x="0" y="0" z="0" />
	<version>1.0</version>
</dwarf>

<rifle>
	<model>models/Rifle2.ase</model>
	<scale x="0.1" y="0.1" z="0.1" />
	<position x="120" y="30" z="100" />
	<orientation x="0" y="0" z="0" />
	<version>1.0</version>
</rifle>

<Cutia1>
	<model>Box3D</model>
	<scale x="1" y="1" z="1" />
	<position x="10" y="30" z="100" />
	<orientation x="0" y="0" z="0" />
	<colour r="0.1" g="0.4" b="0.4"/>
	<size>40.0</size>
	<version>1.0</version>
</Cutia1>

<Bila>
	<model>Sphere3D</model>
	<scale x="1" y="1" z="1" />
	<position x="120" y="50" z="100" />
	<orientation x="0" y="0" z="0" />
	<colour r="0.8" g="0.4" b="0.4"/>
	<radius>10.0</radius>
	<version>1.0</version>
</Bila>

<QuadMic>
	<model>Quad3D</model>
	<scale x="1" y="1" z="1" />
	<position x="120" y="30" z="100" />
	<orientation x="0" y="0" z="0" />
	<colour r="0.8" g="0.4" b="0.4"/>
	<version>1.0</version>
</QuadMic>

<QuadMare>
	<model>Quad3D</model>
	<scale x="0.2" y="0.2" z="0.2" />
	<position x="120" y="-30" z="100" />
	<orientation x="0" y="3" z="0" />
	<colour r="0.8" g="0.4" b="0.4"/>
	<version>1.0</version>
</QuadMare>

<HelloText>
	<model>Text3D</model>
	<scale x="1" y="1" z="1" />
	<position x="-55" y="73" z="82" />
	<orientation x="0" y="0" z="0" />
	<colour r="0.8" g="0.4" b="0.9"/>
	<lineWidth>5</lineWidth>
	<text>Hello World :D</text>
	<fontName>Test.ttf</fontName>
	<version>1.0</version>
</HelloText>

Commits for Divide-Framework/trunk/XML/Scenes/CubeScene/assets.xml

Diff revisions: vs.
Revision Author Commited Message
721 Diff Diff IonutCava picture IonutCava Wed 08 Jun, 2016 15:47:49 +0000

[IonutCava]
- Spelling: change all references from our code of “color” to the PROPER British version of “colour” because it sounds 100x better

149 Diff Diff k1ngp1n picture k1ngp1n Sun 21 Apr, 2013 21:38:05 +0000

[Ionut] [[BR]]
- Major GUI revamp: [[BR]]
— Fixed CEGUI rendering (invalid state reset after VBO/VAO unbind) [[BR]]
— Added a working Console window with a basic command parser [[BR]]
— GUI inputs take priority over scene (e.g. pressing a key in the console, does not affect the scene)[[BR]]
— Added AutoKey repeat [[BR]]
— Added config options for the GUI [[BR]]
- Revamped OpenGL Vertex Array Object class [[BR]]
— VBO’s without a shader attached will not use VAO’s [[BR]]
— VAO’s and VBO’s cleanup all states after them [[BR]]
- Added multiple Joystick support [[BR]]
- FrameBufferObject take in account the combination of texture id and bind slot when checking for double binds [[BR]]
- Upgraded Framerate/timing system [[BR]]
- Fixed Deferred rendering (typo in normal buffer creation) [[BR]]
- Fixed initial camera placement via scene config (RotateX(Y) replace with setAngleX(Y)) on camera init) [[BR]]
- Added better thread deletion in Event class [[BR]]
- Major mutex/semaphore/shared_lock rework in threaded classes [[BR]]
- Better A.I. initialization/destruction [[BR]]
- Fixed a typo in window positioning [[BR]]
- Better Unit movement code [[BR]]

146 Diff Diff 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]]

141 Diff Diff k1ngp1n picture k1ngp1n Wed 30 Jan, 2013 19:35:31 +0000

[Ionut] [[BR]]
-Updated to boost 1.52 and CEGUI 0.7.9 [[BR]]
-Updated to PhysX 3.2 [[BR]]
-Updated copyright notices [[BR]]

79 Diff Diff k1ngp1n picture k1ngp1n Sun 10 Jul, 2011 17:35:44 +0000

[Ionut Cava]
Additions:
-Added a SFX and AudioRenderingApi class that plays API independent sound (SDL_mixer,Fmod,OpenAL). Only SDL support for music and simple sound is implemented as of now.
-Added an AudioDescriptor class that holds information about sounds and is used by the SFX device to play what it describes.
-Added an API-independent PixelBufferObject class that builds a texture pixel by pixel;
-Polished up the Material class and now every Object3D derived entity uses it (Box3D,Sphere3D,Quad3D,Text3D,SubMesh etc). It contains a texture vector, color information, shininess and other light parameters(i.e. specular)
-Added a deffered-rendering system (implemented in CubeScene as of this commit. Results are not visible yet / shader incomplete):
--Modified the VertexBufferObject to hold a G-buffer(3 texture’s, one 32bit, one 24bit and the las 16bit). The first contains color information, the second position information, and the last normal information. A shader that calculates the data and adds it to the VBO is also added. (DefferedShadingPass1).
--Light information is written to a PBO (in the form position-color / only point lights supported for now).
--G-buffer and Light PBO’s are bound to a full-screen quad and a shader (DefferedShadingPass2) uses them to render the final product.

Fixes:
Huge code cleanup. Fixed most memory leaks
-Every resource in the game is now loaded through the ResourceManager and removed through it as well. Added a _refCount map for each resource to keep track of how many entities are using it, and delete that resource only when the last owning entity gets deleted;
-Most used memory is cleaned up at shutdown, and all resources are freed and released.
-Fixed threading system, by interrupting running threads, joining them and use shared_ptr for auto-deletion
-Events and Lights are managed via tr1::shared_ptr’s for self-cleanup and destruction
-Cleaned up some headers for useles includes. Added forward declarations were possible. Resized some variables to smaller types for lessening memory usage.
-Fixed a lot of virtual destruction ordering in some classes.
-Fixed boundingBox calculations for terrain. Calculate terrain object’s(trees) boundingbox first, then add it to terrain. Also increase speed of calculation, by using 2 floats for min and max Y-values per step and update BB at the end. (instead of updating BB at every step).
-Object3D base class holds information about shaders, materials, and suplimental BoundingBox information
-The ResourceManager now properly loads Object3D derived classes;
-Fixed memory leak in glTexture destruction after a previous resize (if dimensions where not power of 2 based)
-Removed most unused libraries
-Removing elements from a manager, first calls the “unload” function that should be implemented in every Resource-based class, then deletes the resource, then set’s it’s pointer to NULL;
-Added proper destruction for Object3DFlyweight
-Fixed renderstate activation and attribute appliance.
-More stuff that I can’t remember now ...

76 Diff Diff k1ngp1n picture k1ngp1n Sun 22 May, 2011 10:38:25 +0000

[k1ngp1n]
-Every text output is redirected through the “Con” class.
-Fixed some ‘const’-ness parameter passing
-Added primitive geometry bounding box generation
-Placed common code from Mesh and other geometry type classes to the Object3D class
-Gui Elements have a common base class and the GuiContainer now iterates through one collection and uses the appropriate render callback for each GuiType.
-Flash rendering is disabled as it causes OpenGL drawing issues
-Removed the custom new/delete operators.
-Replaced some static casts(C-style) with dynamic_casts
-All drawBB/drawObject code is semi-object independent (Global scene overrides replace object independent options for now)
-Rewrote some Accessors in various classes (BoundingBox, Scene etc)

75 Diff Diff k1ngp1n picture k1ngp1n Sun 08 May, 2011 14:33:06 +0000

-Fixed the Transform class to properly handle rotation, translation and scaling and output an OpenGL compatible transformation matrix (for use in glMultMat)

-Transformations are automatically applied to object upon WorldMatrix request (for example, for rendering or position simulation)

-Added BoundingBox Transform function that dynamically reshapes the box based on the contained object’s transformation. Uses the Objects worldMatrix from the Transform class.

-Added gameSWF library to add support for flash movie playback in the engine. Interface with the enigne not established yet.

-Added Zlib and Libjpeg libraries to provide support for 3rd party libraries

73 Diff Diff k1ngp1n picture k1ngp1n Tue 15 Mar, 2011 08:18:09 +0000

[k1ngp1n]
*Many of the changes are not working yet!! Don’t use this revision. It is a code-backup commit only!!!*
-Added a Transform class to Object3D which will handle all Translation/Scale/Rotate operations. Rotation matrix isn’t working yet.
-Some const parameter fixes;
-Added some initial code for terrain shadowmap generation. Not working yet.
-Removed tree bounding box addition to terrain boundingbox. Tree’s are objects like everything else. If they are not in view, don’t draw them.

72 Diff Diff k1ngp1n picture k1ngp1n Mon 24 Jan, 2011 14:11:30 +0000

[k1ngp1n]
-Added file request system from server to client for missing geometry
-Added a PingPong scene
-Fixed GUI reshaping, bounding box translation and a lot of other things

65 k1ngp1n picture k1ngp1n Mon 10 Jan, 2011 19:20:13 +0000

[k1ngp1n]
-Removed external libraries from the code. They can be downloaded elsewhere now
-A lot of networking code referring to the geometry patch system is now in place. Not Working as of yet.
-Added delayed deletion of geometry