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Entry Size Revision Updated
ParticleData.h 4.1K 737 Thu 23 Jun, 2016 16:20:05 +0000
ParticleEmitter.h 3.8K 737 Thu 23 Jun, 2016 16:20:05 +0000
ParticleGenerator.h 1.9K 671 Fri 08 Apr, 2016 16:26:49 +0000
ParticleSource.h 2.2K 671 Fri 08 Apr, 2016 16:26:49 +0000
ParticleUpdater.h 1.5K 648 Sun 21 Feb, 2016 16:32:52 +0000

Commits for Divide-Framework/trunk/Source Code/Dynamics/Entities/Particles/Headers

Revision Author Commited Message
737 IonutCava picture IonutCava Thu 23 Jun, 2016 16:20:05 +0000

- Improved GenericVertexData structure (separate buffer data from attribute data entirely)
- Added a VAO pool for OpenGL so that all requested VAOs are allocated on the main thread
- Added a mainThreadTask system to queue a task to run on the main thread and optionally wait for it to complete
- Added the option to specify generic geometry for the particle system with an optional index buffer

733 IonutCava picture IonutCava Fri 17 Jun, 2016 15:22:34 +0000

- Thread safety updates for buffer reads/writes

726 IonutCava picture IonutCava Fri 10 Jun, 2016 16:13:52 +0000

- More static analysis based corrections
- Added initial stub code for a command pool system for GenericDrawCommands

721 IonutCava picture IonutCava Wed 08 Jun, 2016 15:47:49 +0000

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

710 IonutCava picture IonutCava Fri 20 May, 2016 16:24:40 +0000

- Code cleanup
- Initial work on Scene loading and unloading with and without unloading assets:
— Need to change AIManager from a Singleton to a per-scene component

709 IonutCava picture IonutCava Thu 19 May, 2016 16:21:46 +0000

- Massive rewrite of the resource system:
— ResourceCache now uses a map of weak pointers and passes shared pointers to the call point of CreateResource
— RemoveResource is no longer needed, but resource based smart pointers use a custom deleter that calls unload()
— Keep a shared_ptr of the resource in the entity that needs it and pass shared_ptr references from getter methods
-— All of this removed the need for calls to RemoveResource, REGISTER_TRACKED_DEPENDENCY and UNREGISTER_TRACKED_DEPENDENCY reducing the number of mutex locks and atomic exchanges
- Singleton cleanup:
— Removed ShaderManager singleton and merged it’s data and responsibilities in static methods in both ShaderProgram and Shader classes.
Explanation: Due to the complex interdependency chains in the system, copying, updating, tracking the cache in a thread safe way became a lot more slower than a straight forward smart pointer based implementation. (e.g. scene graph nodes have 3d objects and material instances, 3d objects have materials, materials have textures and shaders, etc)

705 IonutCava picture IonutCava Thu 12 May, 2016 20:27:20 +0000

- Decouple asset loading from the active scene
— completely remove GET_ACTIVE_SCENE() method

703 IonutCava picture IonutCava Wed 11 May, 2016 15:44:57 +0000

- Finish XML-based control bindings:
— Allow per bind input params (key id, mouse button index, joystick control data, etc)
— Allow mouse binding (with up to 7 buttons)
— Allow up to 4 joysticks (for now) with 120+ button, POV, Axis, Slider and Vector binding support for each
- Change all hashes in code from U32 to size_t for compatibility with STL/Boost

692 IonutCava picture IonutCava Wed 27 Apr, 2016 16:24:26 +0000

- Resource system cleanup:
— Resource name and resource file location (if any) is now passed only via explicit constructors! (ResourceDescriptors already contain this data, so why use setters?)
- Fix a bug with ortho projection matrix calculation (set m[3][3] to 1. this was skipped when the identity() call was changed to zero() in the ortho() function)
— This also fixed text rendering

675 IonutCava picture IonutCava Tue 12 Apr, 2016 14:23:59 +0000

- Create a “reflection target pool” that reflective nodes can use instead of having a reflection render target per node
- Update particles at fixed time intervals instead of each update loop. 33ms for now (30FPS) seems like a decent balance.
- Add a “parallel_for” call that uses the task pool, a function to call, a total count and a partition size
- Frustum culling does not create a new task per node, instead the partition size is now customizable with the new parallel_for system