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Divide-Framework

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Entry Size Revision Updated
CEGUIAddons 648 Sun 21 Feb, 2016 16:32:52 +0000
GUIEditor 804 Thu 01 Dec, 2016 17:20:59 +0000
Headers 804 Thu 01 Dec, 2016 17:20:59 +0000
GUI.cpp 16.7K 804 Thu 01 Dec, 2016 17:20:59 +0000
GUIButton.cpp 3.3K 804 Thu 01 Dec, 2016 17:20:59 +0000
GUIConsole.cpp 7.8K 804 Thu 01 Dec, 2016 17:20:59 +0000
GUIConsoleCommandParser.cpp 10.9K 804 Thu 01 Dec, 2016 17:20:59 +0000
GUIElement.cpp 724 bytes 795 Wed 23 Nov, 2016 17:14:33 +0000
GuiFlash.cpp 386 bytes 802 Tue 29 Nov, 2016 17:15:38 +0000
GUIInterface.cpp 6.8K 804 Thu 01 Dec, 2016 17:20:59 +0000
GUIMessageBox.cpp 3K 802 Tue 29 Nov, 2016 17:15:38 +0000
GUISplash.cpp 2.1K 804 Thu 01 Dec, 2016 17:20:59 +0000
GUIText.cpp 1.2K 802 Tue 29 Nov, 2016 17:15:38 +0000
SceneGUIElements.cpp 1.9K 802 Tue 29 Nov, 2016 17:15:38 +0000

Commits for Divide-Framework/trunk/Source Code/GUI

Revision Author Commited Message
804 IonutCava picture IonutCava Thu 01 Dec, 2016 17:20:59 +0000

[IonutCava]
- Singleton elimination update Part I: get it to compile
— The following classes are no longer Singletons: GFXDevice, GL_API, DX_API, SFXWrapper, FmodWrapper, SDLWrapper, ALWrapper, PXDevice, InputInterface, RenderPassManager, SceneManager and ResourceManager;
— Refactor system to a Context / Component based implementation (Pass relevant context to objects: e.g. GFXDevice object to Textures, GUI to GUIElements, etc)
— Make devices and managers components of the kernel
— Allow multiple Resource caches to co-exist. This may prove useful for later when a more fragmented memory model is need (per frame / per scene / global caches / etc)

  • next steps: part II – cleanup/refactor new code, part III – optimise code, part IV – remove remaining Singletons (e.g. Application, ParamHandler, FrameListenerManager, Recast, PostFX and DebugInterface)
802 IonutCava picture IonutCava Tue 29 Nov, 2016 17:15:38 +0000

[IonutCava]
- GUI class is no longer a Singleton
- Reduced usage of GFXDevice::instance()

801 IonutCava picture IonutCava Sun 27 Nov, 2016 21:28:01 +0000

[IonutCava]
- More performance analysis guided optimizations.
- Some refactoring to allow later removal of Singletons status for: GFXDevice, SFXDevice, PXDevice, GUI and Input.
— Pass a PlatformContext around objects to access these classes.

795 IonutCava picture IonutCava Wed 23 Nov, 2016 17:14:33 +0000

[IonutCava]
- Remove ULL. Use U64 instead
- Various small bug fixes and typos.

794 IonutCava picture IonutCava Tue 22 Nov, 2016 16:44:26 +0000

[IonutCava]
- Change SDL_GL_Context management from a pool-based system to a thread_local variable type System
- Reworked SceneGraphNode child access for safer and faster iteration.
— Added a forEachChild with multiple overloads to apply a lambda expression over every child of the target SGN
- Slight optimization to Text rendering by batching all labels due for rendering and submitting them at all at once

784 IonutCava picture IonutCava Mon 17 Oct, 2016 16:20:49 +0000

[IonutCava]
- Removed the CameraManager and move most of its functionality into static members of the Camera class
- Removed Camera push/pop system in favour of a stateless ptr based system to better fit the RenderPass structure

764 IonutCava picture IonutCava Mon 22 Aug, 2016 15:38:11 +0000

[IonutCava]
- Add some explicit include for RenderStateBlock as it will be removed from the RenderAPIWrapper.h file

762 IonutCava picture IonutCava Thu 11 Aug, 2016 16:18:35 +0000

[IonutCava]
- Removed a lot of high level GFX state and merged it back on a lower level:
— depth mask is now a framebuffer specific toggle controlled by the RenderPolicy
— rasterization is now a per-buffer draw switch toggled by a rendering flag in GenericDrawCommand
- Replaced old style GL texture binding code with DSA style glBindTextures and glBindSamplers even for single textures
— completely removed the concept of a active texture unit in the GL code
- Fixed some draw policy settings that were clearing the depth buffer in the PostFX passes
- More build type flag replacement of macros
- Render pass system bug fixing
- Add option to skip occlusion culling for certain nodes

760 IonutCava picture IonutCava Tue 09 Aug, 2016 16:30:12 +0000

[IonutCava]
- Complete rewrite of RenderPass system:
— Allow every rendering pass (reflection, environment, etc) to use the same rendering system: occlusion culling, light culling, etc
— Define render passes by a param based token similar to modern API systems (DX12/Vulkan)
— W.I.P.: Depth rendering slightly wrong; Environment Mapping ,reflection and refraction rendering currently disabled
- Add compile time variables for DEBUG/PROFILE/RELEASE builds to validate all code for every build

745 IonutCava picture IonutCava Wed 29 Jun, 2016 20:14:50 +0000

[IonutCava]
- Added on click sounds for buttons
- Added music playlist options for scenes (configurable via XML)
- Cache sound chunks and music files in SDLWrapper.cpp