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#include "Headers/ParticleBasicTimeUpdater.h"

namespace Divide {

void ParticleBasicTimeUpdater::update(const U64 deltaTime, ParticleData& p) {
    U32 endID = p.aliveCount();
    const F32 localDT = Time::MicrosecondsToSeconds<F32>(deltaTime);

    if (endID == 0) {
        return;
    }

    for (U32 i = 0; i < endID; ++i) {
        vec4<F32>& misc = p._misc[i];

        misc.x -= localDT;
        // interpolation: from 0 (start of life) till 1 (end of life)
        misc.y =
            1.0f - (misc.x * misc.z);  // .z is 1.0/max life time

        if (misc.x <= 0.0f) {
            p.kill(i);
            endID = p.aliveCount() < p.totalCount() ? p.aliveCount()
                                                    : p.totalCount();
        }
    }
}
};

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

Diff revisions: vs.
Revision Author Commited Message
726 Diff Diff IonutCava picture IonutCava Fri 10 Jun, 2016 16:13:52 +0000

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

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

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.

469 Diff Diff IonutCava picture IonutCava Tue 09 Jun, 2015 15:19:29 +0000

[Ionut]
- Particle system updates

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 ...........