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

Diff revisions: vs.
Revision Author Commited Message
1029 Diff Diff IonutCava picture IonutCava Tue 30 Jan, 2018 17:28:39 +0000

- Update copyright notices

968 Diff Diff IonutCava picture IonutCava Tue 07 Nov, 2017 17:32:31 +0000

- Consistent naming between timing variables

957 Diff Diff IonutCava picture IonutCava Tue 31 Oct, 2017 17:15:51 +0000

- Some SGN node search refactoring
- typedef PlayerIndex

948 Diff Diff IonutCava picture IonutCava Tue 17 Oct, 2017 22:41:09 +0000

- Move rendering data caching outside of CommandBuffer and into RenderPackage for better control.

929 Diff Diff IonutCava picture IonutCava Sat 12 Aug, 2017 17:34:44 +0000

- More work on finishing up new PushConstant / Command buffer rendering system:
— Everything compiles and runs but with graphical and performance issues

872 Diff Diff IonutCava picture IonutCava Mon 06 Mar, 2017 23:23:20 +0000

- Optimise static casts

867 Diff Diff IonutCava picture IonutCava Mon 20 Feb, 2017 17:01:12 +0000

- Rename to_XNN and to_const_XNN functions to reflect the target data type they are converting to.
- Cleanup Angle namespace and remove all “inDegrees” parameters from rotation functions. Use aliases to differentiate between Degree and Radian parameters.
- Profile guided optimizations.

863 Diff Diff IonutCava picture IonutCava Wed 15 Feb, 2017 16:27:26 +0000

- Split Resource class into Resource and CachedResource
— CachedResource is the only resource held in a ResourceCache and loaded from a ResourceDescriptor
— CachedResource is mapped by its creation descriptor’s hash value, instead of the resource name
-— Multiple cached resources can now exist with the same name if the have different properties, for example.

859 Diff Diff IonutCava picture IonutCava Mon 13 Feb, 2017 17:18:06 +0000

- Multi-threaded mesh load
- ByteBuffer fixes and unit test

852 Diff Diff IonutCava picture IonutCava Tue 07 Feb, 2017 17:17:27 +0000

- Separate Pass Type from Render Stage:
— Render Stage: Display, Shadow, Reflection, Refraction, etc
— Pass Type: Depth pass, Colour Pass, etc
- ToDo: Bug fixes for issues introduced with this change

851 Diff Diff IonutCava picture IonutCava Mon 06 Feb, 2017 23:38:14 +0000

- Replaced most RenderStage params with RenderStagePass types
- More work on water rendering

836 Diff Diff IonutCava picture IonutCava Fri 27 Jan, 2017 14:59:56 +0000

- Update copyright notice

827 Diff Diff IonutCava picture IonutCava Sun 22 Jan, 2017 21:59:36 +0000

- ShaderBuffers now decide heuristically if they get persistently mapped or not (depends on size. Current limit is 512Kb for subData calls.
- Separate visible node command generation into 2 steps: onRender and getDrawPackage. onRender allows the creation of parallel tasks that should finish by the time the second call, getDrawPackage reaches the same node
- Update ParticleEmitter to take into account multiple players and increase parallelism at the cost of memory consumption and complexity.
- Add a default bounding box for Players (add extents to SceneTransform nodes)
- All buffers (ShaderBuffer, d3dConstantBuffer, glUniformBuffer, glBufferImpl, glGenericBuffer, etc) use BufferParams for creation.
— Constructor and create calls have been merged together

817 Diff Diff IonutCava picture IonutCava Sun 15 Jan, 2017 21:29:59 +0000

- Add a new Unit component to SGNs that holds NPC/Player/etc. objects
- Add support for multiple keyboard+mouse combos and joysticks and add mapping between these and players

804 Diff Diff IonutCava picture IonutCava Thu 01 Dec, 2016 17:20:59 +0000

- 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)
773 Diff Diff IonutCava picture IonutCava Tue 04 Oct, 2016 15:53:18 +0000

- Split GenericDrawCommand gathering system into Init/Update to facilitate future threading support
- Fix drawCount() == 0 case in submitRenderCommand
- Make _cameraPool (more) threadsafe

743 Diff Diff IonutCava picture IonutCava Tue 28 Jun, 2016 15:55:50 +0000

- More performance tuning:
— Move billboarding related camera variable calculation to shaders instead of CPU
— Replace some DIVIDE_ASSERT calls with regular assert calls in really low level code.
— Some cleanup of the GenericDrawCommand class
— glRegularBuffer does an invalidation call before updating
— Misc changes

742 Diff Diff IonutCava picture IonutCava Mon 27 Jun, 2016 16:16:12 +0000

- Small performance tweaks

738 Diff Diff IonutCava picture IonutCava Fri 24 Jun, 2016 16:06:04 +0000

- Performance improvement: Create linear list of ordered SGNs for update and split update step in two to allow parallel tasks in the first step to finish before moving to second step
- Performance improvement: Remove glFlush calls for lock manager. Drivers should be up to the task now
- Performance improvement: Re-enabled round robin buffer system for ParticleEmitter

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

- Thread safety updates for buffer reads/writes

726 Diff Diff 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

710 Diff Diff 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 Diff Diff 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