Commit Graph

278 Commits

Author SHA1 Message Date
Jace ce8dcd3022 Merge pull request #33 from teamfisk/Forward+
Forward+
2016-01-15 16:20:53 +01:00
William Moberg c09fe4ae55 Added a bool option to disable threads in in the configfile regarding resource loading. 2016-01-15 16:18:39 +01:00
Tleety 3de853ac8b Frustum culling now works correctly for all resolutions 2016-01-15 15:38:14 +01:00
William Moberg f5ea4d513c ResourceManager::Load never returns null, throws exceptions instead. 2016-01-15 15:25:01 +01:00
William Moberg 76f90ab031 The main thread is not mutex blocked while child threads load anymore. 2016-01-15 11:29:46 +01:00
Tleety 14bc850fab Merge remote-tracking branch 'origin/master' into Forward+ 2016-01-15 11:02:27 +01:00
Tleety ecf524eb4e Merge remote-tracking branch 'origin/master' into Forward+
# Conflicts:
#	include/Engine/Rendering/PickingPass.h
#	include/Engine/Rendering/Renderer.h
#	resources/Schema/Entities/Test.xml
#	src/Engine/Rendering/DrawScenePass.cpp
#	src/Engine/Rendering/PickingPass.cpp
#	src/Engine/Rendering/RenderQueueFactory.cpp
#	src/Engine/Rendering/Renderer.cpp
2016-01-15 11:01:58 +01:00
William Moberg 4cf6dcfc14 Merge branch 'master' into AsyncResourceLoad
# Conflicts:
#	include/Engine/Rendering/RawModel.h
#	src/Engine/Rendering/RenderQueueFactory.cpp
2016-01-15 10:10:57 +01:00
Jace 627108c6ee Fixes for #30
# Conflicts:
#	src/Game/Game.cpp
2016-01-14 18:15:38 +01:00
Viktor Ljung a8f7d5f6b9 Merge pull request #30 from teamfisk/Rendering
Rendering Scenes
2016-01-14 16:43:35 +01:00
William Moberg 71047b08ec Async load works, using exceptions for special resources. 2016-01-14 16:27:45 +01:00
viktorljung 143648860b Added world pointer to PickData 2016-01-14 15:32:41 +01:00
viktorljung 96371a08c8 Changed Picking colors from vec2 to ivec2. Picking now working for multiple scenes (Solution not perfect in the editor, yet) 2016-01-14 15:26:06 +01:00
viktorljung e7f02f14a0 Added Transform.h that holds all the AbsoluteTransformation functions. Camera now working better with scenes. Changed Modeljob Matrix to only hold the model matrix instad of all matrix info 2016-01-14 11:12:02 +01:00
William Moberg 9f185a1e35 Wrecked the last commit. Async loading works now. 2016-01-13 18:51:45 +01:00
William Moberg a143ae7c85 Changed to relative #include paths. 2016-01-13 15:53:55 +01:00
William Moberg a58cc33ed0 WIP, multithreaded loading based on exceptions, very slow probably. 2016-01-13 10:58:31 +01:00
Jocke 2284399538 Removed Close method from Client, Server and Network.
Removed legacy variable m_ThreadIsRunning in Client.h and Server.h.
Removed m_EventBroker->Unsubscribe(m_EInputCommand) in Client destructor.
2016-01-12 17:47:03 +01:00
viktorljung 0f17f9a888 Merge remote-tracking branch 'origin/master' into Rendering
# Conflicts:
#	include/Engine/Editor/EditorSystem.h
#	include/Engine/Rendering/EPicking.h
#	include/Engine/Rendering/Renderer.h
#	include/Game/Game.h
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/Test.xml
#	src/Engine/Editor/EditorSystem.cpp
#	src/Engine/Rendering/RawModel.cpp
#	src/Engine/Rendering/RenderQueueFactory.cpp
#	src/Engine/Rendering/Renderer.cpp
#	src/Game/Game.cpp
2016-01-12 16:13:20 +01:00
Jocke 236230d12c Packets now dynamically allocates more memory when they need it.
Increased local receive buffer for Client and Server() and removed the magic number that was used
In Server.h and Client.h
(char readBuffer[INPUTSIZE] = { 0 }).
Packets start size has now been increased to 512 bytes.
Changed ComponentInfo::FieldsInOrder to store strings instead of pointers.
Removed HasEntity() and are now using ValidEntity() instead.
2016-01-12 12:00:19 +01:00
viktorljung 2450769190 some cleanup 2016-01-12 11:51:47 +01:00
viktorljung d469fe6e9a Removed picking event and added a pick function to renderer 2016-01-12 11:45:50 +01:00
Tleety 24ba3ae1f6 WIP, falloff things.
# Conflicts:
#	resources/Schema/Components/PointLight.xsd
#	resources/Shaders/ForwardPlus.frag.glsl
2016-01-11 17:57:15 +01:00
Tleety fa6dd2dc67 Basic transparancy working. 2016-01-11 17:57:15 +01:00
Tleety 3c5966d174 Now sort models according to depth. 2016-01-11 17:57:15 +01:00
Tleety 0cf8d26557 Revert "Revert "Forward+""
This reverts commit b908a9f9c6.
2016-01-11 17:56:58 +01:00
viktorljung 3feee7fd35 Changed the structure of how RenderJobs are handled 2016-01-11 17:01:17 +01:00
Jocke b37ffc7449 WIP Model component not working. 2016-01-11 14:58:49 +01:00
stiffly f0ad28bac4 Removed some comments. Basically did nothing 2016-01-11 14:58:15 +01:00
Jace 4a516a4d86 Added ComponentInfo::FieldsInOrder to be able to loop through component fields in a consistent order based on the component XSD definition 2016-01-11 14:56:53 +01:00
Jace 21aea6f31d Added World::ValidEntity for checking if an entity exists or not 2016-01-11 14:35:41 +01:00
Jace 297a3fb493 Support for "name" attribute on entities 2016-01-11 14:35:41 +01:00
Jace 39dd27726d MAJOR BREAKING CHANGE: EntityID 0 is now a valid entity. Use EntityID_Invalid as sentry for checks!
Also contains inseparable editor changes.
2016-01-11 14:35:41 +01:00
Jace 6adc98eea5 Now writes entities to file instead of stdout... 2016-01-11 14:35:41 +01:00
Jace 11d547cde8 Entity 0 is now a real entity in the world, created by the first entity read while importing. This makes the difference between map files and entity files automatic, since consecutive entity file loads should automatically get the world as parent, as long as the world entity has been created earlier. 2016-01-11 14:35:41 +01:00
Jace 24b9e951c2 Added stride information to ComponentInfo, refactored FieldOffsets and FieldTypes into new struct Field_t Fields while I was at it. 2016-01-11 14:35:41 +01:00
Jace 81024b4a1d First work on EntityFileWriter for saving levels 2016-01-11 14:35:41 +01:00
Jace 23e78c4947 Cleaned up code 2016-01-11 14:35:15 +01:00
Jace 3e7f27e1fe Added error handler for DOM parsers 2016-01-11 14:35:15 +01:00
Jace ee83394678 Unified some previously duplicated code 2016-01-11 14:35:15 +01:00
Jace 03456ad731 EntityFileParser 2016-01-11 14:35:15 +01:00
Jace 0bcbcda8b8 EntityFilePreprocessor
WIP

WIP

EntityFilePreprocessor
2016-01-11 14:35:15 +01:00
Jace b908a9f9c6 Revert "Forward+" 2016-01-11 13:48:55 +01:00
viktorljung b8db80bc40 Added camera to PickingPass and fixed memory leak 2016-01-11 10:47:39 +01:00
viktorljung a7b43b06a2 Camera component and RenderQueue changes 2016-01-08 16:21:59 +01:00
Tleety 2bd60be741 Merge remote-tracking branch 'origin/master' into Forward+
# Conflicts:
#	resources/Schema/Types/Entity.xsd
2016-01-08 14:14:43 +01:00
Tleety dab4ba2164 Pointlights are now using the pointlight component and the Light renderqueue to draw. 2016-01-08 14:12:09 +01:00
William Moberg beb0967c3b Merge branch 'master' into OrderedSystemPipeline
# Conflicts:
#	src/Game/Game.cpp
2016-01-07 16:49:20 +01:00
William Moberg 7fb71f17b2 Destruct all systems properly in the pipeline. 2016-01-07 16:13:52 +01:00
William Moberg c4642cc530 Merge branch 'master' into OrderedSystemPipeline
# Conflicts:
#	include/Engine/Core/SystemPipeline.h
2016-01-07 15:07:16 +01:00