2009-01-28 01:11:42 -08:00
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// Copyright (C) 2002-2009 Nikolaus Gebhardt / Thomas Alten
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2009-01-19 05:48:22 -08:00
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
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Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
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#include "CSoftwareDriver2.h"
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2009-01-19 05:48:22 -08:00
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#include "SoftwareDriver2_helper.h"
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#include "CSoftwareTexture2.h"
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#include "CSoftware2MaterialRenderer.h"
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#include "S3DVertex.h"
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#include "S4DVertex.h"
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#define MAT_TEXTURE(tex) ( (video::CSoftwareTexture2*) Material.org.getTexture ( tex ) )
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namespace irr
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{
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namespace video
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{
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//! constructor
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CBurningVideoDriver::CBurningVideoDriver(const core::dimension2d<u32>& windowSize, bool fullscreen, io::IFileSystem* io, video::IImagePresenter* presenter)
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: CNullDriver(io, windowSize), BackBuffer(0), Presenter(presenter),
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WindowId(0), SceneSourceRect(0),
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RenderTargetTexture(0), RenderTargetSurface(0), CurrentShader(0),
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DepthBuffer(0), CurrentOut ( 12 * 2, 128 ), Temp ( 12 * 2, 128 )
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{
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#ifdef _DEBUG
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setDebugName("CBurningVideoDriver");
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#endif
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// create backbuffer
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BackBuffer = new CImage(BURNINGSHADER_COLOR_FORMAT, windowSize);
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if (BackBuffer)
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{
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BackBuffer->fill(SColor(0));
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// create z buffer
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DepthBuffer = video::createDepthBuffer(BackBuffer->getDimension());
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}
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// create triangle renderers
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irr::memset32 ( BurningShader, 0, sizeof ( BurningShader ) );
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//BurningShader[ETR_FLAT] = createTRFlat2(DepthBuffer);
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//BurningShader[ETR_FLAT_WIRE] = createTRFlatWire2(DepthBuffer);
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BurningShader[ETR_GOURAUD] = createTriangleRendererGouraud2(DepthBuffer);
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BurningShader[ETR_GOURAUD_ALPHA] = createTriangleRendererGouraudAlpha2(DepthBuffer );
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BurningShader[ETR_GOURAUD_ALPHA_NOZ] = createTRGouraudAlphaNoZ2(DepthBuffer );
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//BurningShader[ETR_GOURAUD_WIRE] = createTriangleRendererGouraudWire2(DepthBuffer);
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//BurningShader[ETR_TEXTURE_FLAT] = createTriangleRendererTextureFlat2(DepthBuffer);
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//BurningShader[ETR_TEXTURE_FLAT_WIRE] = createTriangleRendererTextureFlatWire2(DepthBuffer);
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BurningShader[ETR_TEXTURE_GOURAUD] = createTriangleRendererTextureGouraud2(DepthBuffer);
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Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
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BurningShader[ETR_TEXTURE_GOURAUD_LIGHTMAP_M1] = createTriangleRendererTextureLightMap2_M1(DepthBuffer);
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2009-01-19 05:48:22 -08:00
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BurningShader[ETR_TEXTURE_GOURAUD_LIGHTMAP_M2] = createTriangleRendererTextureLightMap2_M2(DepthBuffer);
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BurningShader[ETR_TEXTURE_GOURAUD_LIGHTMAP_M4] = createTriangleRendererGTextureLightMap2_M4(DepthBuffer);
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BurningShader[ETR_TEXTURE_LIGHTMAP_M4] = createTriangleRendererTextureLightMap2_M4(DepthBuffer);
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BurningShader[ETR_TEXTURE_GOURAUD_LIGHTMAP_ADD] = createTriangleRendererTextureLightMap2_Add(DepthBuffer);
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BurningShader[ETR_TEXTURE_GOURAUD_DETAIL_MAP] = createTriangleRendererTextureDetailMap2(DepthBuffer);
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BurningShader[ETR_TEXTURE_GOURAUD_WIRE] = createTriangleRendererTextureGouraudWire2(DepthBuffer);
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BurningShader[ETR_TEXTURE_GOURAUD_NOZ] = createTRTextureGouraudNoZ2();
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BurningShader[ETR_TEXTURE_GOURAUD_ADD] = createTRTextureGouraudAdd2(DepthBuffer);
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BurningShader[ETR_TEXTURE_GOURAUD_ADD_NO_Z] = createTRTextureGouraudAddNoZ2(DepthBuffer);
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BurningShader[ETR_TEXTURE_GOURAUD_VERTEX_ALPHA] = createTriangleRendererTextureVertexAlpha2 ( DepthBuffer );
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BurningShader[ETR_TEXTURE_GOURAUD_ALPHA] = createTRTextureGouraudAlpha(DepthBuffer );
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BurningShader[ETR_TEXTURE_GOURAUD_ALPHA_NOZ] = createTRTextureGouraudAlphaNoZ( DepthBuffer );
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BurningShader[ETR_TEXTURE_BLEND] = createTRTextureBlend( DepthBuffer );
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BurningShader[ETR_REFERENCE] = createTriangleRendererReference ( DepthBuffer );
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// add the same renderer for all solid types
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CSoftware2MaterialRenderer_SOLID* smr = new CSoftware2MaterialRenderer_SOLID( this);
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CSoftware2MaterialRenderer_TRANSPARENT_ADD_COLOR* tmr = new CSoftware2MaterialRenderer_TRANSPARENT_ADD_COLOR( this);
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CSoftware2MaterialRenderer_UNSUPPORTED * umr = new CSoftware2MaterialRenderer_UNSUPPORTED ( this );
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//!TODO: addMaterialRenderer depends on pushing order....
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addMaterialRenderer ( smr ); // EMT_SOLID
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addMaterialRenderer ( smr ); // EMT_SOLID_2_LAYER,
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addMaterialRenderer ( smr ); // EMT_LIGHTMAP,
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addMaterialRenderer ( tmr ); // EMT_LIGHTMAP_ADD,
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addMaterialRenderer ( smr ); // EMT_LIGHTMAP_M2,
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addMaterialRenderer ( smr ); // EMT_LIGHTMAP_M4,
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addMaterialRenderer ( smr ); // EMT_LIGHTMAP_LIGHTING,
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addMaterialRenderer ( smr ); // EMT_LIGHTMAP_LIGHTING_M2,
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addMaterialRenderer ( smr ); // EMT_LIGHTMAP_LIGHTING_M4,
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addMaterialRenderer ( smr ); // EMT_DETAIL_MAP,
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addMaterialRenderer ( umr ); // EMT_SPHERE_MAP,
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addMaterialRenderer ( smr ); // EMT_REFLECTION_2_LAYER,
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addMaterialRenderer ( tmr ); // EMT_TRANSPARENT_ADD_COLOR,
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addMaterialRenderer ( tmr ); // EMT_TRANSPARENT_ALPHA_CHANNEL,
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addMaterialRenderer ( tmr ); // EMT_TRANSPARENT_ALPHA_CHANNEL_REF,
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addMaterialRenderer ( tmr ); // EMT_TRANSPARENT_VERTEX_ALPHA,
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addMaterialRenderer ( smr ); // EMT_TRANSPARENT_REFLECTION_2_LAYER,
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addMaterialRenderer ( umr ); // EMT_NORMAL_MAP_SOLID,
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addMaterialRenderer ( umr ); // EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR,
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addMaterialRenderer ( umr ); // EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA,
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addMaterialRenderer ( umr ); // EMT_PARALLAX_MAP_SOLID,
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addMaterialRenderer ( umr ); // EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR,
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addMaterialRenderer ( umr ); // EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA,
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addMaterialRenderer ( tmr ); // EMT_ONETEXTURE_BLEND
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smr->drop ();
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tmr->drop ();
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umr->drop ();
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// select render target
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setRenderTarget(BackBuffer);
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LightSpace.Global_AmbientLight.set ( 0.f, 0.f, 0.f, 0.f );
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// select the right renderer
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//CurrentShader = BurningShader[ETR_REFERENCE];
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setCurrentShader();
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}
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//! destructor
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CBurningVideoDriver::~CBurningVideoDriver()
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{
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// delete Backbuffer
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if (BackBuffer)
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BackBuffer->drop();
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// delete triangle renderers
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for (s32 i=0; i<ETR2_COUNT; ++i)
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if (BurningShader[i])
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BurningShader[i]->drop();
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// delete zbuffer
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if (DepthBuffer)
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DepthBuffer->drop();
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if (RenderTargetTexture)
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RenderTargetTexture->drop();
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if (RenderTargetSurface)
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RenderTargetSurface->drop();
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}
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//! void selects the right triangle renderer based on the render states.
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void CBurningVideoDriver::setCurrentShader()
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{
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EBurningFFShader shader = ETR_TEXTURE_GOURAUD;
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bool zMaterialTest = true;
|
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switch ( Material.org.MaterialType )
|
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{
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case EMT_ONETEXTURE_BLEND:
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shader = ETR_TEXTURE_BLEND;
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zMaterialTest = false;
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break;
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case EMT_TRANSPARENT_ALPHA_CHANNEL_REF:
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case EMT_TRANSPARENT_ALPHA_CHANNEL:
|
2009-01-22 14:39:40 -08:00
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if ( Material.org.ZBuffer != ECFN_NEVER )
|
2009-01-19 05:48:22 -08:00
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{
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shader = ETR_TEXTURE_GOURAUD_ALPHA;
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}
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else
|
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{
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shader = ETR_TEXTURE_GOURAUD_ALPHA_NOZ;
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}
|
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zMaterialTest = false;
|
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|
break;
|
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case EMT_TRANSPARENT_ADD_COLOR:
|
2009-01-22 14:39:40 -08:00
|
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if ( Material.org.ZBuffer != ECFN_NEVER )
|
2009-01-19 05:48:22 -08:00
|
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|
{
|
|
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|
shader = ETR_TEXTURE_GOURAUD_ADD;
|
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|
}
|
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|
else
|
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|
{
|
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|
shader = ETR_TEXTURE_GOURAUD_ADD_NO_Z;
|
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|
}
|
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|
zMaterialTest = false;
|
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|
break;
|
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|
case EMT_TRANSPARENT_VERTEX_ALPHA:
|
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|
shader = ETR_TEXTURE_GOURAUD_VERTEX_ALPHA;
|
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|
break;
|
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|
case EMT_LIGHTMAP:
|
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|
|
case EMT_LIGHTMAP_LIGHTING:
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
shader = ETR_TEXTURE_GOURAUD_LIGHTMAP_M1;
|
2009-01-19 05:48:22 -08:00
|
|
|
break;
|
|
|
|
|
|
|
|
case EMT_LIGHTMAP_M2:
|
|
|
|
case EMT_LIGHTMAP_LIGHTING_M2:
|
|
|
|
shader = ETR_TEXTURE_GOURAUD_LIGHTMAP_M2;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case EMT_LIGHTMAP_LIGHTING_M4:
|
|
|
|
if ( Material.org.getTexture(1) )
|
|
|
|
shader = ETR_TEXTURE_GOURAUD_LIGHTMAP_M4;
|
|
|
|
break;
|
|
|
|
case EMT_LIGHTMAP_M4:
|
|
|
|
if ( Material.org.getTexture(1) )
|
|
|
|
shader = ETR_TEXTURE_LIGHTMAP_M4;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case EMT_LIGHTMAP_ADD:
|
|
|
|
if ( Material.org.getTexture(1) )
|
|
|
|
shader = ETR_TEXTURE_GOURAUD_LIGHTMAP_ADD;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case EMT_DETAIL_MAP:
|
|
|
|
shader = ETR_TEXTURE_GOURAUD_DETAIL_MAP;
|
|
|
|
break;
|
|
|
|
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
case EMT_REFLECTION_2_LAYER:
|
|
|
|
shader = ETR_INVALID;
|
|
|
|
break;
|
|
|
|
|
2009-01-19 05:48:22 -08:00
|
|
|
default:
|
|
|
|
break;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2009-01-22 14:39:40 -08:00
|
|
|
if ( zMaterialTest && (Material.org.ZBuffer==ECFN_NEVER) && !Material.org.ZWriteEnable)
|
2009-01-19 05:48:22 -08:00
|
|
|
{
|
|
|
|
shader = ETR_TEXTURE_GOURAUD_NOZ;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( 0 == Material.org.getTexture(0) )
|
|
|
|
{
|
|
|
|
shader = ETR_GOURAUD;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( Material.org.Wireframe )
|
|
|
|
{
|
|
|
|
shader = ETR_TEXTURE_GOURAUD_WIRE;
|
|
|
|
}
|
|
|
|
|
|
|
|
//shader = ETR_REFERENCE;
|
|
|
|
|
|
|
|
// switchToTriangleRenderer
|
|
|
|
CurrentShader = BurningShader[shader];
|
|
|
|
if ( CurrentShader )
|
|
|
|
{
|
|
|
|
CurrentShader->setZCompareFunc ( Material.org.ZBuffer );
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
CurrentShader->setRenderTarget(RenderTargetSurface, ViewPort);
|
|
|
|
CurrentShader->setMaterial ( Material );
|
|
|
|
|
2009-01-19 05:48:22 -08:00
|
|
|
switch ( shader )
|
|
|
|
{
|
|
|
|
case ETR_TEXTURE_GOURAUD_ALPHA:
|
|
|
|
case ETR_TEXTURE_GOURAUD_ALPHA_NOZ:
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
case ETR_TEXTURE_BLEND:
|
2009-01-19 05:48:22 -08:00
|
|
|
CurrentShader->setParam ( 0, Material.org.MaterialTypeParam );
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
}
|
2009-01-19 05:48:22 -08:00
|
|
|
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
if ( shader != ETR_TEXTURE_BLEND )
|
|
|
|
{
|
|
|
|
//CurrentShader = 0;
|
2009-01-19 05:48:22 -08:00
|
|
|
}
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
|
2009-01-19 05:48:22 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//! queries the features of the driver, returns true if feature is available
|
|
|
|
bool CBurningVideoDriver::queryFeature(E_VIDEO_DRIVER_FEATURE feature) const
|
|
|
|
{
|
|
|
|
if (!FeatureEnabled[feature])
|
|
|
|
return false;
|
|
|
|
|
|
|
|
switch (feature)
|
|
|
|
{
|
|
|
|
#ifdef SOFTWARE_DRIVER_2_BILINEAR
|
|
|
|
case EVDF_BILINEAR_FILTER:
|
|
|
|
return true;
|
|
|
|
#endif
|
|
|
|
#ifdef SOFTWARE_DRIVER_2_MIPMAPPING
|
|
|
|
case EVDF_MIP_MAP:
|
|
|
|
return true;
|
|
|
|
#endif
|
|
|
|
case EVDF_RENDER_TO_TARGET:
|
|
|
|
case EVDF_MULTITEXTURE:
|
|
|
|
case EVDF_HARDWARE_TL:
|
|
|
|
case EVDF_TEXTURE_NSQUARE:
|
|
|
|
return true;
|
|
|
|
|
|
|
|
default:
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//! sets transformation
|
|
|
|
void CBurningVideoDriver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)
|
|
|
|
{
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
Transformation[state] = mat;
|
|
|
|
TransformationFlag[state] = mat.isIdentity();
|
2009-01-19 05:48:22 -08:00
|
|
|
|
|
|
|
switch ( state )
|
|
|
|
{
|
|
|
|
case ETS_VIEW:
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
Transformation[ETS_VIEW_PROJECTION].setbyproduct_nocheck (
|
|
|
|
Transformation[ETS_PROJECTION],
|
|
|
|
Transformation[ETS_VIEW]
|
2009-01-19 05:48:22 -08:00
|
|
|
);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case ETS_WORLD:
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
if ( TransformationFlag[state] )
|
2009-01-19 05:48:22 -08:00
|
|
|
{
|
|
|
|
Transformation[ETS_CURRENT] = Transformation[ETS_VIEW_PROJECTION];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
Transformation[ETS_CURRENT].setbyproduct_nocheck (
|
|
|
|
Transformation[ETS_VIEW_PROJECTION],
|
|
|
|
Transformation[ETS_WORLD]
|
2009-01-19 05:48:22 -08:00
|
|
|
);
|
|
|
|
}
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
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TransformationFlag[ETS_CURRENT] = 0;
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2009-01-19 05:48:22 -08:00
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#ifdef SOFTWARE_DRIVER_2_LIGHTING
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if ( Material.org.Lighting )
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{
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Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
if ( TransformationFlag[state] )
|
2009-01-19 05:48:22 -08:00
|
|
|
{
|
|
|
|
Transformation[ETS_WORLD_VIEW] = Transformation[ETS_VIEW];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
Transformation[ETS_WORLD_VIEW].setbyproduct_nocheck (
|
|
|
|
Transformation[ETS_VIEW],
|
|
|
|
Transformation[ETS_WORLD]
|
2009-01-19 05:48:22 -08:00
|
|
|
);
|
|
|
|
}
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
core::matrix4 m2 ( Transformation[ETS_WORLD_VIEW] );
|
2009-01-19 05:48:22 -08:00
|
|
|
m2.makeInverse ();
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
m2.getTransposed ( Transformation[ETS_WORLD_VIEW_INVERSE_TRANSPOSED] );
|
2009-01-19 05:48:22 -08:00
|
|
|
}
|
|
|
|
#endif
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! sets a material
|
|
|
|
void CBurningVideoDriver::setMaterial(const SMaterial& material)
|
|
|
|
{
|
|
|
|
Material.org = material;
|
|
|
|
|
|
|
|
Material.AmbientColor.setA8R8G8B8 ( Material.org.AmbientColor.color );
|
|
|
|
Material.DiffuseColor.setA8R8G8B8 ( Material.org.DiffuseColor.color );
|
|
|
|
Material.EmissiveColor.setA8R8G8B8 ( Material.org.EmissiveColor.color );
|
|
|
|
Material.SpecularColor.setA8R8G8B8 ( Material.org.SpecularColor.color );
|
|
|
|
|
|
|
|
Material.SpecularEnabled = Material.org.Shininess != 0.f;
|
|
|
|
if (Material.SpecularEnabled)
|
|
|
|
Material.org.NormalizeNormals = true;
|
|
|
|
|
|
|
|
for (u32 i = 0; i < 2; ++i)
|
|
|
|
{
|
|
|
|
setTransform((E_TRANSFORMATION_STATE) (ETS_TEXTURE_0 + i),
|
|
|
|
material.getTextureMatrix(i));
|
|
|
|
}
|
|
|
|
|
|
|
|
setCurrentShader();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! clears the zbuffer
|
|
|
|
bool CBurningVideoDriver::beginScene(bool backBuffer, bool zBuffer,
|
|
|
|
SColor color, void* windowId, core::rect<s32>* sourceRect)
|
|
|
|
{
|
|
|
|
CNullDriver::beginScene(backBuffer, zBuffer, color, windowId, sourceRect);
|
|
|
|
WindowId = windowId;
|
|
|
|
SceneSourceRect = sourceRect;
|
|
|
|
|
|
|
|
if (backBuffer && BackBuffer)
|
|
|
|
BackBuffer->fill(color);
|
|
|
|
|
|
|
|
if (DepthBuffer && zBuffer)
|
|
|
|
DepthBuffer->clear();
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! presents the rendered scene on the screen, returns false if failed
|
|
|
|
bool CBurningVideoDriver::endScene()
|
|
|
|
{
|
|
|
|
CNullDriver::endScene();
|
|
|
|
|
|
|
|
return Presenter->present(BackBuffer, WindowId, SceneSourceRect);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! sets a render target
|
|
|
|
bool CBurningVideoDriver::setRenderTarget(video::ITexture* texture, bool clearBackBuffer,
|
|
|
|
bool clearZBuffer, SColor color)
|
|
|
|
{
|
|
|
|
if (texture && texture->getDriverType() != EDT_BURNINGSVIDEO)
|
|
|
|
{
|
|
|
|
os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (RenderTargetTexture)
|
|
|
|
RenderTargetTexture->drop();
|
|
|
|
|
|
|
|
RenderTargetTexture = texture;
|
|
|
|
|
|
|
|
if (RenderTargetTexture)
|
|
|
|
{
|
|
|
|
RenderTargetTexture->grab();
|
|
|
|
setRenderTarget(((CSoftwareTexture2*)RenderTargetTexture)->getTexture());
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
setRenderTarget(BackBuffer);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (RenderTargetSurface && (clearBackBuffer || clearZBuffer))
|
|
|
|
{
|
|
|
|
if (clearZBuffer)
|
|
|
|
DepthBuffer->clear();
|
|
|
|
|
|
|
|
if (clearBackBuffer)
|
|
|
|
((video::CImage*)RenderTargetSurface)->fill( color );
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! sets a render target
|
|
|
|
void CBurningVideoDriver::setRenderTarget(video::CImage* image)
|
|
|
|
{
|
|
|
|
if (RenderTargetSurface)
|
|
|
|
RenderTargetSurface->drop();
|
|
|
|
|
|
|
|
RenderTargetSurface = image;
|
|
|
|
RenderTargetSize.Width = 0;
|
|
|
|
RenderTargetSize.Height = 0;
|
|
|
|
|
|
|
|
if (RenderTargetSurface)
|
|
|
|
{
|
|
|
|
RenderTargetSurface->grab();
|
|
|
|
RenderTargetSize = RenderTargetSurface->getDimension();
|
|
|
|
}
|
|
|
|
|
|
|
|
setViewPort(core::rect<s32>(0,0,RenderTargetSize.Width,RenderTargetSize.Height));
|
|
|
|
|
|
|
|
if (DepthBuffer)
|
|
|
|
DepthBuffer->setSize(RenderTargetSize);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//! sets a viewport
|
|
|
|
void CBurningVideoDriver::setViewPort(const core::rect<s32>& area)
|
|
|
|
{
|
|
|
|
ViewPort = area;
|
|
|
|
|
|
|
|
core::rect<s32> rendert(0,0,RenderTargetSize.Width,RenderTargetSize.Height);
|
|
|
|
ViewPort.clipAgainst(rendert);
|
|
|
|
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
Transformation [ ETS_CLIPSCALE ].buildNDCToDCMatrix ( ViewPort, 1 );
|
2009-01-19 05:48:22 -08:00
|
|
|
|
|
|
|
|
|
|
|
if (CurrentShader)
|
|
|
|
CurrentShader->setRenderTarget(RenderTargetSurface, ViewPort);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
generic plane clipping in homogenous coordinates
|
|
|
|
special case ndc frustum <-w,w>,<-w,w>,<-w,w>
|
|
|
|
can be rewritten with compares e.q near plane, a.z < -a.w and b.z < -b.w
|
|
|
|
*/
|
|
|
|
|
|
|
|
const sVec4 CBurningVideoDriver::NDCPlane[6] =
|
|
|
|
{
|
|
|
|
sVec4( 0.f, 0.f, -1.f, -1.f ), // near
|
|
|
|
sVec4( 0.f, 0.f, 1.f, -1.f ), // far
|
|
|
|
sVec4( 1.f, 0.f, 0.f, -1.f ), // left
|
|
|
|
sVec4( -1.f, 0.f, 0.f, -1.f ), // right
|
|
|
|
sVec4( 0.f, 1.f, 0.f, -1.f ), // bottom
|
|
|
|
sVec4( 0.f, -1.f, 0.f, -1.f ) // top
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
test a vertex if it's inside the standard frustum
|
|
|
|
|
|
|
|
this is the generic one..
|
|
|
|
|
|
|
|
f32 dotPlane;
|
|
|
|
for ( u32 i = 0; i!= 6; ++i )
|
|
|
|
{
|
|
|
|
dotPlane = v->Pos.dotProduct ( NDCPlane[i] );
|
|
|
|
core::setbit_cond( flag, dotPlane <= 0.f, 1 << i );
|
|
|
|
}
|
|
|
|
|
|
|
|
// this is the base for ndc frustum <-w,w>,<-w,w>,<-w,w>
|
|
|
|
core::setbit_cond( flag, ( v->Pos.z - v->Pos.w ) <= 0.f, 1 );
|
|
|
|
core::setbit_cond( flag, (-v->Pos.z - v->Pos.w ) <= 0.f, 2 );
|
|
|
|
core::setbit_cond( flag, ( v->Pos.x - v->Pos.w ) <= 0.f, 4 );
|
|
|
|
core::setbit_cond( flag, (-v->Pos.x - v->Pos.w ) <= 0.f, 8 );
|
|
|
|
core::setbit_cond( flag, ( v->Pos.y - v->Pos.w ) <= 0.f, 16 );
|
|
|
|
core::setbit_cond( flag, (-v->Pos.y - v->Pos.w ) <= 0.f, 32 );
|
|
|
|
|
|
|
|
*/
|
|
|
|
#ifdef IRRLICHT_FAST_MATH
|
|
|
|
|
|
|
|
REALINLINE u32 CBurningVideoDriver::clipToFrustumTest ( const s4DVertex * v ) const
|
|
|
|
{
|
|
|
|
f32 test[6];
|
|
|
|
u32 flag;
|
|
|
|
const f32 w = - v->Pos.w;
|
|
|
|
|
|
|
|
// a conditional move is needed....FCOMI ( but we don't have it )
|
|
|
|
// so let the fpu calculate and write it back.
|
|
|
|
// cpu makes the compare, interleaving
|
|
|
|
|
|
|
|
test[0] = v->Pos.z + w;
|
|
|
|
test[1] = -v->Pos.z + w;
|
|
|
|
test[2] = v->Pos.x + w;
|
|
|
|
test[3] = -v->Pos.x + w;
|
|
|
|
test[4] = v->Pos.y + w;
|
|
|
|
test[5] = -v->Pos.y + w;
|
|
|
|
|
|
|
|
flag = (IR ( test[0] ) ) >> 31;
|
|
|
|
flag |= (IR ( test[1] ) & 0x80000000 ) >> 30;
|
|
|
|
flag |= (IR ( test[2] ) & 0x80000000 ) >> 29;
|
|
|
|
flag |= (IR ( test[3] ) & 0x80000000 ) >> 28;
|
|
|
|
flag |= (IR ( test[4] ) & 0x80000000 ) >> 27;
|
|
|
|
flag |= (IR ( test[5] ) & 0x80000000 ) >> 26;
|
|
|
|
|
|
|
|
/*
|
|
|
|
flag = F32_LOWER_EQUAL_0 ( test[0] );
|
|
|
|
flag |= F32_LOWER_EQUAL_0 ( test[1] ) << 1;
|
|
|
|
flag |= F32_LOWER_EQUAL_0 ( test[2] ) << 2;
|
|
|
|
flag |= F32_LOWER_EQUAL_0 ( test[3] ) << 3;
|
|
|
|
flag |= F32_LOWER_EQUAL_0 ( test[4] ) << 4;
|
|
|
|
flag |= F32_LOWER_EQUAL_0 ( test[5] ) << 5;
|
|
|
|
*/
|
|
|
|
return flag;
|
|
|
|
}
|
|
|
|
|
|
|
|
#else
|
|
|
|
|
|
|
|
|
|
|
|
REALINLINE u32 CBurningVideoDriver::clipToFrustumTest ( const s4DVertex * v ) const
|
|
|
|
{
|
|
|
|
u32 flag = 0;
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
|
|
|
|
if ( v->Pos.z <= v->Pos.w ) flag |= 1;
|
|
|
|
if (-v->Pos.z <= v->Pos.w ) flag |= 2;
|
|
|
|
|
|
|
|
if ( v->Pos.x <= v->Pos.w ) flag |= 4;
|
|
|
|
if (-v->Pos.x <= v->Pos.w ) flag |= 8;
|
|
|
|
|
|
|
|
if ( v->Pos.y <= v->Pos.w ) flag |= 16;
|
|
|
|
if (-v->Pos.y <= v->Pos.w ) flag |= 32;
|
|
|
|
|
|
|
|
/*
|
2009-01-19 05:48:22 -08:00
|
|
|
for ( u32 i = 0; i!= 6; ++i )
|
|
|
|
{
|
|
|
|
core::setbit_cond( flag, v->Pos.dotProduct ( NDCPlane[i] ) <= 0.f, 1 << i );
|
|
|
|
}
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
*/
|
2009-01-19 05:48:22 -08:00
|
|
|
return flag;
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif // _MSC_VER
|
|
|
|
|
|
|
|
u32 CBurningVideoDriver::clipToHyperPlane ( s4DVertex * dest, const s4DVertex * source, u32 inCount, const sVec4 &plane )
|
|
|
|
{
|
|
|
|
u32 outCount = 0;
|
|
|
|
s4DVertex * out = dest;
|
|
|
|
|
|
|
|
const s4DVertex * a;
|
|
|
|
const s4DVertex * b = source;
|
|
|
|
|
|
|
|
f32 bDotPlane;
|
|
|
|
|
|
|
|
bDotPlane = b->Pos.dotProduct ( plane );
|
|
|
|
|
|
|
|
for( u32 i = 1; i < inCount + 1; ++i)
|
|
|
|
{
|
|
|
|
const s32 condition = i - inCount;
|
|
|
|
const s32 index = (( ( condition >> 31 ) & ( i ^ condition ) ) ^ condition ) << 1;
|
|
|
|
|
|
|
|
a = &source[ index ];
|
|
|
|
|
|
|
|
// current point inside
|
|
|
|
if ( a->Pos.dotProduct ( plane ) <= 0.f )
|
|
|
|
{
|
|
|
|
// last point outside
|
|
|
|
if ( F32_GREATER_0 ( bDotPlane ) )
|
|
|
|
{
|
|
|
|
// intersect line segment with plane
|
|
|
|
out->interpolate ( *b, *a, bDotPlane / (b->Pos - a->Pos).dotProduct ( plane ) );
|
|
|
|
out += 2;
|
|
|
|
outCount += 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// copy current to out
|
|
|
|
//*out = *a;
|
|
|
|
irr::memcpy32_small ( out, a, SIZEOF_SVERTEX * 2 );
|
|
|
|
b = out;
|
|
|
|
|
|
|
|
out += 2;
|
|
|
|
outCount += 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// current point outside
|
|
|
|
|
|
|
|
if ( F32_LOWER_EQUAL_0 ( bDotPlane ) )
|
|
|
|
{
|
|
|
|
// previous was inside
|
|
|
|
// intersect line segment with plane
|
|
|
|
out->interpolate ( *b, *a, bDotPlane / (b->Pos - a->Pos).dotProduct ( plane ) );
|
|
|
|
out += 2;
|
|
|
|
outCount += 1;
|
|
|
|
}
|
|
|
|
// pointer
|
|
|
|
b = a;
|
|
|
|
}
|
|
|
|
|
|
|
|
bDotPlane = b->Pos.dotProduct ( plane );
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
return outCount;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
u32 CBurningVideoDriver::clipToFrustum ( s4DVertex *v0, s4DVertex * v1, const u32 vIn )
|
|
|
|
{
|
|
|
|
u32 vOut = vIn;
|
|
|
|
|
|
|
|
vOut = clipToHyperPlane ( v1, v0, vOut, NDCPlane[0] ); if ( vOut < vIn ) return vOut;
|
|
|
|
vOut = clipToHyperPlane ( v0, v1, vOut, NDCPlane[1] ); if ( vOut < vIn ) return vOut;
|
|
|
|
vOut = clipToHyperPlane ( v1, v0, vOut, NDCPlane[2] ); if ( vOut < vIn ) return vOut;
|
|
|
|
vOut = clipToHyperPlane ( v0, v1, vOut, NDCPlane[3] ); if ( vOut < vIn ) return vOut;
|
|
|
|
vOut = clipToHyperPlane ( v1, v0, vOut, NDCPlane[4] ); if ( vOut < vIn ) return vOut;
|
|
|
|
vOut = clipToHyperPlane ( v0, v1, vOut, NDCPlane[5] );
|
|
|
|
return vOut;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*!
|
|
|
|
Part I:
|
|
|
|
apply Clip Scale matrix
|
|
|
|
From Normalized Device Coordiante ( NDC ) Space to Device Coordinate Space ( DC )
|
|
|
|
|
|
|
|
Part II:
|
|
|
|
Project homogeneous vector
|
|
|
|
homogeneous to non-homogenous coordinates ( dividebyW )
|
|
|
|
|
|
|
|
Incoming: ( xw, yw, zw, w, u, v, 1, R, G, B, A )
|
|
|
|
Outgoing: ( xw/w, yw/w, zw/w, w/w, u/w, v/w, 1/w, R/w, G/w, B/w, A/w )
|
|
|
|
|
|
|
|
|
|
|
|
replace w/w by 1/w
|
|
|
|
*/
|
|
|
|
inline void CBurningVideoDriver::ndc_2_dc_and_project ( s4DVertex *dest,s4DVertex *source, u32 vIn ) const
|
|
|
|
{
|
|
|
|
u32 g;
|
|
|
|
|
|
|
|
for ( g = 0; g != vIn; g += 2 )
|
|
|
|
{
|
|
|
|
if ( (dest[g].flag & VERTEX4D_PROJECTED ) == VERTEX4D_PROJECTED )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
dest[g].flag = source[g].flag | VERTEX4D_PROJECTED;
|
|
|
|
|
|
|
|
const f32 w = source[g].Pos.w;
|
|
|
|
const f32 iw = core::reciprocal ( w );
|
|
|
|
|
|
|
|
// to device coordinates
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
dest[g].Pos.x = iw * ( source[g].Pos.x * Transformation [ ETS_CLIPSCALE ][ 0] + w * Transformation [ ETS_CLIPSCALE ][12] );
|
|
|
|
dest[g].Pos.y = iw * ( source[g].Pos.y * Transformation [ ETS_CLIPSCALE ][ 5] + w * Transformation [ ETS_CLIPSCALE ][13] );
|
2009-01-19 05:48:22 -08:00
|
|
|
|
|
|
|
#ifndef SOFTWARE_DRIVER_2_USE_WBUFFER
|
|
|
|
dest[g].Pos.z = iw * source[g].Pos.z;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef SOFTWARE_DRIVER_2_USE_VERTEX_COLOR
|
|
|
|
#ifdef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
|
|
|
|
dest[g].Color[0] = source[g].Color[0] * iw;
|
|
|
|
#else
|
|
|
|
dest[g].Color[0] = source[g].Color[0];
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
dest[g].Pos.w = iw;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
inline void CBurningVideoDriver::ndc_2_dc_and_project2 ( const s4DVertex **v, const u32 size ) const
|
|
|
|
{
|
|
|
|
u32 g;
|
|
|
|
|
|
|
|
for ( g = 0; g != size; g += 1 )
|
|
|
|
{
|
|
|
|
s4DVertex * a = (s4DVertex*) v[g];
|
|
|
|
|
|
|
|
if ( (a[1].flag & VERTEX4D_PROJECTED ) == VERTEX4D_PROJECTED )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
a[1].flag = a->flag | VERTEX4D_PROJECTED;
|
|
|
|
|
|
|
|
// project homogenous vertex, store 1/w
|
|
|
|
const f32 w = a->Pos.w;
|
|
|
|
const f32 iw = core::reciprocal ( w );
|
|
|
|
|
|
|
|
// to device coordinates
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
const f32 * p = Transformation [ ETS_CLIPSCALE ].pointer();
|
|
|
|
a[1].Pos.x = iw * ( a->Pos.x * p[ 0] + w * p[12] );
|
|
|
|
a[1].Pos.y = iw * ( a->Pos.y * p[ 5] + w * p[13] );
|
2009-01-19 05:48:22 -08:00
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#ifndef SOFTWARE_DRIVER_2_USE_WBUFFER
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a[1].Pos.z = a->Pos.z * iw;
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#endif
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#ifdef SOFTWARE_DRIVER_2_USE_VERTEX_COLOR
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#ifdef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
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a[1].Color[0] = a->Color[0] * iw;
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#else
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a[1].Color[0] = a->Color[0];
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#endif
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#endif
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a[1].Pos.w = iw;
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}
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}
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/*!
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crossproduct in projected 2D -> screen area triangle
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*/
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inline f32 CBurningVideoDriver::screenarea ( const s4DVertex *v ) const
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{
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return ( ( v[3].Pos.x - v[1].Pos.x ) * ( v[5].Pos.y - v[1].Pos.y ) ) -
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( ( v[3].Pos.y - v[1].Pos.y ) * ( v[5].Pos.x - v[1].Pos.x ) );
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}
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/*!
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*/
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inline f32 CBurningVideoDriver::texelarea ( const s4DVertex *v, int tex ) const
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{
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f32 z;
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z = ( (v[2].Tex[tex].x - v[0].Tex[tex].x ) * (v[4].Tex[tex].y - v[0].Tex[tex].y ) )
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- ( (v[4].Tex[tex].x - v[0].Tex[tex].x ) * (v[2].Tex[tex].y - v[0].Tex[tex].y ) );
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return MAT_TEXTURE ( tex )->getLODFactor ( z );
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}
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/*!
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crossproduct in projected 2D
|
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*/
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inline f32 CBurningVideoDriver::screenarea2 ( const s4DVertex **v ) const
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{
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return ( (( v[1] + 1 )->Pos.x - (v[0] + 1 )->Pos.x ) * ( (v[2] + 1 )->Pos.y - (v[0] + 1 )->Pos.y ) ) -
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( (( v[1] + 1 )->Pos.y - (v[0] + 1 )->Pos.y ) * ( (v[2] + 1 )->Pos.x - (v[0] + 1 )->Pos.x ) );
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}
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/*!
|
|
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*/
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inline f32 CBurningVideoDriver::texelarea2 ( const s4DVertex **v, s32 tex ) const
|
|
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|
{
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|
f32 z;
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z = ( (v[1]->Tex[tex].x - v[0]->Tex[tex].x ) * (v[2]->Tex[tex].y - v[0]->Tex[tex].y ) )
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- ( (v[2]->Tex[tex].x - v[0]->Tex[tex].x ) * (v[1]->Tex[tex].y - v[0]->Tex[tex].y ) );
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return MAT_TEXTURE ( tex )->getLODFactor ( z );
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}
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/*!
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*/
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inline void CBurningVideoDriver::select_polygon_mipmap ( s4DVertex *v, u32 vIn, s32 tex )
|
|
|
|
{
|
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|
f32 f[2];
|
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f[0] = (f32) MAT_TEXTURE ( tex )->getSize().Width;
|
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f[1] = (f32) MAT_TEXTURE ( tex )->getSize().Height;
|
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|
|
#ifdef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
|
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|
for ( u32 g = 0; g != vIn; g += 2 )
|
|
|
|
{
|
|
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|
(v + g + 1 )->Tex[tex].x = (v + g + 0)->Tex[tex].x * ( v + g + 1 )->Pos.w * f[0];
|
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|
(v + g + 1 )->Tex[tex].y = (v + g + 0)->Tex[tex].y * ( v + g + 1 )->Pos.w * f[1];
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|
}
|
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|
#else
|
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|
for ( u32 g = 0; g != vIn; g += 2 )
|
|
|
|
{
|
|
|
|
(v + g + 1 )->Tex[tex].x = (v + g + 0)->Tex[tex].x * f[0];
|
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|
(v + g + 1 )->Tex[tex].y = (v + g + 0)->Tex[tex].y * f[1];
|
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}
|
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|
#endif
|
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|
}
|
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|
inline void CBurningVideoDriver::select_polygon_mipmap2 ( s4DVertex **v, s32 tex ) const
|
|
|
|
{
|
|
|
|
f32 f[2];
|
|
|
|
|
|
|
|
f[0] = (f32) MAT_TEXTURE ( tex )->getSize().Width;
|
|
|
|
f[1] = (f32) MAT_TEXTURE ( tex )->getSize().Height;
|
|
|
|
|
|
|
|
#ifdef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
|
|
|
|
(v[0] + 1 )->Tex[tex].x = v[0]->Tex[tex].x * ( v[0] + 1 )->Pos.w * f[0];
|
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|
(v[0] + 1 )->Tex[tex].y = v[0]->Tex[tex].y * ( v[0] + 1 )->Pos.w * f[1];
|
|
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|
|
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|
|
(v[1] + 1 )->Tex[tex].x = v[1]->Tex[tex].x * ( v[1] + 1 )->Pos.w * f[0];
|
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|
(v[1] + 1 )->Tex[tex].y = v[1]->Tex[tex].y * ( v[1] + 1 )->Pos.w * f[1];
|
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|
|
(v[2] + 1 )->Tex[tex].x = v[2]->Tex[tex].x * ( v[2] + 1 )->Pos.w * f[0];
|
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|
(v[2] + 1 )->Tex[tex].y = v[2]->Tex[tex].y * ( v[2] + 1 )->Pos.w * f[1];
|
|
|
|
|
|
|
|
#else
|
|
|
|
(v[0] + 1 )->Tex[tex].x = v[0]->Tex[tex].x * f[0];
|
|
|
|
(v[0] + 1 )->Tex[tex].y = v[0]->Tex[tex].y * f[1];
|
|
|
|
|
|
|
|
(v[1] + 1 )->Tex[tex].x = v[1]->Tex[tex].x * f[0];
|
|
|
|
(v[1] + 1 )->Tex[tex].y = v[1]->Tex[tex].y * f[1];
|
|
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|
(v[2] + 1 )->Tex[tex].x = v[2]->Tex[tex].x * f[0];
|
|
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|
(v[2] + 1 )->Tex[tex].y = v[2]->Tex[tex].y * f[1];
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
// Vertex Cache
|
|
|
|
const SVSize CBurningVideoDriver::vSize[] =
|
|
|
|
{
|
|
|
|
{ VERTEX4D_FORMAT_TEXTURE_1 | VERTEX4D_FORMAT_COLOR_1, sizeof(S3DVertex), 1 },
|
|
|
|
{ VERTEX4D_FORMAT_TEXTURE_2 | VERTEX4D_FORMAT_COLOR_1, sizeof(S3DVertex2TCoords),2 },
|
|
|
|
{ VERTEX4D_FORMAT_TEXTURE_2 | VERTEX4D_FORMAT_COLOR_1, sizeof(S3DVertexTangents),2 }
|
|
|
|
};
|
|
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|
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|
|
|
/*!
|
|
|
|
fill a cache line with transformed, light and clipp test triangles
|
|
|
|
*/
|
|
|
|
void CBurningVideoDriver::VertexCache_fill(const u32 sourceIndex,
|
|
|
|
const u32 destIndex)
|
|
|
|
{
|
|
|
|
u8 * source;
|
|
|
|
s4DVertex *dest;
|
|
|
|
|
|
|
|
source = (u8*) VertexCache.vertices + ( sourceIndex * vSize[VertexCache.vType].Pitch );
|
|
|
|
|
|
|
|
// it's a look ahead so we never hit it..
|
|
|
|
// but give priority...
|
|
|
|
//VertexCache.info[ destIndex ].hit = hitCount;
|
|
|
|
|
|
|
|
// store info
|
|
|
|
VertexCache.info[ destIndex ].index = sourceIndex;
|
|
|
|
VertexCache.info[ destIndex ].hit = 0;
|
|
|
|
|
|
|
|
// destination Vertex
|
|
|
|
dest = (s4DVertex *) ( (u8*) VertexCache.mem.data + ( destIndex << ( SIZEOF_SVERTEX_LOG2 + 1 ) ) );
|
|
|
|
|
|
|
|
// transform Model * World * Camera * Projection * NDCSpace matrix
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
Transformation [ ETS_CURRENT].transformVect ( &dest->Pos.x, ((S3DVertex*) source )->Pos );
|
2009-01-19 05:48:22 -08:00
|
|
|
|
|
|
|
#ifdef SOFTWARE_DRIVER_2_USE_VERTEX_COLOR
|
|
|
|
|
|
|
|
// light Vertex
|
|
|
|
#ifdef SOFTWARE_DRIVER_2_LIGHTING
|
|
|
|
lightVertex ( dest, ((S3DVertex*) source ) );
|
|
|
|
#else
|
|
|
|
dest->Color[0].setA8R8G8B8 ( ((S3DVertex*) source )->Color.color );
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// transfer texture coordinates
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
const core::vector2d<f32> *srcT = &((S3DVertex*) source )->TCoords;
|
|
|
|
|
|
|
|
if ( TransformationFlag [ ETS_TEXTURE_0 ] && TransformationFlag [ ETS_TEXTURE_1 ] )
|
2009-01-19 05:48:22 -08:00
|
|
|
{
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
irr::memcpy32_small ( &dest->Tex[0],srcT,
|
2009-01-19 05:48:22 -08:00
|
|
|
vSize[VertexCache.vType].TexSize * ( sizeof ( f32 ) * 2 )
|
|
|
|
);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/*
|
|
|
|
Generate texture coordinates as linear functions so that:
|
|
|
|
u = Ux*x + Uy*y + Uz*z + Uw
|
|
|
|
v = Vx*x + Vy*y + Vz*z + Vw
|
|
|
|
The matrix M for this case is:
|
|
|
|
Ux Vx 0 0
|
|
|
|
Uy Vy 0 0
|
|
|
|
Uz Vz 0 0
|
|
|
|
Uw Vw 0 0
|
|
|
|
*/
|
|
|
|
|
|
|
|
u32 t;
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
f32 tx1, ty1;
|
2009-01-19 05:48:22 -08:00
|
|
|
|
|
|
|
for ( t = 0; t != vSize[VertexCache.vType].TexSize; ++t )
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{
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Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
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const core::matrix4& M = Transformation [ ETS_TEXTURE_0 + t ];
|
2009-01-19 05:48:22 -08:00
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Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
switch ( Material.org.TextureLayer[t].TextureWrap )
|
|
|
|
{
|
|
|
|
case ETC_REPEAT:
|
|
|
|
default:
|
|
|
|
dest->Tex[t].x = M[0] * srcT[t].X + M[4] * srcT[t].Y + M[8];
|
|
|
|
dest->Tex[t].y = M[1] * srcT[t].X + M[5] * srcT[t].Y + M[9];
|
|
|
|
break;
|
|
|
|
case ETC_CLAMP:
|
|
|
|
case ETC_CLAMP_TO_EDGE:
|
|
|
|
tx1 = M[0] * srcT[t].X + M[4] * srcT[t].Y + M[8];
|
|
|
|
ty1 = M[1] * srcT[t].X + M[5] * srcT[t].Y + M[9];
|
|
|
|
|
|
|
|
dest->Tex[t].x = tx1 <= 0.f ? 0.f : tx1 >= 1.f ? 1.f : tx1;
|
|
|
|
dest->Tex[t].y = ty1 <= 0.f ? 0.f : ty1 >= 1.f ? 1.f : ty1;
|
|
|
|
//dest->Tex[t].x = core::clamp ( M[0] * src[t].X + M[4] * src[t].Y + M[8], 0.f, 1.f );
|
|
|
|
//dest->Tex[t].y = core::clamp ( M[1] * src[t].X + M[5] * src[t].Y + M[9], 0.f, 1.f );
|
|
|
|
break;
|
2009-01-19 05:48:22 -08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
dest[0].flag = dest[1].flag = vSize[VertexCache.vType].Format;
|
|
|
|
|
|
|
|
// test vertex
|
|
|
|
dest[0].flag |= clipToFrustumTest ( dest);
|
|
|
|
|
|
|
|
// to DC Space, project homogenous vertex
|
|
|
|
if ( (dest[0].flag & VERTEX4D_CLIPMASK ) == VERTEX4D_INSIDE )
|
|
|
|
{
|
|
|
|
ndc_2_dc_and_project2 ( (const s4DVertex**) &dest, 1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
//return dest;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
|
|
|
|
REALINLINE s4DVertex * CBurningVideoDriver::VertexCache_getVertex ( const u32 sourceIndex )
|
|
|
|
{
|
|
|
|
for ( s32 i = 0; i < VERTEXCACHE_ELEMENT; ++i )
|
|
|
|
{
|
|
|
|
if ( VertexCache.info[ i ].index == sourceIndex )
|
|
|
|
{
|
|
|
|
return (s4DVertex *) ( (u8*) VertexCache.mem.data + ( i << ( SIZEOF_SVERTEX_LOG2 + 1 ) ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
Cache based on linear walk indices
|
|
|
|
fill blockwise on the next 16(Cache_Size) unique vertices in indexlist
|
|
|
|
merge the next 16 vertices with the current
|
|
|
|
*/
|
|
|
|
REALINLINE void CBurningVideoDriver::VertexCache_get ( s4DVertex ** face )
|
|
|
|
{
|
|
|
|
SCacheInfo info[VERTEXCACHE_ELEMENT];
|
|
|
|
|
|
|
|
// next primitive must be complete in cache
|
|
|
|
if ( VertexCache.indicesIndex - VertexCache.indicesRun < 3 &&
|
|
|
|
VertexCache.indicesIndex < VertexCache.indexCount
|
|
|
|
)
|
|
|
|
{
|
|
|
|
// rewind to start of primitive
|
|
|
|
VertexCache.indicesIndex = VertexCache.indicesRun;
|
|
|
|
|
|
|
|
irr::memset32 ( info, VERTEXCACHE_MISS, sizeof ( info ) );
|
|
|
|
|
|
|
|
// get the next unique vertices cache line
|
|
|
|
u32 fillIndex = 0;
|
|
|
|
u32 dIndex;
|
|
|
|
u32 i;
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
u32 sourceIndex;
|
2009-01-19 05:48:22 -08:00
|
|
|
|
|
|
|
while ( VertexCache.indicesIndex < VertexCache.indexCount &&
|
|
|
|
fillIndex < VERTEXCACHE_ELEMENT
|
|
|
|
)
|
|
|
|
{
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
sourceIndex = VertexCache.iType == 1 ?
|
|
|
|
((u16*)VertexCache.indices) [ VertexCache.indicesIndex ] :
|
|
|
|
((u32*)VertexCache.indices) [ VertexCache.indicesIndex ];
|
|
|
|
|
|
|
|
|
|
|
|
VertexCache.indicesIndex += 1;
|
2009-01-19 05:48:22 -08:00
|
|
|
|
|
|
|
// if not exist, push back
|
|
|
|
s32 exist = 0;
|
|
|
|
for ( dIndex = 0; dIndex < fillIndex; ++dIndex )
|
|
|
|
{
|
|
|
|
if ( info[ dIndex ].index == sourceIndex )
|
|
|
|
{
|
|
|
|
exist = 1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( 0 == exist )
|
|
|
|
{
|
|
|
|
info[fillIndex++].index = sourceIndex;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// clear marks
|
|
|
|
for ( i = 0; i!= VERTEXCACHE_ELEMENT; ++i )
|
|
|
|
{
|
|
|
|
VertexCache.info[i].hit = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// mark all exisiting
|
|
|
|
for ( i = 0; i!= fillIndex; ++i )
|
|
|
|
{
|
|
|
|
for ( dIndex = 0; dIndex < VERTEXCACHE_ELEMENT; ++dIndex )
|
|
|
|
{
|
|
|
|
if ( VertexCache.info[ dIndex ].index == info[i].index )
|
|
|
|
{
|
|
|
|
info[i].hit = dIndex;
|
|
|
|
VertexCache.info[ dIndex ].hit = 1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// fill new
|
|
|
|
for ( i = 0; i!= fillIndex; ++i )
|
|
|
|
{
|
|
|
|
if ( info[i].hit != VERTEXCACHE_MISS )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
for ( dIndex = 0; dIndex < VERTEXCACHE_ELEMENT; ++dIndex )
|
|
|
|
{
|
|
|
|
if ( 0 == VertexCache.info[dIndex].hit )
|
|
|
|
{
|
|
|
|
VertexCache_fill ( info[i].index, dIndex );
|
|
|
|
VertexCache.info[dIndex].hit += 1;
|
|
|
|
info[i].hit = dIndex;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
const u32 i0 = core::if_c_a_else_0 ( VertexCache.pType != scene::EPT_TRIANGLE_FAN, VertexCache.indicesRun );
|
|
|
|
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
if ( VertexCache.iType == 1 )
|
|
|
|
{
|
|
|
|
const u16 *p = (const u16 *) VertexCache.indices;
|
|
|
|
face[0] = VertexCache_getVertex ( p[ i0 ] );
|
|
|
|
face[1] = VertexCache_getVertex ( p[ VertexCache.indicesRun + 1] );
|
|
|
|
face[2] = VertexCache_getVertex ( p[ VertexCache.indicesRun + 2] );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
const u32 *p = (const u32 *) VertexCache.indices;
|
|
|
|
face[0] = VertexCache_getVertex ( p[ i0 ] );
|
|
|
|
face[1] = VertexCache_getVertex ( p[ VertexCache.indicesRun + 1] );
|
|
|
|
face[2] = VertexCache_getVertex ( p[ VertexCache.indicesRun + 2] );
|
|
|
|
}
|
2009-01-19 05:48:22 -08:00
|
|
|
|
|
|
|
VertexCache.indicesRun += VertexCache.primitivePitch;
|
|
|
|
}
|
|
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|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
/*!
|
|
|
|
*/
|
2009-01-19 05:48:22 -08:00
|
|
|
REALINLINE void CBurningVideoDriver::VertexCache_get2 ( s4DVertex ** face )
|
|
|
|
{
|
|
|
|
const u32 i0 = core::if_c_a_else_0 ( VertexCache.pType != scene::EPT_TRIANGLE_FAN, VertexCache.indicesRun );
|
|
|
|
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
if ( VertexCache.iType == 1 )
|
|
|
|
{
|
|
|
|
const u16 *p = (const u16 *) VertexCache.indices;
|
|
|
|
VertexCache_fill ( p[ i0 ], 0 );
|
|
|
|
VertexCache_fill ( p[ VertexCache.indicesRun + 1], 1 );
|
|
|
|
VertexCache_fill ( p[ VertexCache.indicesRun + 2], 2 );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
const u32 *p = (const u32 *) VertexCache.indices;
|
|
|
|
VertexCache_fill ( p[ i0 ], 0 );
|
|
|
|
VertexCache_fill ( p[ VertexCache.indicesRun + 1], 1 );
|
|
|
|
VertexCache_fill ( p[ VertexCache.indicesRun + 2], 2 );
|
|
|
|
}
|
2009-01-19 05:48:22 -08:00
|
|
|
|
|
|
|
VertexCache.indicesRun += VertexCache.primitivePitch;
|
|
|
|
|
|
|
|
face[0] = (s4DVertex *) ( (u8*) VertexCache.mem.data + ( 0 << ( SIZEOF_SVERTEX_LOG2 + 1 ) ) );
|
|
|
|
face[1] = (s4DVertex *) ( (u8*) VertexCache.mem.data + ( 1 << ( SIZEOF_SVERTEX_LOG2 + 1 ) ) );
|
|
|
|
face[2] = (s4DVertex *) ( (u8*) VertexCache.mem.data + ( 2 << ( SIZEOF_SVERTEX_LOG2 + 1 ) ) );
|
|
|
|
|
|
|
|
}
|
|
|
|
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
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/*!
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*/
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2009-01-19 05:48:22 -08:00
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void CBurningVideoDriver::VertexCache_reset ( const void* vertices, u32 vertexCount,
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Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
const void* indices, u32 primitiveCount,
|
|
|
|
E_VERTEX_TYPE vType,scene::E_PRIMITIVE_TYPE pType,
|
|
|
|
E_INDEX_TYPE iType)
|
2009-01-19 05:48:22 -08:00
|
|
|
{
|
|
|
|
VertexCache.vertices = vertices;
|
|
|
|
VertexCache.vertexCount = vertexCount;
|
|
|
|
|
|
|
|
VertexCache.indices = indices;
|
|
|
|
VertexCache.indicesIndex = 0;
|
|
|
|
VertexCache.indicesRun = 0;
|
|
|
|
|
|
|
|
VertexCache.vType = vType;
|
|
|
|
VertexCache.pType = pType;
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
VertexCache.iType = iType == EIT_16BIT ? 1 : 2;
|
2009-01-19 05:48:22 -08:00
|
|
|
|
|
|
|
switch ( VertexCache.pType )
|
|
|
|
{
|
|
|
|
case scene::EPT_TRIANGLES:
|
|
|
|
VertexCache.indexCount = primitiveCount + primitiveCount + primitiveCount;
|
|
|
|
VertexCache.primitivePitch = 3;
|
|
|
|
break;
|
|
|
|
case scene::EPT_TRIANGLE_FAN:
|
|
|
|
VertexCache.indexCount = primitiveCount + 2;
|
|
|
|
VertexCache.primitivePitch = 1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
irr::memset32 ( VertexCache.info, VERTEXCACHE_MISS, sizeof ( VertexCache.info ) );
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CBurningVideoDriver::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
|
|
|
|
const void* indexList, u32 primitiveCount,
|
|
|
|
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
|
|
|
|
|
|
|
|
{
|
|
|
|
if (!checkPrimitiveCount(primitiveCount))
|
|
|
|
return;
|
|
|
|
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
|
2009-01-19 05:48:22 -08:00
|
|
|
|
|
|
|
if ( 0 == CurrentShader )
|
|
|
|
return;
|
|
|
|
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
VertexCache_reset ( vertices, vertexCount, indexList, primitiveCount, vType, pType, iType );
|
2009-01-19 05:48:22 -08:00
|
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|
|
const s4DVertex * face[3];
|
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|
|
|
f32 dc_area;
|
|
|
|
s32 lodLevel;
|
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u32 i;
|
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u32 g;
|
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|
|
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|
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for ( i = 0; i < (u32) primitiveCount; ++i )
|
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{
|
|
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VertexCache_get ( (s4DVertex**) face );
|
|
|
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// if fully outside or outside on same side
|
|
|
|
if ( ( (face[0]->flag | face[1]->flag | face[2]->flag) & VERTEX4D_CLIPMASK )
|
|
|
|
!= VERTEX4D_INSIDE
|
|
|
|
)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// if fully inside
|
|
|
|
if ( ( face[0]->flag & face[1]->flag & face[2]->flag & VERTEX4D_CLIPMASK ) == VERTEX4D_INSIDE )
|
|
|
|
{
|
|
|
|
dc_area = screenarea2 ( face );
|
|
|
|
if ( Material.org.BackfaceCulling && F32_LOWER_EQUAL_0( dc_area ) )
|
|
|
|
continue;
|
|
|
|
if ( Material.org.FrontfaceCulling && F32_GREATER_EQUAL_0( dc_area ) )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
dc_area = core::reciprocal ( dc_area );
|
|
|
|
|
|
|
|
// select mipmap
|
|
|
|
|
|
|
|
for ( g = 0; g != vSize[VertexCache.vType].TexSize; ++g )
|
|
|
|
//for ( g = 0; g != BURNING_MATERIAL_MAX_TEXTURES; ++g )
|
|
|
|
{
|
|
|
|
if ( 0 == MAT_TEXTURE ( g ) )
|
|
|
|
{
|
|
|
|
CurrentShader->setTextureParam(g, 0, 0);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
lodLevel = s32_log2_f32 ( texelarea2 ( face, g ) * dc_area );
|
|
|
|
CurrentShader->setTextureParam(g, MAT_TEXTURE ( g ), lodLevel);
|
|
|
|
select_polygon_mipmap2 ( (s4DVertex**) face, g );
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// rasterize
|
|
|
|
CurrentShader->drawTriangle ( face[0] + 1, face[1] + 1, face[2] + 1 );
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// else if not complete inside clipping necessary
|
|
|
|
irr::memcpy32_small ( ( (u8*) CurrentOut.data + ( 0 << ( SIZEOF_SVERTEX_LOG2 + 1 ) ) ), face[0], SIZEOF_SVERTEX * 2 );
|
|
|
|
irr::memcpy32_small ( ( (u8*) CurrentOut.data + ( 1 << ( SIZEOF_SVERTEX_LOG2 + 1 ) ) ), face[1], SIZEOF_SVERTEX * 2 );
|
|
|
|
irr::memcpy32_small ( ( (u8*) CurrentOut.data + ( 2 << ( SIZEOF_SVERTEX_LOG2 + 1 ) ) ), face[2], SIZEOF_SVERTEX * 2 );
|
|
|
|
|
|
|
|
const u32 flag = CurrentOut.data->flag & VERTEX4D_FORMAT_MASK;
|
|
|
|
|
|
|
|
for ( g = 0; g != CurrentOut.ElementSize; ++g )
|
|
|
|
{
|
|
|
|
CurrentOut.data[g].flag = flag;
|
|
|
|
Temp.data[g].flag = flag;
|
|
|
|
}
|
|
|
|
|
|
|
|
u32 vOut;
|
|
|
|
vOut = clipToFrustum ( CurrentOut.data, Temp.data, 3 );
|
|
|
|
/*
|
|
|
|
if ( vOut < 3 )
|
|
|
|
{
|
|
|
|
char buf[256];
|
|
|
|
struct SCheck
|
|
|
|
{
|
|
|
|
u32 flag;
|
|
|
|
const char * name;
|
|
|
|
};
|
|
|
|
|
|
|
|
SCheck check[5];
|
|
|
|
check[0].flag = face[0]->flag;
|
|
|
|
check[0].name = "face0";
|
|
|
|
check[1].flag = face[1]->flag;
|
|
|
|
check[1].name = "face1";
|
|
|
|
check[2].flag = face[2]->flag;
|
|
|
|
check[2].name = "face2";
|
|
|
|
check[3].flag = (face[0]->flag & face[1]->flag & face[2]->flag);
|
|
|
|
check[3].name = "AND ";
|
|
|
|
check[4].flag = (face[0]->flag | face[1]->flag | face[2]->flag);
|
|
|
|
check[4].name = "OR ";
|
|
|
|
|
|
|
|
for ( s32 h = 0; h!= 5; ++h )
|
|
|
|
{
|
|
|
|
sprintf ( buf, "%s: %d %d %d %d %d %d",
|
|
|
|
check[h].name,
|
|
|
|
( check[h].flag & 1 ),
|
|
|
|
( check[h].flag & 2 ) >> 1,
|
|
|
|
( check[h].flag & 4 ) >> 2,
|
|
|
|
( check[h].flag & 8 ) >> 3,
|
|
|
|
( check[h].flag & 16 ) >> 4,
|
|
|
|
( check[h].flag & 32 ) >> 5
|
|
|
|
);
|
|
|
|
os::Printer::print ( buf );
|
|
|
|
}
|
|
|
|
|
|
|
|
sprintf ( buf, "Vout: %d\n", vOut );
|
|
|
|
os::Printer::print ( buf );
|
|
|
|
|
|
|
|
int hold = 1;
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
if ( vOut < 3 )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
vOut <<= 1;
|
|
|
|
|
|
|
|
// to DC Space, project homogenous vertex
|
|
|
|
ndc_2_dc_and_project ( CurrentOut.data + 1, CurrentOut.data, vOut );
|
|
|
|
|
|
|
|
/*
|
|
|
|
// TODO: don't stick on 32 Bit Pointer
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
#define PointerAsValue(x) ( (u32) (u32*) (x) )
|
2009-01-19 05:48:22 -08:00
|
|
|
|
|
|
|
// if not complete inside clipping necessary
|
|
|
|
if ( ( test & VERTEX4D_INSIDE ) != VERTEX4D_INSIDE )
|
|
|
|
{
|
|
|
|
u32 v[2] = { PointerAsValue ( Temp ) , PointerAsValue ( CurrentOut ) };
|
|
|
|
for ( g = 0; g != 6; ++g )
|
|
|
|
{
|
|
|
|
vOut = clipToHyperPlane ( (s4DVertex*) v[0], (s4DVertex*) v[1], vOut, NDCPlane[g] );
|
|
|
|
if ( vOut < 3 )
|
|
|
|
break;
|
|
|
|
|
|
|
|
v[0] ^= v[1];
|
|
|
|
v[1] ^= v[0];
|
|
|
|
v[0] ^= v[1];
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( vOut < 3 )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
|
|
|
|
// check 2d backface culling on first
|
|
|
|
dc_area = screenarea ( CurrentOut.data );
|
|
|
|
if ( Material.org.BackfaceCulling && F32_LOWER_EQUAL_0 ( dc_area ) )
|
|
|
|
continue;
|
|
|
|
if ( Material.org.FrontfaceCulling && F32_GREATER_EQUAL_0( dc_area ) )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// select mipmap
|
|
|
|
//for ( g = 0; g != BURNING_MATERIAL_MAX_TEXTURES; ++g )
|
|
|
|
for ( g = 0; g != vSize[VertexCache.vType].TexSize; ++g )
|
|
|
|
{
|
|
|
|
if ( 0 == MAT_TEXTURE ( g ) )
|
|
|
|
{
|
|
|
|
CurrentShader->setTextureParam(g, 0, 0);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
lodLevel = s32_log2_f32 ( texelarea ( CurrentOut.data, g ) / dc_area );
|
|
|
|
|
|
|
|
CurrentShader->setTextureParam(g, MAT_TEXTURE ( g ), lodLevel);
|
|
|
|
select_polygon_mipmap ( CurrentOut.data, vOut, g );
|
|
|
|
}
|
|
|
|
|
|
|
|
// re-tesselate ( triangle-fan, 0-1-2,0-2-3.. )
|
|
|
|
for ( g = 0; g <= vOut - 6; g += 2 )
|
|
|
|
{
|
|
|
|
// rasterize
|
|
|
|
CurrentShader->drawTriangle ( CurrentOut.data + 0 + 1,
|
|
|
|
CurrentOut.data + g + 3,
|
|
|
|
CurrentOut.data + g + 5);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// dump statistics
|
|
|
|
/*
|
|
|
|
char buf [64];
|
|
|
|
sprintf ( buf,"VCount:%d PCount:%d CacheMiss: %d",
|
|
|
|
vertexCount, primitiveCount,
|
|
|
|
VertexCache.CacheMiss
|
|
|
|
);
|
|
|
|
os::Printer::print ( buf );
|
|
|
|
*/
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
|
2009-01-19 05:48:22 -08:00
|
|
|
}
|
|
|
|
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
|
2009-01-19 05:48:22 -08:00
|
|
|
//! Sets the dynamic ambient light color. The default color is
|
|
|
|
//! (0,0,0,0) which means it is dark.
|
|
|
|
//! \param color: New color of the ambient light.
|
|
|
|
void CBurningVideoDriver::setAmbientLight(const SColorf& color)
|
|
|
|
{
|
|
|
|
LightSpace.Global_AmbientLight.setColorf ( color );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! adds a dynamic light
|
|
|
|
s32 CBurningVideoDriver::addDynamicLight(const SLight& dl)
|
|
|
|
{
|
|
|
|
SBurningShaderLight l;
|
|
|
|
l.org = dl;
|
|
|
|
l.LightIsOn = true;
|
|
|
|
|
|
|
|
// light in eye space
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
Transformation[ETS_VIEW].transformVect ( &l.posEyeSpace.x, l.org.Position );
|
2009-01-19 05:48:22 -08:00
|
|
|
|
|
|
|
l.constantAttenuation = l.org.Attenuation.X;
|
|
|
|
l.linearAttenuation = l.org.Attenuation.Y;
|
|
|
|
l.quadraticAttenuation = l.org.Attenuation.Z;
|
|
|
|
|
|
|
|
l.AmbientColor.setColorf ( l.org.AmbientColor );
|
|
|
|
l.DiffuseColor.setColorf ( l.org.DiffuseColor );
|
|
|
|
l.SpecularColor.setColorf ( l.org.SpecularColor );
|
|
|
|
|
|
|
|
switch ( dl.Type )
|
|
|
|
{
|
|
|
|
case video::ELT_DIRECTIONAL:
|
|
|
|
{
|
|
|
|
l.posEyeSpace.normalize_xyz ();
|
|
|
|
} break;
|
|
|
|
}
|
|
|
|
|
|
|
|
LightSpace.Light.push_back ( l );
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
(void) CNullDriver::addDynamicLight( l.org );
|
2009-01-19 05:48:22 -08:00
|
|
|
return LightSpace.Light.size() - 1;
|
|
|
|
}
|
|
|
|
|
2009-01-12 02:55:39 -08:00
|
|
|
//! Turns a dynamic light on or off
|
|
|
|
void CBurningVideoDriver::turnLightOn(s32 lightIndex, bool turnOn)
|
|
|
|
{
|
|
|
|
if(lightIndex > -1 && lightIndex < (s32)LightSpace.Light.size())
|
|
|
|
LightSpace.Light[lightIndex].LightIsOn = turnOn;
|
|
|
|
}
|
2009-01-19 05:48:22 -08:00
|
|
|
|
|
|
|
//! deletes all dynamic lights there are
|
|
|
|
void CBurningVideoDriver::deleteAllDynamicLights()
|
|
|
|
{
|
|
|
|
LightSpace.Light.set_used ( 0 );
|
|
|
|
CNullDriver::deleteAllDynamicLights();
|
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|
|
|
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}
|
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|
|
|
|
//! returns the maximal amount of dynamic lights the device can handle
|
|
|
|
u32 CBurningVideoDriver::getMaximalDynamicLightAmount() const
|
|
|
|
{
|
|
|
|
return 8;
|
|
|
|
}
|
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#ifdef SOFTWARE_DRIVER_2_LIGHTING
|
|
|
|
|
|
|
|
/*!
|
|
|
|
*/
|
|
|
|
void CBurningVideoDriver::lightVertex ( s4DVertex *dest, const S3DVertex *source )
|
|
|
|
{
|
|
|
|
// apply lighting model
|
|
|
|
if ( false == Material.org.Lighting )
|
|
|
|
{
|
|
|
|
// should use the DiffuseColor but using pre-lit vertex color
|
|
|
|
dest->Color[0].setA8R8G8B8 ( source->Color.color );
|
|
|
|
return;
|
|
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|
}
|
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|
|
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
sVec4 dColor;
|
|
|
|
|
|
|
|
if ( Lights.size () == 0 )
|
|
|
|
{
|
|
|
|
dColor = LightSpace.Global_AmbientLight;
|
|
|
|
dColor += Material.EmissiveColor;
|
|
|
|
dColor.saturate();
|
|
|
|
|
|
|
|
dest->Color[0] = dColor;
|
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|
return;
|
|
|
|
}
|
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|
|
|
2009-01-19 05:48:22 -08:00
|
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|
// eyespace
|
|
|
|
/*
|
|
|
|
core::matrix4 modelview = Transformation[ETS_WORLD].m * Transformation[ETS_VIEW].m;
|
|
|
|
|
|
|
|
core::matrix4 m2 ( modelview );
|
|
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|
m2.makeInverse ();
|
|
|
|
core::matrix4 modelviewinversetransposed ( m2.getTransposed() );
|
|
|
|
*/
|
|
|
|
|
|
|
|
sVec4 vertexEyeSpace;
|
|
|
|
sVec4 normalEyeSpace;
|
|
|
|
sVec4 vertexEyeSpaceUnit;
|
|
|
|
|
|
|
|
// vertex in eye space
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
Transformation[ETS_WORLD_VIEW].transformVect ( &vertexEyeSpace.x, source->Pos );
|
2009-01-19 05:48:22 -08:00
|
|
|
vertexEyeSpace.project_xyz ();
|
|
|
|
|
|
|
|
vertexEyeSpaceUnit = vertexEyeSpace;
|
|
|
|
vertexEyeSpaceUnit.normalize_xyz();
|
|
|
|
|
|
|
|
// vertex normal in eye-space
|
|
|
|
//modelviewinversetransposed.transformVect ( &normalEyeSpace.x, source->Normal );
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
Transformation[ETS_WORLD_VIEW_INVERSE_TRANSPOSED].rotateVect ( &normalEyeSpace.x, source->Normal );
|
2009-01-19 05:48:22 -08:00
|
|
|
if ( Material.org.NormalizeNormals )
|
|
|
|
{
|
|
|
|
normalEyeSpace.normalize_xyz();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
sVec4 ambient;
|
|
|
|
sVec4 diffuse;
|
|
|
|
sVec4 specular;
|
|
|
|
|
|
|
|
|
|
|
|
// the universe started in darkness..
|
|
|
|
ambient.set ( 0.f, 0.f, 0.f, 0.f );
|
|
|
|
diffuse.set ( 0.f, 0.f, 0.f, 0.f );
|
|
|
|
specular.set ( 0.f, 0.f, 0.f, 0.f );
|
|
|
|
|
|
|
|
f32 attenuation = 1.f;
|
|
|
|
|
|
|
|
u32 i;
|
|
|
|
for ( i = 0; i!= LightSpace.Light.size (); ++i )
|
|
|
|
{
|
|
|
|
const SBurningShaderLight &light = LightSpace.Light[i];
|
|
|
|
|
|
|
|
sVec4 vp; // unit vector vertex to light
|
|
|
|
sVec4 lightHalf; // blinn-phong reflection
|
|
|
|
|
|
|
|
|
|
|
|
switch ( light.org.Type )
|
|
|
|
{
|
|
|
|
case video::ELT_POINT:
|
|
|
|
{
|
|
|
|
// surface to light
|
|
|
|
vp.x = light.posEyeSpace.x - vertexEyeSpace.x;
|
|
|
|
vp.y = light.posEyeSpace.y - vertexEyeSpace.y;
|
|
|
|
vp.z = light.posEyeSpace.z - vertexEyeSpace.z;
|
|
|
|
|
|
|
|
// irrlicht attenuation model
|
|
|
|
#if 0
|
|
|
|
const f32 d = vp.get_inverse_length_xyz();
|
|
|
|
|
|
|
|
vp.x *= d;
|
|
|
|
vp.y *= d;
|
|
|
|
vp.z *= d;
|
|
|
|
attenuation = light.org.Radius * d;
|
|
|
|
|
|
|
|
#else
|
|
|
|
const f32 d = vp.get_length_xyz();
|
|
|
|
attenuation = core::reciprocal (light.constantAttenuation +
|
|
|
|
light.linearAttenuation * d +
|
|
|
|
light.quadraticAttenuation * d * d
|
|
|
|
);
|
|
|
|
|
|
|
|
// normalize surface to light
|
|
|
|
vp.normalize_xyz();
|
|
|
|
#endif
|
|
|
|
|
|
|
|
lightHalf.x = vp.x - vertexEyeSpaceUnit.x;
|
|
|
|
lightHalf.y = vp.y - vertexEyeSpaceUnit.y;
|
|
|
|
lightHalf.z = vp.z - vertexEyeSpaceUnit.z;
|
|
|
|
lightHalf.normalize_xyz();
|
|
|
|
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case video::ELT_DIRECTIONAL:
|
|
|
|
{
|
|
|
|
attenuation = 1.f;
|
|
|
|
vp = light.posEyeSpace;
|
|
|
|
|
|
|
|
// half angle = lightvector + eye vector ( 0, 0, 1 )
|
|
|
|
lightHalf.x = vp.x;
|
|
|
|
lightHalf.y = vp.y;
|
|
|
|
lightHalf.z = vp.z - 1.f;
|
|
|
|
lightHalf.normalize_xyz();
|
|
|
|
} break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// build diffuse reflection
|
|
|
|
|
|
|
|
//angle between normal and light vector
|
|
|
|
f32 dotVP = core::max_ ( 0.f, normalEyeSpace.dot_xyz ( vp ) );
|
|
|
|
f32 dotHV = core::max_ ( 0.f, normalEyeSpace.dot_xyz ( lightHalf ) );
|
|
|
|
|
|
|
|
f32 pf;
|
|
|
|
if ( dotVP == 0.0 )
|
|
|
|
{
|
|
|
|
pf = 0.f;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pf = (f32)pow(dotHV, Material.org.Shininess );
|
|
|
|
}
|
|
|
|
|
|
|
|
// accumulate ambient
|
|
|
|
ambient += light.AmbientColor * attenuation;
|
|
|
|
diffuse += light.DiffuseColor * ( dotVP * attenuation );
|
|
|
|
specular += light.SpecularColor * ( pf * attenuation );
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
dColor = LightSpace.Global_AmbientLight;
|
|
|
|
dColor += Material.EmissiveColor;
|
|
|
|
dColor += ambient * Material.AmbientColor;
|
|
|
|
dColor += diffuse * Material.DiffuseColor;
|
|
|
|
dColor += specular * Material.SpecularColor;
|
|
|
|
dColor.saturate();
|
|
|
|
|
|
|
|
dest->Color[0] = dColor;
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
//! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.
|
|
|
|
void CBurningVideoDriver::draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
|
|
|
|
const core::rect<s32>& sourceRect,
|
|
|
|
const core::rect<s32>* clipRect, SColor color,
|
|
|
|
bool useAlphaChannelOfTexture)
|
|
|
|
{
|
|
|
|
if (texture)
|
|
|
|
{
|
|
|
|
if (texture->getDriverType() != EDT_BURNINGSVIDEO)
|
|
|
|
{
|
|
|
|
os::Printer::log("Fatal Error: Tried to copy from a surface not owned by this driver.", ELL_ERROR);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (useAlphaChannelOfTexture)
|
|
|
|
((CSoftwareTexture2*)texture)->getImage()->copyToWithAlpha(
|
|
|
|
BackBuffer, destPos, sourceRect, color, clipRect);
|
|
|
|
else
|
|
|
|
((CSoftwareTexture2*)texture)->getImage()->copyTo(
|
|
|
|
BackBuffer, destPos, sourceRect, clipRect);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//! Draws a 2d line.
|
|
|
|
void CBurningVideoDriver::draw2DLine(const core::position2d<s32>& start,
|
|
|
|
const core::position2d<s32>& end,
|
|
|
|
SColor color)
|
|
|
|
{
|
|
|
|
((CImage*)BackBuffer)->drawLine(start, end, color );
|
|
|
|
}
|
|
|
|
|
|
|
|
//! Draws a pixel
|
|
|
|
void CBurningVideoDriver::drawPixel(u32 x, u32 y, const SColor & color)
|
|
|
|
{
|
|
|
|
((CImage*)BackBuffer)->setPixel(x, y, color);
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
}
|
2009-01-19 05:48:22 -08:00
|
|
|
|
|
|
|
//! draw an 2d rectangle
|
|
|
|
void CBurningVideoDriver::draw2DRectangle(SColor color, const core::rect<s32>& pos,
|
|
|
|
const core::rect<s32>* clip)
|
|
|
|
{
|
|
|
|
if (clip)
|
|
|
|
{
|
|
|
|
core::rect<s32> p(pos);
|
|
|
|
|
|
|
|
p.clipAgainst(*clip);
|
|
|
|
|
|
|
|
if(!p.isValid())
|
|
|
|
return;
|
|
|
|
|
|
|
|
BackBuffer->drawRectangle(p, color);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(!pos.isValid())
|
|
|
|
return;
|
|
|
|
|
|
|
|
BackBuffer->drawRectangle(pos, color);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Only used by the internal engine. Used to notify the driver that
|
|
|
|
//! the window was resized.
|
|
|
|
void CBurningVideoDriver::OnResize(const core::dimension2d<u32>& size)
|
|
|
|
{
|
|
|
|
// make sure width and height are multiples of 2
|
|
|
|
core::dimension2d<u32> realSize(size);
|
|
|
|
|
|
|
|
if (realSize.Width % 2)
|
|
|
|
realSize.Width += 1;
|
|
|
|
|
|
|
|
if (realSize.Height % 2)
|
|
|
|
realSize.Height += 1;
|
|
|
|
|
|
|
|
if (ScreenSize != realSize)
|
|
|
|
{
|
2009-01-27 09:45:16 -08:00
|
|
|
if (ViewPort.getWidth() == (s32)ScreenSize.Width &&
|
|
|
|
ViewPort.getHeight() == (s32)ScreenSize.Height)
|
2009-01-19 05:48:22 -08:00
|
|
|
{
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
ViewPort.UpperLeftCorner.X = 0;
|
|
|
|
ViewPort.UpperLeftCorner.Y = 0;
|
|
|
|
ViewPort.LowerRightCorner.X = realSize.Width;
|
|
|
|
ViewPort.LowerRightCorner.X = realSize.Height;
|
2009-01-19 05:48:22 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
ScreenSize = realSize;
|
|
|
|
|
|
|
|
bool resetRT = (RenderTargetSurface == BackBuffer);
|
|
|
|
|
|
|
|
if (BackBuffer)
|
|
|
|
BackBuffer->drop();
|
|
|
|
BackBuffer = new CImage(BURNINGSHADER_COLOR_FORMAT, realSize);
|
|
|
|
|
|
|
|
if (resetRT)
|
|
|
|
setRenderTarget(BackBuffer);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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|
//! returns the current render target size
|
|
|
|
const core::dimension2d<u32>& CBurningVideoDriver::getCurrentRenderTargetSize() const
|
|
|
|
{
|
|
|
|
return RenderTargetSize;
|
|
|
|
}
|
|
|
|
|
|
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|
//!Draws an 2d rectangle with a gradient.
|
|
|
|
void CBurningVideoDriver::draw2DRectangle(const core::rect<s32>& position,
|
|
|
|
SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
|
|
|
|
const core::rect<s32>* clip)
|
|
|
|
{
|
|
|
|
#ifdef SOFTWARE_DRIVER_2_USE_VERTEX_COLOR
|
|
|
|
|
|
|
|
core::rect<s32> pos = position;
|
|
|
|
|
|
|
|
if (clip)
|
|
|
|
pos.clipAgainst(*clip);
|
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|
|
|
|
if (!pos.isValid())
|
|
|
|
return;
|
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|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
const core::dimension2d<s32> renderTargetSize ( ViewPort.getSize() );
|
2009-01-19 05:48:22 -08:00
|
|
|
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
const s32 xPlus = -(renderTargetSize.Width>>1);
|
2009-01-19 05:48:22 -08:00
|
|
|
const f32 xFact = 1.0f / (renderTargetSize.Width>>1);
|
|
|
|
|
|
|
|
const s32 yPlus = renderTargetSize.Height-(renderTargetSize.Height>>1);
|
|
|
|
const f32 yFact = 1.0f / (renderTargetSize.Height>>1);
|
|
|
|
|
|
|
|
// fill VertexCache direct
|
|
|
|
s4DVertex *v;
|
|
|
|
|
|
|
|
VertexCache.vertexCount = 4;
|
|
|
|
|
|
|
|
VertexCache.info[0].index = 0;
|
|
|
|
VertexCache.info[1].index = 1;
|
|
|
|
VertexCache.info[2].index = 2;
|
|
|
|
VertexCache.info[3].index = 3;
|
|
|
|
|
|
|
|
v = &VertexCache.mem.data [ 0 ];
|
|
|
|
|
|
|
|
v[0].Pos.set ( (f32)(pos.UpperLeftCorner.X+xPlus) * xFact, (f32)(yPlus-pos.UpperLeftCorner.Y) * yFact, 0.f, 1.f );
|
|
|
|
v[0].Color[0].setA8R8G8B8 ( colorLeftUp.color );
|
|
|
|
|
|
|
|
v[2].Pos.set ( (f32)(pos.LowerRightCorner.X+xPlus) * xFact, (f32)(yPlus- pos.UpperLeftCorner.Y) * yFact, 0.f, 1.f );
|
|
|
|
v[2].Color[0].setA8R8G8B8 ( colorRightUp.color );
|
|
|
|
|
|
|
|
v[4].Pos.set ( (f32)(pos.LowerRightCorner.X+xPlus) * xFact, (f32)(yPlus-pos.LowerRightCorner.Y) * yFact, 0.f ,1.f );
|
|
|
|
v[4].Color[0].setA8R8G8B8 ( colorRightDown.color );
|
|
|
|
|
|
|
|
v[6].Pos.set ( (f32)(pos.UpperLeftCorner.X+xPlus) * xFact, (f32)(yPlus-pos.LowerRightCorner.Y) * yFact, 0.f, 1.f );
|
|
|
|
v[6].Color[0].setA8R8G8B8 ( colorLeftDown.color );
|
|
|
|
|
|
|
|
s32 i;
|
|
|
|
u32 g;
|
|
|
|
|
|
|
|
for ( i = 0; i!= 8; i += 2 )
|
|
|
|
{
|
|
|
|
v[i + 0].flag = clipToFrustumTest ( v + i );
|
|
|
|
v[i + 1].flag = 0;
|
|
|
|
if ( (v[i].flag & VERTEX4D_INSIDE ) == VERTEX4D_INSIDE )
|
|
|
|
{
|
|
|
|
ndc_2_dc_and_project ( v + i + 1, v + i, 2 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
IBurningShader * render;
|
|
|
|
|
|
|
|
render = BurningShader [ ETR_GOURAUD_ALPHA_NOZ ];
|
|
|
|
render->setRenderTarget(RenderTargetSurface, ViewPort);
|
|
|
|
|
|
|
|
static const s16 indexList[6] = {0,1,2,0,2,3};
|
|
|
|
|
|
|
|
s4DVertex * face[3];
|
|
|
|
|
|
|
|
for ( i = 0; i!= 6; i += 3 )
|
|
|
|
{
|
|
|
|
face[0] = VertexCache_getVertex ( indexList [ i + 0 ] );
|
|
|
|
face[1] = VertexCache_getVertex ( indexList [ i + 1 ] );
|
|
|
|
face[2] = VertexCache_getVertex ( indexList [ i + 2 ] );
|
|
|
|
|
|
|
|
// test clipping
|
|
|
|
u32 test = face[0]->flag & face[1]->flag & face[2]->flag & VERTEX4D_INSIDE;
|
|
|
|
|
|
|
|
if ( test == VERTEX4D_INSIDE )
|
|
|
|
{
|
|
|
|
render->drawTriangle ( face[0] + 1, face[1] + 1, face[2] + 1 );
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
// Todo: all vertices are clipped in 2d..
|
|
|
|
// is this true ?
|
|
|
|
u32 vOut = 6;
|
|
|
|
memcpy ( CurrentOut.data + 0, face[0], sizeof ( s4DVertex ) * 2 );
|
|
|
|
memcpy ( CurrentOut.data + 2, face[1], sizeof ( s4DVertex ) * 2 );
|
|
|
|
memcpy ( CurrentOut.data + 4, face[2], sizeof ( s4DVertex ) * 2 );
|
|
|
|
|
|
|
|
vOut = clipToFrustum ( CurrentOut.data, Temp.data, 3 );
|
|
|
|
if ( vOut < 3 )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
vOut <<= 1;
|
|
|
|
// to DC Space, project homogenous vertex
|
|
|
|
ndc_2_dc_and_project ( CurrentOut.data + 1, CurrentOut.data, vOut );
|
|
|
|
|
|
|
|
// re-tesselate ( triangle-fan, 0-1-2,0-2-3.. )
|
|
|
|
for ( g = 0; g <= vOut - 6; g += 2 )
|
|
|
|
{
|
|
|
|
// rasterize
|
|
|
|
render->drawTriangle ( CurrentOut.data + 1, &CurrentOut.data[g + 3], &CurrentOut.data[g + 5] );
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
draw2DRectangle ( colorLeftUp, position, clip );
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Draws a 3d line.
|
|
|
|
void CBurningVideoDriver::draw3DLine(const core::vector3df& start,
|
|
|
|
const core::vector3df& end, SColor color)
|
|
|
|
{
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
Transformation [ ETS_CURRENT].transformVect ( &CurrentOut.data[0].Pos.x, start );
|
|
|
|
Transformation [ ETS_CURRENT].transformVect ( &CurrentOut.data[2].Pos.x, end );
|
2009-01-19 05:48:22 -08:00
|
|
|
|
|
|
|
u32 g;
|
|
|
|
u32 vOut;
|
|
|
|
|
|
|
|
// no clipping flags
|
|
|
|
for ( g = 0; g != CurrentOut.ElementSize; ++g )
|
|
|
|
{
|
|
|
|
CurrentOut.data[g].flag = 0;
|
|
|
|
Temp.data[g].flag = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// vertices count per line
|
|
|
|
vOut = clipToFrustum ( CurrentOut.data, Temp.data, 2 );
|
|
|
|
if ( vOut < 2 )
|
|
|
|
return;
|
|
|
|
|
|
|
|
vOut <<= 1;
|
|
|
|
|
|
|
|
IBurningShader * line;
|
|
|
|
line = BurningShader [ ETR_TEXTURE_GOURAUD_WIRE ];
|
|
|
|
line->setRenderTarget(RenderTargetSurface, ViewPort);
|
|
|
|
|
|
|
|
// to DC Space, project homogenous vertex
|
|
|
|
ndc_2_dc_and_project ( CurrentOut.data + 1, CurrentOut.data, vOut );
|
|
|
|
|
|
|
|
// unproject vertex color
|
|
|
|
#ifdef SOFTWARE_DRIVER_2_USE_VERTEX_COLOR
|
|
|
|
for ( g = 0; g != vOut; g+= 2 )
|
|
|
|
{
|
|
|
|
CurrentOut.data[ g + 1].Color[0].setA8R8G8B8 ( color.color );
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
for ( g = 0; g <= vOut - 4; g += 2 )
|
|
|
|
{
|
|
|
|
// rasterize
|
|
|
|
line->drawLine ( CurrentOut.data + 1, CurrentOut.data + g + 3 );
|
|
|
|
}
|
|
|
|
}
|
|
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|
|
|
|
|
|
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|
//! \return Returns the name of the video driver. Example: In case of the DirectX8
|
|
|
|
//! driver, it would return "Direct3D8.1".
|
|
|
|
const wchar_t* CBurningVideoDriver::getName() const
|
|
|
|
{
|
|
|
|
#ifdef BURNINGVIDEO_RENDERER_BEAUTIFUL
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
return L"burnings video 0.40b";
|
2009-01-19 05:48:22 -08:00
|
|
|
#elif defined ( BURNINGVIDEO_RENDERER_ULTRA_FAST )
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
return L"burnings video 0.40uf";
|
2009-01-19 05:48:22 -08:00
|
|
|
#elif defined ( BURNINGVIDEO_RENDERER_FAST )
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
return L"burnings video 0.40f";
|
2009-01-19 05:48:22 -08:00
|
|
|
#else
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
return L"burnings video 0.40";
|
2009-01-19 05:48:22 -08:00
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Returns type of video driver
|
|
|
|
E_DRIVER_TYPE CBurningVideoDriver::getDriverType() const
|
|
|
|
{
|
|
|
|
return EDT_BURNINGSVIDEO;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! returns color format
|
|
|
|
ECOLOR_FORMAT CBurningVideoDriver::getColorFormat() const
|
|
|
|
{
|
|
|
|
return BURNINGSHADER_COLOR_FORMAT;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Returns the transformation set by setTransform
|
|
|
|
const core::matrix4& CBurningVideoDriver::getTransform(E_TRANSFORMATION_STATE state) const
|
|
|
|
{
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
return Transformation[state];
|
2009-01-19 05:48:22 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Creates a render target texture.
|
|
|
|
ITexture* CBurningVideoDriver::addRenderTargetTexture(const core::dimension2d<u32>& size,
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
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const core::string<c16>& name)
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2009-01-19 05:48:22 -08:00
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{
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CImage* img = new CImage(BURNINGSHADER_COLOR_FORMAT, size);
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Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
ITexture* tex = new CSoftwareTexture2(img, name, CSoftwareTexture2::IS_RENDERTARGET );
|
2009-01-19 05:48:22 -08:00
|
|
|
img->drop();
|
|
|
|
addTexture(tex);
|
|
|
|
tex->drop();
|
|
|
|
return tex;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Clears the DepthBuffer.
|
|
|
|
void CBurningVideoDriver::clearZBuffer()
|
|
|
|
{
|
|
|
|
if (DepthBuffer)
|
|
|
|
DepthBuffer->clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Returns an image created from the last rendered frame.
|
|
|
|
IImage* CBurningVideoDriver::createScreenShot()
|
|
|
|
{
|
|
|
|
if (BackBuffer)
|
|
|
|
return new CImage(BackBuffer->getColorFormat(), BackBuffer);
|
|
|
|
else
|
|
|
|
return 0;
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
|
2009-01-19 05:48:22 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! returns a device dependent texture from a software surface (IImage)
|
|
|
|
//! THIS METHOD HAS TO BE OVERRIDDEN BY DERIVED DRIVERS WITH OWN TEXTURES
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
ITexture* CBurningVideoDriver::createDeviceDependentTexture(IImage* surface, const core::string<c16>& name)
|
2009-01-19 05:48:22 -08:00
|
|
|
{
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
return new CSoftwareTexture2(
|
|
|
|
surface, name,
|
|
|
|
(getTextureCreationFlag(ETCF_CREATE_MIP_MAPS) ? CSoftwareTexture2::GEN_MIPMAP : 0 ) |
|
|
|
|
(getTextureCreationFlag(ETCF_ALLOW_NON_POWER_2) ? 0 : CSoftwareTexture2::NP2_SIZE )
|
|
|
|
);
|
2009-01-19 05:48:22 -08:00
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Returns the maximum amount of primitives (mostly vertices) which
|
|
|
|
//! the device is able to render with one drawIndexedTriangleList
|
|
|
|
//! call.
|
|
|
|
u32 CBurningVideoDriver::getMaximalPrimitiveCount() const
|
|
|
|
{
|
Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
|
|
|
return 0xFFFFFFFF;
|
|
|
|
}
|
|
|
|
|
|
|
|
//! Returns the graphics card vendor name.
|
|
|
|
core::stringc CBurningVideoDriver::getVendorInfo()
|
|
|
|
{
|
2009-01-28 01:11:42 -08:00
|
|
|
return "Burningsvideo: Ing. Thomas Alten (c) 2006-2009";
|
2009-01-19 05:48:22 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
|
|
|
|
//! this: First, draw all geometry. Then use this method, to draw the shadow
|
|
|
|
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
|
|
|
|
void CBurningVideoDriver::drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail)
|
|
|
|
{
|
|
|
|
/*
|
|
|
|
if (!StencilBuffer || !count)
|
|
|
|
return;
|
|
|
|
|
|
|
|
setRenderStatesStencilShadowMode(zfail);
|
|
|
|
|
|
|
|
if (!zfail)
|
|
|
|
{
|
|
|
|
// ZPASS Method
|
|
|
|
|
|
|
|
// Draw front-side of shadow volume in stencil/z only
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW );
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT);
|
|
|
|
pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles, sizeof(core::vector3df));
|
|
|
|
|
|
|
|
// Now reverse cull order so front sides of shadow volume are written.
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_DECRSAT);
|
|
|
|
pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles, sizeof(core::vector3df));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// ZFAIL Method
|
|
|
|
|
|
|
|
// Draw front-side of shadow volume in stencil/z only
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW );
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_INCRSAT );
|
|
|
|
pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles, sizeof(core::vector3df));
|
|
|
|
|
|
|
|
// Now reverse cull order so front sides of shadow volume are written.
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_DECRSAT );
|
|
|
|
pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles, sizeof(core::vector3df));
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//! Fills the stencil shadow with color. After the shadow volume has been drawn
|
|
|
|
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
|
|
|
|
//! to draw the color of the shadow.
|
|
|
|
void CBurningVideoDriver::drawStencilShadow(bool clearStencilBuffer, video::SColor leftUpEdge,
|
|
|
|
video::SColor rightUpEdge, video::SColor leftDownEdge, video::SColor rightDownEdge)
|
|
|
|
{
|
|
|
|
/*
|
|
|
|
if (!StencilBuffer)
|
|
|
|
return;
|
|
|
|
|
|
|
|
S3DVertex vtx[4];
|
|
|
|
vtx[0] = S3DVertex(1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, leftUpEdge, 0.0f, 0.0f);
|
|
|
|
vtx[1] = S3DVertex(1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, rightUpEdge, 0.0f, 1.0f);
|
|
|
|
vtx[2] = S3DVertex(-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, leftDownEdge, 1.0f, 0.0f);
|
|
|
|
vtx[3] = S3DVertex(-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, rightDownEdge, 1.0f, 1.0f);
|
|
|
|
|
|
|
|
s16 indices[6] = {0,1,2,1,3,2};
|
|
|
|
|
|
|
|
setRenderStatesStencilFillMode(
|
|
|
|
leftUpEdge.getAlpha() < 255 ||
|
|
|
|
rightUpEdge.getAlpha() < 255 ||
|
|
|
|
leftDownEdge.getAlpha() < 255 ||
|
|
|
|
rightDownEdge.getAlpha() < 255);
|
|
|
|
|
|
|
|
setTexture(0,0);
|
|
|
|
|
|
|
|
setVertexShader(EVT_STANDARD);
|
|
|
|
|
|
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
|
|
|
|
D3DFMT_INDEX16, &vtx[0], sizeof(S3DVertex));
|
|
|
|
|
|
|
|
if (clearStencilBuffer)
|
|
|
|
pID3DDevice->Clear( 0, NULL, D3DCLEAR_STENCIL,0, 1.0, 0);
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
} // end namespace video
|
|
|
|
} // end namespace irr
|
|
|
|
|
|
|
|
#endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_
|
|
|
|
|
|
|
|
namespace irr
|
|
|
|
{
|
|
|
|
namespace video
|
|
|
|
{
|
|
|
|
|
|
|
|
//! creates a video driver
|
|
|
|
IVideoDriver* createSoftwareDriver2(const core::dimension2d<u32>& windowSize, bool fullscreen, io::IFileSystem* io, video::IImagePresenter* presenter)
|
|
|
|
{
|
|
|
|
#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
|
|
|
|
return new CBurningVideoDriver(windowSize, fullscreen, io, presenter);
|
|
|
|
#else
|
|
|
|
return 0;
|
|
|
|
#endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
} // end namespace video
|
|
|
|
} // end namespace irr
|