Pārlūkot izejas kodu

Moved projects to ASCII encoding
Ignored Release folders

Marko Pintera 13 gadi atpakaļ
vecāks
revīzija
5ecd9e8535

+ 2 - 2
CamelotClient/CamelotClient.vcxproj

@@ -20,14 +20,14 @@
     <ConfigurationType>Application</ConfigurationType>
     <UseDebugLibraries>true</UseDebugLibraries>
     <PlatformToolset>v110</PlatformToolset>
-    <CharacterSet>Unicode</CharacterSet>
+    <CharacterSet>NotSet</CharacterSet>
   </PropertyGroup>
   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
     <ConfigurationType>Application</ConfigurationType>
     <UseDebugLibraries>false</UseDebugLibraries>
     <PlatformToolset>v110</PlatformToolset>
     <WholeProgramOptimization>true</WholeProgramOptimization>
-    <CharacterSet>Unicode</CharacterSet>
+    <CharacterSet>NotSet</CharacterSet>
   </PropertyGroup>
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
   <ImportGroup Label="ExtensionSettings">

+ 2 - 2
CamelotFBXImporter/CamelotFBXImporter.vcxproj

@@ -19,14 +19,14 @@
     <ConfigurationType>DynamicLibrary</ConfigurationType>
     <UseDebugLibraries>true</UseDebugLibraries>
     <PlatformToolset>v110</PlatformToolset>
-    <CharacterSet>MultiByte</CharacterSet>
+    <CharacterSet>NotSet</CharacterSet>
   </PropertyGroup>
   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
     <ConfigurationType>DynamicLibrary</ConfigurationType>
     <UseDebugLibraries>false</UseDebugLibraries>
     <PlatformToolset>v110</PlatformToolset>
     <WholeProgramOptimization>true</WholeProgramOptimization>
-    <CharacterSet>MultiByte</CharacterSet>
+    <CharacterSet>NotSet</CharacterSet>
   </PropertyGroup>
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
   <ImportGroup Label="ExtensionSettings">

+ 4 - 2
CamelotFBXImporter/Source/CmFBXImporter.cpp

@@ -40,8 +40,6 @@ namespace CamelotEngine
 		FbxManager* fbxManager = nullptr;
 		FbxScene* fbxScene = nullptr;
 
-		// TODO - Set up FBX allocators
-
 		startUpSdk(fbxManager, fbxScene);
 		loadScene(fbxManager, fbxScene, filePath);
 
@@ -57,6 +55,9 @@ namespace CamelotEngine
 
 	void FBXImporter::startUpSdk(FbxManager*& manager, FbxScene*& scene)
 	{
+		// TODO Low priority - Initialize allocator methods for FBX. It calls a lot of heap allocs (200 000 calls for a simple 2k poly mesh) which slows down the import.
+		// Custom allocator would help a lot.
+
 		manager = FbxManager::Create();
 		if(manager == nullptr)
 			CM_EXCEPT(InternalErrorException, "FBX SDK failed to initialize. FbxManager::Create() failed.");
@@ -72,6 +73,7 @@ namespace CamelotEngine
 	void FBXImporter::shutDownSdk(FbxManager* manager)
 	{
 		manager->Destroy();
+
 	}
 
 	void FBXImporter::loadScene(FbxManager* manager, FbxScene* scene, const String& filePath)

+ 2 - 2
CamelotFreeImgImporter/CamelotFreeImgImporter.vcxproj

@@ -27,14 +27,14 @@
     <ConfigurationType>DynamicLibrary</ConfigurationType>
     <UseDebugLibraries>true</UseDebugLibraries>
     <PlatformToolset>v110</PlatformToolset>
-    <CharacterSet>MultiByte</CharacterSet>
+    <CharacterSet>NotSet</CharacterSet>
   </PropertyGroup>
   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
     <ConfigurationType>DynamicLibrary</ConfigurationType>
     <UseDebugLibraries>false</UseDebugLibraries>
     <PlatformToolset>v110</PlatformToolset>
     <WholeProgramOptimization>true</WholeProgramOptimization>
-    <CharacterSet>MultiByte</CharacterSet>
+    <CharacterSet>NotSet</CharacterSet>
   </PropertyGroup>
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
   <ImportGroup Label="ExtensionSettings">

+ 2 - 2
CamelotGLRenderer/CamelotGLRenderer.vcxproj

@@ -19,14 +19,14 @@
     <ConfigurationType>DynamicLibrary</ConfigurationType>
     <UseDebugLibraries>true</UseDebugLibraries>
     <PlatformToolset>v110</PlatformToolset>
-    <CharacterSet>MultiByte</CharacterSet>
+    <CharacterSet>NotSet</CharacterSet>
   </PropertyGroup>
   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
     <ConfigurationType>DynamicLibrary</ConfigurationType>
     <UseDebugLibraries>false</UseDebugLibraries>
     <PlatformToolset>v110</PlatformToolset>
     <WholeProgramOptimization>true</WholeProgramOptimization>
-    <CharacterSet>MultiByte</CharacterSet>
+    <CharacterSet>NotSet</CharacterSet>
   </PropertyGroup>
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
   <ImportGroup Label="ExtensionSettings">

+ 4 - 0
CamelotRenderer.sln

@@ -16,6 +16,10 @@ EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "CamelotClient", "CamelotClient\CamelotClient.vcxproj", "{67137A0D-7A67-4D0C-9FBF-AF904FABEF05}"
 	ProjectSection(ProjectDependencies) = postProject
 		{9B21D41C-516B-43BF-9B10-E99B599C7589} = {9B21D41C-516B-43BF-9B10-E99B599C7589}
+		{122B7A22-0C62-4B35-B661-EBF3F394EA79} = {122B7A22-0C62-4B35-B661-EBF3F394EA79}
+		{F58FF869-2EA6-4FFF-AB84-328C531BA9D9} = {F58FF869-2EA6-4FFF-AB84-328C531BA9D9}
+		{7F449698-73DF-4203-9F31-0877DBF01695} = {7F449698-73DF-4203-9F31-0877DBF01695}
+		{796B6DFF-BA04-42B7-A43A-2B14D707A33A} = {796B6DFF-BA04-42B7-A43A-2B14D707A33A}
 	EndProjectSection
 EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "CamelotGLRenderer", "CamelotGLRenderer\CamelotGLRenderer.vcxproj", "{F58FF869-2EA6-4FFF-AB84-328C531BA9D9}"

+ 1 - 1
CamelotRenderer/CamelotRenderer.vcxproj

@@ -27,7 +27,7 @@
     <UseDebugLibraries>false</UseDebugLibraries>
     <PlatformToolset>v110</PlatformToolset>
     <WholeProgramOptimization>true</WholeProgramOptimization>
-    <CharacterSet>Unicode</CharacterSet>
+    <CharacterSet>NotSet</CharacterSet>
   </PropertyGroup>
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
   <ImportGroup Label="ExtensionSettings">

+ 8 - 1
CamelotRenderer/TODO.txt

@@ -46,6 +46,9 @@ TODO:
  - OpenGL too
 
 TOMORROW:
+ - DEBUG TOOLS
+   - Input & camera controls
+   - World grid
  - Mesh loading:
    - GetRenderOperation doesn't consider sub-meshes
    - FBX importer only imports the first mesh, while it should import them all
@@ -97,4 +100,8 @@ After everything is polished:
  - OpenGL non-Win32 window files haven't been properly parsed or tested
    - Since I probably can't compile them, try adding them to VS and see what intellisense says?
 
- - Textures and all other buffers keep a copy of their data in system memory. If there are memory constraints we might need a way to avoid this.
+ - Textures and all other buffers keep a copy of their data in system memory. If there are memory constraints we might need a way to avoid this.
+
+
+ Low priority:
+  FBX import needs a custom allocator, because its very slow and does a lot of heap allocs