Panagiotis Christopoulos Charitos 15 سال پیش
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b320534d30

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 0 - 1
build/debug/Makefile


+ 7 - 8
src/Main.cpp

@@ -140,9 +140,9 @@ void init()
 	spot_lights[0] = new SpotLight();
 	spot_lights[0]->init("maps/temple/light2.light");
 	spot_lights[0]->setLocalTransform(Transform(Vec3(1.3, 4.3, 3.0), Mat3(Euler(toRad(-20), toRad(20), 0.0)), 1.0));
-	spot_lights[1] = new SpotLight();
+	/*spot_lights[1] = new SpotLight();
 	spot_lights[1]->init("maps/temple/light3.light");
-	spot_lights[1]->setLocalTransform(Transform(Vec3(-2.3, 6.3, 2.9), Mat3(Euler(toRad(-70), toRad(-20), 0.0)), 1.0));
+	spot_lights[1]->setLocalTransform(Transform(Vec3(-2.3, 6.3, 2.9), Mat3(Euler(toRad(-70), toRad(-20), 0.0)), 1.0));*/
 
 
 	// horse
@@ -310,14 +310,14 @@ void mainLoopExtra()
 
 	//INFO(mover->getSceneNodeName())
 
-	if(spot_lights[0]->getCamera().insideFrustum(spot_lights[1]->getCamera()))
+	/*if(spot_lights[0]->getCamera().insideFrustum(spot_lights[1]->getCamera()))
 	{
 		INFO("in");
 	}
 	else
 	{
 		INFO("out");
-	}
+	}*/
 }
 
 
@@ -339,13 +339,12 @@ void mainLoop()
 		AppSingleton::getInstance().execStdinScpripts();
 		SceneSingleton::getInstance().getPhysics().update(timer.getCrntTime());
 		SceneSingleton::getInstance().updateAllWorldStuff();
-		//SceneSingleton::getInstance().doVisibilityTests(*AppSingleton::getInstance().getActiveCam());
-		SceneSingleton::getInstance().doVisibilityTests(spot_lights[0]->getCamera());
+		SceneSingleton::getInstance().doVisibilityTests(*AppSingleton::getInstance().getActiveCam());
+		/*SceneSingleton::getInstance().doVisibilityTests(spot_lights[0]->getCamera());
 		AppSingleton::getInstance().getActiveCam()->getVisibleMsRenderableNodes().clear();
 		AppSingleton::getInstance().getActiveCam()->getVisibleMsRenderableNodes() = spot_lights[0]->getCamera().getVisibleMsRenderableNodes();
 		AppSingleton::getInstance().getActiveCam()->getVisiblePointLights() = spot_lights[0]->getCamera().getVisiblePointLights();
-		AppSingleton::getInstance().getActiveCam()->getVisibleSpotLights() = spot_lights[0]->getCamera().getVisibleSpotLights();
-
+		AppSingleton::getInstance().getActiveCam()->getVisibleSpotLights() = spot_lights[0]->getCamera().getVisibleSpotLights();*/
 		SceneSingleton::getInstance().updateAllControllers();
 
 		MainRendererSingleton::getInstance().render(*AppSingleton::getInstance().getActiveCam());

+ 6 - 4
src/Renderer/Dbg.cpp

@@ -206,7 +206,8 @@ void Dbg::init(const RendererInitializer& initializer)
 
 		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
 		                       r.getPps().getPostPassFai().getGlId(), 0);
-		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,  GL_TEXTURE_2D, r.getMs().getDepthFai().getGlId(), 0);
+		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,  GL_TEXTURE_2D, r.getMs().getDepthFai().getGlId(),
+		                       0);
 
 		fbo.checkIfGood();
 		fbo.unbind();
@@ -270,7 +271,7 @@ void Dbg::run()
 			continue;
 		}
 
-		if(node->getSceneNodeName() == "Light:5")
+		/*if(node->getSceneNodeName() == "Light:5")
 		{
 			const SpotLight* sl = static_cast<const SpotLight*>(node);
 			const Camera& cam = sl->getCamera();
@@ -303,12 +304,13 @@ void Dbg::run()
 					pushBackVertex(points[i]);
 				}
 			end();
-		}
+		}*/
 
 		switch(node->getSceneNodeType())
 		{
 			case SceneNode::SNT_CAMERA:
 				sceneDbgDrawer.drawCamera(static_cast<const Camera&>(*node));
+				//collisionDbgDrawer.draw(static_cast<const Camera&>(*node).wspaceFrustumPlanes[0]);
 				break;
 			case SceneNode::SNT_LIGHT:
 				sceneDbgDrawer.drawLight(static_cast<const Light&>(*node));
@@ -320,7 +322,7 @@ void Dbg::run()
 				/*if(showVisibilityBoundingShapesFlag)
 				{
 					const RenderableNode& rnode = static_cast<const RenderableNode&>(*node);
-					collisionDbgDrawer.draw(rnode.getVisibilityShapeWSpace());
+					collisionDbgDrawer.draw(rnode. getVisibilityShapeWSpace());
 				}*/
 				break;
 			case SceneNode::SNT_SKIN:

+ 3 - 1
src/Renderer/Drawers/CollisionDbgDrawer.cpp

@@ -54,7 +54,9 @@ void CollisionDbgDrawer::draw(const Plane& plane)
 	const float& o = plane.getOffset();
 	Quat q;
 	q.setFrom2Vec3(Vec3(0.0, 0.0, 1.0), n);
-	Mat4 trf(n * o, Mat3(q));
+	Mat3 rot(q);
+	rot.rotateXAxis(M::PI / 2);
+	Mat4 trf(n * o, rot);
 
 	dbg.setModelMat(trf);
 	dbg.renderGrid();

+ 8 - 0
src/Resources/Core/RsrcAsyncLoadingReqsHandler.cpp

@@ -24,6 +24,7 @@ void RsrcAsyncLoadingReqsHandler::postProcessFinishedRequests(uint maxTime)
 {
 	HighRezTimer t;
 	t.start();
+	frameServedRequestsNum = 0;
 
 	while(1)
 	{
@@ -55,6 +56,8 @@ void RsrcAsyncLoadingReqsHandler::postProcessFinishedRequests(uint maxTime)
 				break;
 		}
 		
+		++frameServedRequestsNum;
+
 		requests.pop_front();
 
 		// Leave if you passed the max time
@@ -63,6 +66,11 @@ void RsrcAsyncLoadingReqsHandler::postProcessFinishedRequests(uint maxTime)
 			break;
 		}
 	}
+
+	if(frameServedRequestsNum > 0)
+	{
+		INFO(frameServedRequestsNum << " requests served. Time: " << t.getElapsedTime() << ", max time: " << maxTime);
+	}
 }
 
 

+ 3 - 1
src/Resources/Core/RsrcAsyncLoadingReqsHandler.h

@@ -19,6 +19,8 @@ class Mesh;
 class RsrcAsyncLoadingReqsHandler
 {
 	public:
+		GETTER_R(uint, frameServedRequestsNum, getFrameServedRequestsNum)
+
 		/// Send a loading request to an AsyncLoader
 		/// @tparam Type It should be Texture or Mesh
 		/// @param filename The file to load
@@ -31,7 +33,6 @@ class RsrcAsyncLoadingReqsHandler
 		/// time than the max the method will return. The pending requests will be served when it will be called again.
 		/// In ms
 		void postProcessFinishedRequests(uint maxTime);
-		
 	
 	private:
 		/// Request for the AsyncLoader [Base class]
@@ -74,6 +75,7 @@ class RsrcAsyncLoadingReqsHandler
 		boost::ptr_list<LoadingRequestBase> requests; ///< Loading requests
 
 		AsyncLoader al; ///< Asynchronous loader
+		uint frameServedRequestsNum; ///< The number of served requests for this frame
 		
 		/// @name Async loader callbacks
 		/// @{

+ 1 - 1
src/Scene/Camera.h

@@ -80,7 +80,7 @@ class Camera: public SceneNode
 		bool insideFrustum(const Camera& cam) const;
 		/// @}
 
-	private:
+	public:
 		/// @name Angles
 		/// fovX is the angle in the y axis (imagine the cam positioned in the default OGL pos) Note that fovX > fovY
 		/// (most of the time) and aspectRatio = fovX/fovY

+ 2 - 2
src/Scene/Controllers/SkelAnimModelNodeCtrl.cpp

@@ -179,8 +179,8 @@ void SkelAnimModelNodeCtrl::update(float)
 		       skinNode.getHeads(), skinNode.getTails());
 	}
 
-	BOOST_FOREACH(SkinPatchNode* skinPatchNode, skinNode.getPatcheNodes())
+	/*BOOST_FOREACH(SkinPatchNode* skinPatchNode, skinNode.getPatcheNodes())
 	{
 		MainRendererSingleton::getInstance().getSkinsDeformer().deform(*skinPatchNode);
-	}
+	}*/
 }

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