Граф коммитов

24 Коммитов

Автор SHA1 Сообщение Дата
Yao Wei Tjong 姚伟忠 f943bb4faa Unwarn patch for AppleClang. A few warnings were indeed coding error. 2014-10-05 20:22:49 +08:00
Lasse Öörni 8463393377 Initial resource background loading API and implementation. Background loading-capable implementation for textures (load image in background thread, upload image to GPU in main thread), other resources todo.
Allow dynamically created profiler block names by copying the name C string.
Texture Load() function with image pointer renamed to SetData() to not confuse with the threaded/nonthreaded resource loading functions.
2014-07-22 01:30:02 +03:00
Lasse Öörni a7f9747376 Fix compressed sound resourceref not being serialized. 2014-05-26 23:18:08 +03:00
Lasse Öörni a06e4238b3 Simplify sound stream code and improve the SoundSynthesis sample. Closes #257. 2014-03-19 12:15:31 +02:00
aster2013 4e2285b5b3 Add URHO3D_API to BufferedSoundStream. [ci skip] 2014-03-19 16:04:54 +08:00
Lasse Öörni 1cc8f2b82b Added BufferedSoundStream class and sound synthesis C++ example.
Removed SharedArrayPtr DynamicCast() as it made no sense; replaced with ReinterpretCast().
2014-03-19 09:18:13 +02:00
Lasse Öörni acb993e4ba Abstract Ogg Vorbis sound decoding into the SoundStream class. Note: the SoundStream class is deliberately not exposed to scripts, as it requires low-level data access and is used from the sound mixing thread. 2014-03-19 01:08:23 +02:00
Lasse Öörni c1fbbd9628 Fix interpolation of the decoder buffer when it loops. 2014-03-18 15:41:09 +02:00
Lasse Öörni 8bf5af9261 Added note that tangents are needed for normal mapping. Clean up SoundSource decoder handling to prepare for application-supplied sound stream. 2014-03-18 15:20:19 +02:00
Yao Wei Tjong 姚伟忠 ffe7a7699f Minor enhancement on getting optional resources and error handling. 2014-02-10 07:33:02 +08:00
Lasse Öörni 6d5ddc23e0 Bump the copyright for 2014. 2014-02-01 14:37:21 +02:00
Lasse Öörni 57b81bf685 Take audio buffer length properly into account when calculating SDL fragment size. Fix mixing one sample less in SoundSource mixing routines, which would lead to audio artifacts. Closes #130. 2014-01-16 15:57:31 +02:00
Lasse Öörni 088dba041c Fix missing sound playback start/stop when using the play/pause buttons in editor toolbar. Improved sphere debug drawing. Added debug drawing to SoundSource3D. Closes #63. 2013-12-06 16:50:29 +02:00
Lasse Öörni 7d92368dca Fixed logic bug in Audio subsystem related to mixing fragment size. Fixed uninitialized dataSize_ member in Sound. 2013-12-04 00:57:34 +02:00
Lasse Öörni a37ea5bb6e Added inner and outer angle parameters to SoundSource3D, which makes it possible to do cone-like directional sounds. Fixed sound attenuation if near and far distance are the same. Closes #49. 2013-12-04 00:25:20 +02:00
Lasse Öörni a92f4a0aea Added "Is Playing" attribute to SoundSource. SoundSource no longer clears the sound resource when playback is finished. Closes #54. 2013-11-25 20:03:35 +02:00
Yao Wei Tjong 姚伟忠 d7942132f1 Configure and install Urho3D.pc file for pkg-config tool.
This is useful for Urho3D library user via SDK installation without having CMake installed.
2013-11-15 18:33:51 +08:00
Lasse Öörni ee0e3aa663 Removed the mechanism of binary-serializing resource name hashes instead of resource names. This is to allow correct resource loading from binary scene files on platforms that cannot iterate the resources in the application installation (eg. Android). This also affects networking, downside is increased network payload size when resource attributes are transferred. All binary scenes saved with old Urho versions are also invalidated. 2013-11-14 14:24:03 +02:00
Yao Wei Tjong 姚伟忠 e423a26461 Refactor CMake build scripts.
Changes:
- Avoid globbing engine source files twice.
- Setup folder group for VS and Xcode. Also group object files according to 3rd-party library name.
- New define_source_files() macro.
2013-10-28 18:21:18 +08:00
Yao Wei Tjong 姚伟忠 db8f7a2289 Simplify the build script to eliminate unused variable.
As the enable_pch() macro is not being called, there is no need to set SOURCE_FILES variable at this scope.
2013-10-22 20:28:15 +08:00
Lasse Öörni 0c14a17774 Use one combined precompiled header file for Urho3D library, as otherwise precompiled headers would be disabled on Visual Studio. 2013-10-22 00:48:27 +03:00
Yao Wei Tjong 姚伟忠 7b24807c32 Combine Engine sources into one place and build as a single target. 2013-10-22 04:16:22 +08:00
Yao Wei Tjong 姚伟忠 d33ac02538 Refactor build scripts to build Urho3D library as main target.
Other changes in the commit:
- Change build option from URHO3D_BUILD_TYPE to URHO3D_LIB_TYPE. Default value is STATIC.
- Automatically add compiler definition 'URHO3D_STATIC_DEFINE' when linking with Urho3D library statically.
- Move LuaScript subsystem from Extra/ to Engine/.
- Enable FindUrho3D module to also detect Urho3D library target when the FindUrho3D module is being used internally by Urho3D project.
- Configure to build all the samples for iOS and Android platforms also when option to build samples is enabled.
- Export all the Register*Library() global functions.
- Rewrite all the tools, samples, and extras targets to link against Urho3D library.

TODOs:
- Combine engine sub-libraries into one.
- Test builds on non-Linux platforms.
2013-10-21 02:28:29 +08:00
Wei Tjong Yao 02512cecf9 In order to move the out-of-source 'build' directory back to Urho3D project root directory, all the source codes sub-directories are now moved down one level to a new directory under project root called 'Source'. 2013-08-09 10:29:22 +00:00