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@gecko0307 gecko0307 released this Mar 30, 2019 · 62 commits to master since this release

  • Rendering
    • Terrain renderer with image-based and procedural (OpenSimplex noise) heightmaps. Thanks to Rafał Ziemniewski for the implementation
    • Decals support in deferred renderer. Decals are special Entities that project a texture/material to geometry in the G-buffer. They can be used to place details over static geometry, such as bullet holes, graffiti, blood, dirt, footprints, clutter, etc. By default they project along -Y axis (towards the ground), but they can be transformed like any other Entity to project on non-horizontal surfaces as well. Decal is created using Scene.createDecal. Decals are visible only on Entities with dynamic property turned off. To create a decal material, use Scene.createDecalMaterial. Decal material properties are the same as for standard materials - they can have diffuse, normal, roughness, metallic and emission maps
    • Tube area lights support in deferred renderer. These are capsule-like lights that have length and radius. Scene.createLight is now deprecated, use Scene.createLightSphere and Scene.createLightTube instead
    • Spot lights support. They can be created using Scene.createLightSpot method
    • Custom directional lights support. They can be created using Scene.createLightSun method
    • Shadow rendering mechanism has been changed. Now there's no global shadow map, each directional light can have its own shadow map. It is turned on by light.shadow = true
    • Particles now don't drop shadows if dropShadow is set to false for emitter's Entity
    • CascadedShadowMap.eyeSpaceNormalShift - controls displacement of shadow coordinates by the surface normal (0.008 by default)
  • Materials
    • Cubemap textures support (dagon.graphics.cubemap). You can build a cubemap from individual face images, generate from equirectangular environment map, or render the scene into cubemap
    • ImageAsset - a new asset type for loading raw images with Dagon, without creating OpenGL textures for them. They are useful to load cubemaps, as well as to store non-color data. ImageAsset supports the same formats as TextureAsset - PNG, JPEG, TGA, BMP, HDR
    • textureScale property for materials - bidirectional scale factor for texture coordinates
    • Built-in terrain shader (dagon.graphics.shaders.terrain) with 4 texture layers and splatting. Each layer supports diffuse and normal maps. To create terrain material, use Scene.createTerrainMaterial. Textures are passed via material properties, diffuse and normal being the first layer, diffuse2 and normal2 the second, and so on. There are also textureScale, roughness and metallic for each layer (textureScale2, etc). Roughness and metallic properties are limited to numeric values. Splatting textures (that is, bw textures that define blending between layers) are passed using splatmap1, splatmap2, etc.
  • UI
    • Nuklear integration (dagon.ui.nuklear). It is a lightweight immediate mode GUI toolkit which can be used to render windows and widgets over the rendered scene. To use Nuklear, create NuklearGUI object and attach is to 2D entity's drawable, then use its methods to 'draw' widgets in onLogicsUpdate (API is very close to original Nuklear functions). Nuklear also provides a canvas widget to draw 2D vector shapes - lines, Bezier curves, rectangles, circles, arcs, triangles, and polygons. Thanks to Mateusz Muszyński for the implementation and bindbc-nuklear binding
  • Environment
    • Breaking change: now there is no default sun for deferred renderer, it should be created explicitly. Forward mode shaders still use sun settings from Environment (as well as sky shaders), so these settings should be synced with a custom LightSource by specifying Scene.mainSun:

      mainSun = createLightSun(Quaternionf.identity, environment.sunColor, environment.sunEnergy);
      mainSun.shadow = true;
    • Breaking change: Environment.environmentMap now is used only for image-based lighting - to apply an environment map to sky object, use Environment.skyMap property. Both of them now support Cubemap textures also

    • Environment.environmentBrightness was added. It is a final brightness multiplier applied to environment map, both texture-based and procedural

    • Environment.skyBrightness was added. It is a final brightness multiplier in standard sky shader

    • Built-in sky object now uses ShapeBox instead of ShapeSphere

  • Post-processing
    • Breaking change: post-processing settings are now part of the Renderer class, not Scene
    • Improved HDR glow quality
  • Assets & logics
    • Transformation methods for Entity: translate, rotate, move, moveToPoint, strafe, lift, pitch, turn, roll, scale, scaleX, scaleY, scaleZ, direction, right, up
    • Now Entity has two separate rotation mechanisms - quaternion (Entity.rotation) and axis-angles vector (Entity.angles). You can use any of the two, or both simultaneously. This distinction was introduced to simplify user-programmed rotations while maintaining easy integration of quaternion-based systems (such as dmech). Axis-angles vector represents sequiential rotation around three local axes (X, Y, Z) in degrees. This rotation is always applied after the quaternion, so you can use Entity.rotation as a 'primary' rotation coming from physics engine, and Entity.angles as a 'secondary' rotation applying only to graphical representation of the object
    • Basic animation tweens (dagon.logics.tween) - objects that interpolate Entity transformation over time with easing functions. There are several common in and out easing functions (linear, quad, back, bounce). To create tweens, use Entity.moveTo, Entity.moveFrom, Entity.moveFromTo, Entity.rotateTo, Entity.rotateFrom, Entity.rotateFromTo, Entity.scaleFrom, Entity.scaleTo, Entity.scaleFromTo
    • Entity.dynamic to distinguish static/dynamic objects in renderer (you still can move static objects). Static entities are rendered before decals and meant to be immovable
    • Now Entity doesn't have default controller. DefaultEntityController functionality was integrated into Entity. Custom controllers are still supported
    • Scene.deleteEntity method
    • ShapeBox in dagon.graphics.shapes
    • Scene.asset - generic asset adding method
    • Update timer was fixed, so that the application runs with a consistent speed at varying framerates. Dagon games are now playable on low-end hardware
  • Misc
    • A simple configuration system. Dagon applications now support optional settings.conf file in the working directory or in user's home directory (%APPDATA%/.dagon under Windows, $HOME/.dagon under Posix). You can access loaded configuration via SceneApplication.config property

    • dagon.core.input.InputManager - an abstraction layer for mapping between logical commands and input events (Thanks to Mateusz Muszyński for the implementation). It allows to remap inputs without changing code. It supports keyboard, mouse and game controller devices. Mapping is stored in input.conf file, which has the same syntax as settings.conf:

      upDownAxis: "ga_lefty, va(kb_down, kb_up)";
      myButton: "kb_p, gb_leftshoulder";
      
    • dagon.core.locale - a module that detects system locale. It can be used to automatically switch application's language

    • In debug builds Dagon now shows informative error messages from graphics driver using debug output extension (GL_KHR_debug) when it is available

    • BindBC bindings have been excluded from source tree and used as Dub dependencies. Freetype binding is now a separate project, bindbc-ft

    • Dagon can be compiled without Freetype and Nuklear dependencies (thus disabling text and UI rendering). See README.md for details on how to do it

    • Dagon now uses dlib 0.16.0.

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