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Entry Size Revision Updated
Headers 1004 Wed 20 Dec, 2017 17:16:32 +0000
Material.cpp 26.5K 1004 Wed 20 Dec, 2017 17:16:32 +0000
ShaderComputeQueue.cpp 2.5K 890 Sun 14 May, 2017 20:54:59 +0000
ShaderProgramInfo.cpp 1.4K 914 Thu 06 Jul, 2017 21:50:27 +0000

Commits for Divide-Framework/trunk/Source Code/Geometry/Material

Revision Author Commited Message
1004 IonutCava picture IonutCava Wed 20 Dec, 2017 17:16:32 +0000

[Ionut]
- More GUI cleanup (added multiple GUIButton events)
- Typedef vec4<U8> and vec4<F32> to UColour and FColour respectively for easier to read code.

968 IonutCava picture IonutCava Tue 07 Nov, 2017 17:32:31 +0000

[Ionut]
- Consistent naming between timing variables

950 IonutCava picture IonutCava Sun 22 Oct, 2017 22:25:05 +0000

[Ionut]
- Revamp camera management
- More work on improving the command buffer system:
— Performance tweaks
— Validation
— Debug features
- Some code cleanup for Object3D stuff (preRender/onRender changes)

Still haven’t fixed random flashing issue

938 IonutCava picture IonutCava Wed 16 Aug, 2017 21:35:55 +0000

[Ionut]
- Separate texture binding slot from TextureData
- Binding slot is now a property of the descriptor set
- Remove bind() calls from texture’s public interface
ToDo
- Add image layer binding options (addTextureLayer(data, binding, layer, ...)

926 IonutCava picture IonutCava Fri 04 Aug, 2017 14:06:17 +0000

[Ionut]
- Rename material custom textures to external textures and make sure we properly provide all needed textures for depth stages

924 IonutCava picture IonutCava Wed 02 Aug, 2017 20:29:19 +0000

[Ionut]
- Rework RenderTarget binding. Now access is only available via the GFXRTPool
- Split RenderPassManager::doCustomPass into multiple steps for easier debugging and cleaner code
- Other small code cleanups

914 IonutCava picture IonutCava Thu 06 Jul, 2017 21:50:27 +0000

[Ionut]
- Terrain:
— Properly use terrain world matrix
— Make ToggleWireframe a compile time define since it’s rarely used
- Material:
— Do not assign ShaderProgram::defaultShader() to material shaderInfo slots by default (helps track bugs)
— Make sure we load shadow shaders in terrain and vegetation after pre-pass shader (to not override them)
- Wait for resources to fully load before unloading them

913 IonutCava picture IonutCava Thu 06 Jul, 2017 15:57:35 +0000

[Ionut]
- All shaders that are assigned to a material should have SHADOW_PASS defined for shadow shaders and DEPTH_PASS for all depth pass shaders.
- Add a helper function to map a value from one range to another

912 IonutCava picture IonutCava Sun 02 Jul, 2017 23:42:39 +0000

[Ionut]
- Add experimental Weighted Blended Order Independed Transparency (ref: http://casual-effects.blogspot.co.uk/2015/03/implemented-weighted-blended-order.html)
— Add per drawbuffer blend
— All translucent renderbin items go via the new OIT 2-step rendering: accumulation and composition
- Make sure we have proper blend enabled for text rendering
- Add a primitive form of PushConstants (unused yet. Emulated via Uniform calls)
- Fix bug with XMLParser not using case insensitive key lookups

909 IonutCava picture IonutCava Thu 29 Jun, 2017 23:57:18 +0000

[Ionut]
- Rework RenderTarget class
— RTAttachment now deal with textures directly
— RT size needs to be specified upfront
- Application class is no longer a Singleton but passed around in the PlatformContext