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Divide-Framework

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Entry Size Revision Updated
assets 286 Fri 18 Jul, 2014 16:32:03 +0000
localisation 286 Fri 18 Jul, 2014 16:32:03 +0000
shaderCache 268 Wed 04 Jun, 2014 10:20:27 +0000
Source Code 286 Fri 18 Jul, 2014 16:32:03 +0000
VCData 286 Fri 18 Jul, 2014 16:32:03 +0000
XML 283 Tue 01 Jul, 2014 18:16:16 +0000
Assimp64.dll 3.7M 251 Wed 02 Apr, 2014 20:38:18 +0000
DevIL.dll 746.5K 249 Mon 31 Mar, 2014 20:42:31 +0000
Divide-Client.exe 8.1M 286 Fri 18 Jul, 2014 16:32:03 +0000
Divide-Server.exe 798K 286 Fri 18 Jul, 2014 16:32:03 +0000
Doxyfile 77.7K 221 Wed 08 Jan, 2014 18:50:02 +0000
InstallLibraries.bat 621 bytes 177 Fri 15 Nov, 2013 13:04:30 +0000
main.xml 275 bytes 149 Sun 21 Apr, 2013 21:38:05 +0000
PhysX3CHECKED_x64.dll 4.6M 251 Wed 02 Apr, 2014 20:38:18 +0000
PhysX3CommonCHECKED_x64.dll 2.5M 251 Wed 02 Apr, 2014 20:38:18 +0000
PhysX3CookingCHECKED_x64.dll 494.3K 251 Wed 02 Apr, 2014 20:38:18 +0000
SDL2.dll 1.1M 251 Wed 02 Apr, 2014 20:38:18 +0000
SDL2_mixer.dll 189K 251 Wed 02 Apr, 2014 20:38:18 +0000

Commits for Divide-Framework/trunk

Revision Author Commited Message
286 IonutCava picture IonutCava Fri 18 Jul, 2014 16:32:03 +0000

[Ionut] [[BR]]

    • very buggy commit ** [[BR]]

- New rendering pipeline: [[BR]]
— Bumped OpenGL version to 4.4 [[BR]]
— Command based rendering. GFXDevice dispatches rendering commands to their respective buffers [[BR]]
— State changing is exclusively controlled by the GFXDevice class [[BR]]
— Material properties and transform matrices are stored in shader storage buffers that are updated after culling and uploaded once per RenderPass. Objects use drawIDs to index data in shaders [[BR]]
— Removed all custom matrices and other, per shader, bind data [[BR]]
— Removed per node light data. Light culling and shader buffers will replace the old light management system [[BR]]
— Framebuffers now use the Texture class for attachments [[BR]]
— Sampler objects now work like RenderStateBlocks. GL_API handles them and stores them in a hash indexed map [[BR]]
— Removed “prepareMaterial” calls. Pre-draw material setup is now only limited to texture binding [[BR]]
— Moved immediate mode emulation and primitive rendering from API level to GFXDevice level [[BR]]
— Framebuffer rendering must be completed with a call to end() to ensure proper MSAA resolve (asserts, otherwise) [[BR]]
- Fixed hash code generation for RenderStateBlock (and now, glSamplerObject) using boost::hash_combine [[BR]]
- Temporarily disabled XML caching for materials [[BR]]

285 IonutCava picture IonutCava Wed 02 Jul, 2014 18:33:25 +0000

[Ionut][[BR]]
- Per SGN shader data implementation part 1.75 / 2 [[BR]]
— Upload node data into a SSBO in one single call [[BR]]
- Re-factored LightManager to upload light info and shadow info in single upload calls [[BR]]
- Improved GUIConsole load performance by using a boost::circular_buffer for initial messages [[BR]]

284 IonutCava picture IonutCava Tue 01 Jul, 2014 20:54:08 +0000

[Ionut][[BR]]
- Per SGN shader data implementation part 1 / 2 [[BR]]
— Gather node info and transforms into custom struct for visible nodes and store them in a GFXDevice local vector [[BR]]
- Removed “prepareDepthMaterial” and added depthPass flag to “prepareMaterial” [[BR]]

283 IonutCava picture IonutCava Tue 01 Jul, 2014 18:16:16 +0000

[Ionut][[BR]]
- Upload Viewport, camera position and zPlanes data to the gpu using the _matricesBuffer instead of ShaderProgram’s “uploadNodeMatrices” method [[BR]]
- Removed most matrices constructed with the worldMatrix (worldView, worldViewProjection, etc) to allow better batching of transforms. [[BR]]
— Both changes will allow the elimination of the “uploadNodeMatrices” and “setLoD” methods [[BR]]

282 IonutCava picture IonutCava Mon 30 Jun, 2014 17:23:41 +0000

[Ionut][[BR]]
- Added missing StateTracker.h [[BR]]

281 IonutCava picture IonutCava Sat 28 Jun, 2014 20:55:30 +0000

[Ionut] [[BR]]
- Added a basic and primitive state tracking class [[BR]]

280 IonutCava picture IonutCava Sat 28 Jun, 2014 19:11:37 +0000

[Ionut] [[BR]]
- Improve ClipPlane management (bunch equations into the matrix shader buffer) [[BR]]
- Immediate mode emulation primitives set their own state based on specified hash instead of relying on state functions to be defined [[BR]]
- updateStates() function is now called right before the actual draw call to facilitate future batching work [[BR]]
- added tracked bool values (similar to those in ShaderInfo) to SGN class to fix selection bug. [[BR]]
— will probably create a “stateTracker” class to allow multiple classes to use tracked variables without all of the code duplication [[BR]]

279 IonutCava picture IonutCava Sat 28 Jun, 2014 16:20:46 +0000

[Ionut][[BR]]
- Unified draw command system into GenericDrawCommand [[BR]]
- Fixed double VB creation in Object3D [[BR]]
- Reworked triangle data computation (now Object3D’s responsibility) [[BR]]
- VertexArrays can now render using the primitive type specified in the draw command instead of the fixed type specified at creation [[BR]]
- Optimized terrain shader [[BR]]

278 IonutCava picture IonutCava Thu 19 Jun, 2014 18:09:59 +0000

[Ionut][[BR]]
- Preliminary work on generic shader function selection infrastructure [[BR]]

277 IonutCava picture IonutCava Tue 17 Jun, 2014 19:27:29 +0000

[Ionut] [[BR]]
- Change PostFX shader to be subroutine-based (instead of using if-else statements) [[BR]]