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Divide-Framework

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Entry Size Revision Updated
Buffers 286 Fri 18 Jul, 2014 16:32:03 +0000
glsw 260 Sat 03 May, 2014 19:33:41 +0000
Headers 286 Fri 18 Jul, 2014 16:32:03 +0000
Shaders 286 Fri 18 Jul, 2014 16:32:03 +0000
Text 286 Fri 18 Jul, 2014 16:32:03 +0000
Textures 286 Fri 18 Jul, 2014 16:32:03 +0000
glEnumTable.cpp 7.3K 286 Fri 18 Jul, 2014 16:32:03 +0000
GLError.cpp 3.1K 266 Tue 27 May, 2014 20:47:25 +0000
GLFWWrapper.cpp 17.6K 286 Fri 18 Jul, 2014 16:32:03 +0000
glImmediateModeEmulation.cpp 2.4K 286 Fri 18 Jul, 2014 16:32:03 +0000
GLStates.cpp 11.9K 286 Fri 18 Jul, 2014 16:32:03 +0000
gluOverrides.cpp 622 bytes 275 Fri 13 Jun, 2014 15:11:02 +0000
GLWrapper.cpp 11.4K 286 Fri 18 Jul, 2014 16:32:03 +0000

Commits for Divide-Framework/trunk/Source Code/Hardware/Video/OpenGL

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]]

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]]

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]]

276 IonutCava picture IonutCava Fri 13 Jun, 2014 18:23:32 +0000

[Ionut][[BR]]
- Terrain now inherits from Object3D (instead of directly from SceneNode) [[BR]]
- Restructured RenderInstance to support multiple draw commands [[BR]]
— Multiple draw commands per instance are separated to different LoD batches automatically on render [[BR]]

275 IonutCava picture IonutCava Fri 13 Jun, 2014 15:11:02 +0000

[Ionut [[BR]]
- Removed all GLM dependencies (great library, but my math class can handle all of my requirements now) [[BR]]
- Moved view/projection/texture matrix management to GFXDevice class (from API specific classes) [[BR]]

274 IonutCava picture IonutCava Fri 13 Jun, 2014 12:56:03 +0000

[Ionut] [[BR]]
- Simplified buffer based rendering (VertexBuffer & GenericVertexData are now exclusively command based) [[BR]]
- Update bone buffer to persistent mapped-SSBO system with double-buffering [[BR]]
- Simplified sky rendering and (finally) reduced the sun’s radius [[BR]]