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Divide-Framework

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Entry Size Revision Updated
AI 764 Mon 22 Aug, 2016 15:38:11 +0000
Core 770 Tue 20 Sep, 2016 16:12:27 +0000
Dynamics 764 Mon 22 Aug, 2016 15:38:11 +0000
Environment 769 Fri 16 Sep, 2016 15:18:09 +0000
Geometry 770 Tue 20 Sep, 2016 16:12:27 +0000
Graphs 767 Mon 22 Aug, 2016 16:25:37 +0000
GUI 764 Mon 22 Aug, 2016 15:38:11 +0000
HotReloading 768 Fri 09 Sep, 2016 14:38:51 +0000
Libs 758 Tue 02 Aug, 2016 16:05:09 +0000
Managers 770 Tue 20 Sep, 2016 16:12:27 +0000
Networking 758 Tue 02 Aug, 2016 16:05:09 +0000
Physics 760 Tue 09 Aug, 2016 16:30:12 +0000
Platform 770 Tue 20 Sep, 2016 16:12:27 +0000
Rendering 770 Tue 20 Sep, 2016 16:12:27 +0000
Scenes 768 Fri 09 Sep, 2016 14:38:51 +0000
Server 721 Wed 08 Jun, 2016 15:47:49 +0000
UnitTests 750 Thu 07 Jul, 2016 16:02:03 +0000
Utility 770 Tue 20 Sep, 2016 16:12:27 +0000
config.h 11.2K 760 Tue 09 Aug, 2016 16:30:12 +0000
engineMain.cpp 2.1K 768 Fri 09 Sep, 2016 14:38:51 +0000
engineMain.h 1.8K 768 Fri 09 Sep, 2016 14:38:51 +0000
main.cpp 421 bytes 768 Fri 09 Sep, 2016 14:38:51 +0000
readme.h 2.5K 721 Wed 08 Jun, 2016 15:47:49 +0000
SceneList.h 3.6K 719 Fri 03 Jun, 2016 16:20:08 +0000
ToDo.h 4.7K 755 Thu 28 Jul, 2016 16:17:25 +0000

Commits for Divide-Framework/trunk/Source Code

Revision Author Commited Message
770 IonutCava picture IonutCava Tue 20 Sep, 2016 16:12:27 +0000

[IonutCava]
- Prepare velocity map calculation (later used for temporal AA and motion blur):
— Add a previous depth buffer render target that blits the main depth buffer at the end of the frame
— Add a new render target to the screen FBO: velocity map
- Store normals as RG instead of RGB and pack/unpack in shaders. (compute >>>> bandwith)
- Rename Forward+ renderer to something more descriptive

(Requires deletion of all parsed & cached data)

769 IonutCava picture IonutCava Fri 16 Sep, 2016 15:18:09 +0000

[IonutCava]
- Clean up camera class:
— Remove “reflection” specific code and add a generic “reflect” method to allow the calling code to handle camera placements and reflections. This got rid of the “reflectionPlane” member in the RenderParams struct
— Remove some member variables and replace them with on-demand computed variables on the stack.
— Add a “destroyCamera” call to the CameraManager to allow better resource cleanup when needed
- Prepare a rendering system overhaul:
— Add dual screen render targets: current frame and previous frame. Used for future features such as TXAA and Motion Blur.
— Prepare code for an implementation similar to the Doom (2016) system: http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/ (the code was already going in that direction)

768 IonutCava picture IonutCava Fri 09 Sep, 2016 14:38:51 +0000

[IonutCava]
- Refactored framework entry points (init, step, shutdown) to allow the addition of hot code reloading in the future

767 IonutCava picture IonutCava Mon 22 Aug, 2016 16:25:37 +0000

[IonutCava]
- Descriptor/State cleanup part 3/3: GenericDrawCommand cleanup

766 IonutCava picture IonutCava Mon 22 Aug, 2016 15:54:49 +0000

[IonutCava]
- Descriptor/State cleanup part 2/3: SceneState/SceneRenderState cleanup

765 IonutCava picture IonutCava Mon 22 Aug, 2016 15:48:12 +0000

[IonutCava]
- Descriptor/State cleanup part 1/3: RTDrawDescriptor refactoring

764 IonutCava picture IonutCava Mon 22 Aug, 2016 15:38:11 +0000

[IonutCava]
- Add some explicit include for RenderStateBlock as it will be removed from the RenderAPIWrapper.h file

763 IonutCava picture IonutCava Mon 22 Aug, 2016 15:34:32 +0000

[IonutCava]
- Small fix to sampler binding

762 IonutCava picture IonutCava Thu 11 Aug, 2016 16:18:35 +0000

[IonutCava]
- Removed a lot of high level GFX state and merged it back on a lower level:
— depth mask is now a framebuffer specific toggle controlled by the RenderPolicy
— rasterization is now a per-buffer draw switch toggled by a rendering flag in GenericDrawCommand
- Replaced old style GL texture binding code with DSA style glBindTextures and glBindSamplers even for single textures
— completely removed the concept of a active texture unit in the GL code
- Fixed some draw policy settings that were clearing the depth buffer in the PostFX passes
- More build type flag replacement of macros
- Render pass system bug fixing
- Add option to skip occlusion culling for certain nodes

761 IonutCava picture IonutCava Wed 10 Aug, 2016 16:24:04 +0000

[IonutCava]
- More work on the new render pass system
- Added new HiZ culling code from nvidia samples: https://github.com/nvpro-samples/gl_occlusion_culling