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Entry Size Revision Updated
Camera 779 Mon 10 Oct, 2016 15:31:45 +0000
Headers 777 Fri 07 Oct, 2016 16:14:48 +0000
Lighting 778 Mon 10 Oct, 2016 15:18:32 +0000
PostFX 776 Thu 06 Oct, 2016 15:57:56 +0000
RenderPass 778 Mon 10 Oct, 2016 15:18:32 +0000
DeferredShadingRenderer.cpp 11.6K 776 Thu 06 Oct, 2016 15:57:56 +0000
EnvironmentProbe.cpp 5.7K 777 Fri 07 Oct, 2016 16:14:48 +0000
TiledForwardShadingRenderer.cpp 3.1K 776 Thu 06 Oct, 2016 15:57:56 +0000

Commits for Divide-Framework/trunk/Source Code/Rendering

Revision Author Commited Message
779 IonutCava picture IonutCava Mon 10 Oct, 2016 15:31:45 +0000

[IonutCava]
- Frustum calculation bug fix

778 IonutCava picture IonutCava Mon 10 Oct, 2016 15:18:32 +0000

[IonutCava]
- Rendering abstraction cleanup

777 IonutCava picture IonutCava Fri 07 Oct, 2016 16:14:48 +0000

[IonutCava]
- Continue to implement CommandBuffer / RenderPass / RenderSubPass system.
— Rendering artefacts are still present.

776 IonutCava picture IonutCava Thu 06 Oct, 2016 15:57:56 +0000

[IonutCava]
- Improve the CommandBuffer system to include the notion of a RenderPass /RenderSubPass with output render target info stored in them (not used yet)

775 IonutCava picture IonutCava Wed 05 Oct, 2016 15:54:54 +0000

[IonutCava]
- Cleanup RenderTarget <-> RTAttachment relation
- Multisampled render target state is now deduced based on attachments used

774 IonutCava picture IonutCava Wed 05 Oct, 2016 13:42:22 +0000

[IonutCava]
- Removed glRTAttachment. Placed texture ptr in parent RTAttachment.
- Removed depth buffer auto generation for framebuffers. All attachments must now be explicit.

773 IonutCava picture IonutCava Tue 04 Oct, 2016 15:53:18 +0000

[IonutCava]
- Split GenericDrawCommand gathering system into Init/Update to facilitate future threading support
- Fix drawCount() == 0 case in submitRenderCommand
- Make _cameraPool (more) threadsafe

771 IonutCava picture IonutCava Tue 27 Sep, 2016 15:39:49 +0000

[IonutCava]
- Modify GFXDevice::flushRenderQueues so that it creates command buffers instead of directly calling rendering calls:
— Command buffers contain buffer, shader, texture and geometry info
— Command buffer state is now parsed and set at the API level instead of GFXDevice level
— This will allow easier porting to low level APIs later on
- Indirect draw is now a GenericDrawCommand render option instead of an explicit buffer draw parameter

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)