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Entry Size Revision Updated
CascadedShadowMaps.h 2.9K 847 Sun 05 Feb, 2017 21:16:24 +0000
CubeShadowMap.h 1.7K 847 Sun 05 Feb, 2017 21:16:24 +0000
ShadowMap.h 3.9K 847 Sun 05 Feb, 2017 21:16:24 +0000
SingleShadowMap.h 1.8K 847 Sun 05 Feb, 2017 21:16:24 +0000

Commits for Divide-Framework/trunk/Source Code/Rendering/Lighting/ShadowMapping/Headers

Revision Author Commited Message
847 IonutCava picture IonutCava Sun 05 Feb, 2017 21:16:24 +0000

- Code rot fixes:
— Terrain loading (8 bit heightmap only for now)
— Terrain rendering
— Water Plane loading and rendering
— Reflection and Refraction rendering passes (hack for now: need environment cubemaps as separate from reflect/refract maps for planar rendering)
-— ToDo: Separate Reflection / Refraction render targets to Planar R/R and Cube R/R. Environment probes should use Cube Reflections, Water should use planar reflection targets.
- Added a way to register debug views: texture, shader and params. Viewports get automatically scaled and positioned
— ToDo: Add a hover-preview feature
— ToDo: Add a click-lock preview feature

836 IonutCava picture IonutCava Fri 27 Jan, 2017 14:59:56 +0000

- Update copyright notice

830 IonutCava picture IonutCava Wed 25 Jan, 2017 17:29:44 +0000

- Add a new Platform element: File
— Move all predefined paths to FileManagement System
- Split MathHelper into MathHelper and StringHelper

815 IonutCava picture IonutCava Thu 12 Jan, 2017 23:33:01 +0000

- Fixed viewport alignment issue
- Added per-player RenderTargets (added index support to GFXRTPool)
- Initial implementation of per-player cameras
— Removed defaultCamera
— Scenes now use a baseCamera as a template for new player cameras

804 IonutCava picture IonutCava Thu 01 Dec, 2016 17:20:59 +0000

- Singleton elimination update Part I: get it to compile
— The following classes are no longer Singletons: GFXDevice, GL_API, DX_API, SFXWrapper, FmodWrapper, SDLWrapper, ALWrapper, PXDevice, InputInterface, RenderPassManager, SceneManager and ResourceManager;
— Refactor system to a Context / Component based implementation (Pass relevant context to objects: e.g. GFXDevice object to Textures, GUI to GUIElements, etc)
— Make devices and managers components of the kernel
— Allow multiple Resource caches to co-exist. This may prove useful for later when a more fragmented memory model is need (per frame / per scene / global caches / etc)

  • next steps: part II – cleanup/refactor new code, part III – optimise code, part IV – remove remaining Singletons (e.g. Application, ParamHandler, FrameListenerManager, Recast, PostFX and DebugInterface)
801 IonutCava picture IonutCava Sun 27 Nov, 2016 21:28:01 +0000

- More performance analysis guided optimizations.
- Some refactoring to allow later removal of Singletons status for: GFXDevice, SFXDevice, PXDevice, GUI and Input.
— Pass a PlatformContext around objects to access these classes.

784 IonutCava picture IonutCava Mon 17 Oct, 2016 16:20:49 +0000

- Removed the CameraManager and move most of its functionality into static members of the Camera class
- Removed Camera push/pop system in favour of a stateless ptr based system to better fit the RenderPass structure

781 IonutCava picture IonutCava Wed 12 Oct, 2016 16:03:46 +0000

- ShaderComputeQueue <-> Material shader request bug fix (element stuck in QUEUED state)
- More Camera class cleanups
- Add a method of removing EnvironmentProbes from their Pool

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

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

760 IonutCava picture IonutCava Tue 09 Aug, 2016 16:30:12 +0000

- Complete rewrite of RenderPass system:
— Allow every rendering pass (reflection, environment, etc) to use the same rendering system: occlusion culling, light culling, etc
— Define render passes by a param based token similar to modern API systems (DX12/Vulkan)
— W.I.P.: Depth rendering slightly wrong; Environment Mapping ,reflection and refraction rendering currently disabled
- Add compile time variables for DEBUG/PROFILE/RELEASE builds to validate all code for every build