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Entry Size Revision Updated
GLSL 912 Sun 02 Jul, 2017 23:42:39 +0000
HLSL 159 Tue 09 Jul, 2013 16:47:05 +0000

Commits for Divide-Framework/trunk/assets/shaders

Revision Author Commited Message
912 IonutCava picture IonutCava Sun 02 Jul, 2017 23:42:39 +0000

- Add experimental Weighted Blended Order Independed Transparency (ref:
— Add per drawbuffer blend
— All translucent renderbin items go via the new OIT 2-step rendering: accumulation and composition
- Make sure we have proper blend enabled for text rendering
- Add a primitive form of PushConstants (unused yet. Emulated via Uniform calls)
- Fix bug with XMLParser not using case insensitive key lookups

909 IonutCava picture IonutCava Thu 29 Jun, 2017 23:57:18 +0000

- Rework RenderTarget class
— RTAttachment now deal with textures directly
— RT size needs to be specified upfront
- Application class is no longer a Singleton but passed around in the PlatformContext

907 IonutCava picture IonutCava Wed 28 Jun, 2017 23:16:40 +0000

- Rework texture loading, mip map generation, sampler usage, etc
- ResourceDescriptor for textures now ONLY takes a TextureDescriptor as a property descriptor. Sampler must be assigned to the tex descriptor:
— ToDo: Separate samplers completely from textures and assign them from a pool to textures at bind time

906 IonutCava picture IonutCava Mon 26 Jun, 2017 20:58:19 +0000

- Fix small issues with the previous commit

905 IonutCava picture IonutCava Mon 26 Jun, 2017 15:56:21 +0000

Untested code

- Rework RenderBin/RenderPass/RenderQueue system to allow per-bin type rendering decision
— Added to allow implementation of Weighted, Blended Order-Independent Transparency later on
- Better detection of transparency and translucency in textures and materials. Used to separate Alpha-Discard based geometry from OIT translucent geometry

901 IonutCava picture IonutCava Fri 23 Jun, 2017 20:20:21 +0000

- Fix shader issues in previous commit
- Fix splash screen gamma issue

899 IonutCava picture IonutCava Fri 23 Jun, 2017 15:37:44 +0000

- Move sRGB conversion and fog calculation to post-processing stages (fog in postProcessing using the depth buffer and sRGB in the presentToScreen step)
- Split the bloom.glsl file into multiple shaders: bloom, tonemap and luminanceCalc for ease of use purposes
- Rework RenderBin sorting: sort translucent/transparent nodes by material in depth passes
- Sort order is no longer part of RenderBin for better control

898 IonutCava picture IonutCava Thu 22 Jun, 2017 22:05:34 +0000

- Use vectorImpl instead of vector in the few remaining places it wasn’t used
- Force GLIM to use the submitRenderCommand / GenericDrawCommand system
- Add basic framework for a “pushConstants” type buffer that will replace Uniform() calls
- Add some code to allow hardware query rewrite in the future

894 IonutCava picture IonutCava Sun 18 Jun, 2017 19:58:02 +0000

- Fix terrain sphere-based LoD tessellation.
- Merge all terrain texture layers into a single texture array system to free up texture slots and speed up lookups.

892 IonutCava picture IonutCava Mon 15 May, 2017 20:43:39 +0000

- Miscellaneous bug fixes