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Divide-Framework

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Entry Size Revision Updated
Camera 902 Sun 25 Jun, 2017 16:56:57 +0000
Headers 842 Wed 01 Feb, 2017 17:25:15 +0000
Lighting 899 Fri 23 Jun, 2017 15:37:44 +0000
PostFX 899 Fri 23 Jun, 2017 15:37:44 +0000
RenderPass 905 Mon 26 Jun, 2017 15:56:21 +0000
DeferredShadingRenderer.cpp 11.9K 893 Sun 18 Jun, 2017 17:33:07 +0000
EnvironmentProbe.cpp 6.4K 899 Fri 23 Jun, 2017 15:37:44 +0000
Renderer.cpp 693 bytes 890 Sun 14 May, 2017 20:54:59 +0000
TiledForwardShadingRenderer.cpp 3.4K 893 Sun 18 Jun, 2017 17:33:07 +0000

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

Revision Author Commited Message
905 IonutCava picture IonutCava Mon 26 Jun, 2017 15:56:21 +0000

[Ionut]
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

902 IonutCava picture IonutCava Sun 25 Jun, 2017 16:56:57 +0000

[Ionut]
- Rework input system a bit for easier maintenance and readability
- Toggle AntTweakBar display using CTRL+F11

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

[IonutCava]
- 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

895 IonutCava picture IonutCava Wed 21 Jun, 2017 21:10:26 +0000

[IonutCava]
- Reorder and cleanup OpenGL backend a bit.
- Small code cleanup
- Some small profile-guided optimizations

893 IonutCava picture IonutCava Sun 18 Jun, 2017 17:33:07 +0000

[Ionut]
- Initial implementation of a PipelineStateObject (holds shader program, rasterizer state, etc)
- Rework PCH implementation a bit because VS2017 no longer has a /ZM option

890 IonutCava picture IonutCava Sun 14 May, 2017 20:54:59 +0000

[Ionut]
- Add pre-compiled header support
- Initial code for per-stage tessellation computation

883 IonutCava picture IonutCava Fri 24 Mar, 2017 17:15:58 +0000

[IonutCava]
- More terrain work
- Removed GS-based multi pass for shadows. Replaced with a regular multi-draw submit system (ease-of-use reasons)

877 IonutCava picture IonutCava Thu 16 Mar, 2017 21:55:59 +0000

[IonutCava]
- Reflection updates
- Sky parallax fixes
- Initial support for Tessellation patches (used by the new terrain system – W.I.P.)

874 IonutCava picture IonutCava Mon 13 Mar, 2017 17:29:45 +0000

[IonutCava]
- Fix boundingbox skewing bug.
- Optimise frustum collision checks by adding a plane-cache system.
— ToDo: solve mutable status of _frustPlaneCache
— ToDo: TRIPLE check results to avoid false-positives
- Speedup terrain by not stack-allocating QuadtreeNodes in a QuadtreeChildren container instead of new-ing each one of them.

872 IonutCava picture IonutCava Mon 06 Mar, 2017 23:23:20 +0000

[IonutCava]
- Optimise static casts