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Commits for Divide-Framework/trunk/Source Code/Utility/Headers/ImageTools.h

Diff revisions: vs.
Revision Author Commited Message
895 Diff Diff 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

867 Diff Diff IonutCava picture IonutCava Mon 20 Feb, 2017 17:01:12 +0000

[IonutCava]
- Rename to_XNN and to_const_XNN functions to reflect the target data type they are converting to.
- Cleanup Angle namespace and remove all “inDegrees” parameters from rotation functions. Use aliases to differentiate between Degree and Radian parameters.
- Profile guided optimizations.

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

[IonutCava]
- Update copyright notice

832 Diff Diff IonutCava picture IonutCava Thu 26 Jan, 2017 17:23:11 +0000

[IonutCava]
- More path related work
- Initial code to centralize file I/O (does not compile yet)

759 Diff Diff IonutCava picture IonutCava Sun 07 Aug, 2016 18:34:32 +0000

[IonutCava]
- Add workaround for singlethreaded texture loading
- Small corrections to ImageTools image loading

721 Diff Diff IonutCava picture IonutCava Wed 08 Jun, 2016 15:47:49 +0000

[IonutCava]
- Spelling: change all references from our code of “color” to the PROPER British version of “colour” because it sounds 100x better

652 Diff Diff IonutCava picture IonutCava Thu 25 Feb, 2016 17:13:10 +0000

[IonutCava]
- More work on compressed texture loading (DXT1, DXT3, DXT5)

651 Diff Diff IonutCava picture IonutCava Wed 24 Feb, 2016 16:54:46 +0000

[IonutCava]
- Improved component access speed
- Added update flags to SceneNodes
— Currently used to flag bounding box update
- SceneNode bounds are only updated in the sceneUpdate call. BOUNDS_CHANGED flag can be set at any time.
- Changed SceneNode->SceneGraphNode BB update system to use the new SceneNode flag system
- Added initial code for compressed texture support (formats, containers, etc)
- Added STB libraries for future use

648 Diff Diff IonutCava picture IonutCava Sun 21 Feb, 2016 16:32:52 +0000

[IonutCava]
- Update copyright notice
- Move BoundingBox and BoundingSphere to a new BoundsComponent
— Add a temp hack in SceneGraphNode to update these

604 Diff Diff IonutCava picture IonutCava Sun 13 Dec, 2015 19:04:57 +0000

[IonutCava]
- New post processing system:
— Simplified operators
— PostFX is always enabled. Individual operators are toggles on or off
— Fixed Bloom and adaptive exposure
- Reworked texture creation and resizing
— Saved TextureDescriptor as part of the texture state

542 Diff Diff IonutCava picture IonutCava Thu 29 Oct, 2015 23:44:59 +0000

[IonutCava]
- Improved multi-threaded culling
- Increased nodeBuffer size to avoid different render stages to override each-other’s data and wait for locks
- Added a indirect command buffer per render stage

457 Diff Diff IonutCava picture IonutCava Mon 01 Jun, 2015 21:45:52 +0000

[Ionut]
- Windows build fix for previous commit

405 Diff Diff IonutCava picture IonutCava Mon 20 Apr, 2015 15:57:24 +0000

[Ionut]
- Moved SceneAnimator instances from the SkinnedSubMesh instance to the parent Mesh instance (if it has the SKINNING flag)
— Will allow a single bone buffer per mesh (instead of one per submesh) and better syncing of playback times
- Cleaned the SceneAnimator class a bit:
— Removed the hashmaps that were put in place to speed up bone lookup as the bone count is low and a find_if in a vector of bones isn’t a bottleneck. Reduces memory consumption as well.
— Moving the SceneAnimator class allowed parsing of all available ASSIMP meshes at once in a tight loop.
- Modified texture loading a bit for better compatibility.

404 Diff Diff IonutCava picture IonutCava Sun 19 Apr, 2015 20:37:32 +0000

[Ionut]
- Threading work regarding texture loading (W.I.P.)
- Animation system cleanup (W.I.P.)
- ShaderManager shutdown cleanup improvements

364 Diff Diff IonutCava picture IonutCava Fri 06 Mar, 2015 16:55:21 +0000

[Ionut]
- Part 1 of type safe enum replacement (does not compile)

350 Diff Diff IonutCava picture IonutCava Tue 10 Feb, 2015 16:25:39 +0000

[Ionut]
- Simplified some Util-namespace level functions by using STL algorithms where possible
- Formatted the entire codebase using clang-format with the following style: "{BasedOnStyle: Google, IndentWidth: 4}"
- Attempted to make ProfileTimer thread-safe (temp fix until std::chrono works properly in Visual Studio)

343 Diff Diff IonutCava picture IonutCava Thu 15 Jan, 2015 17:30:12 +0000

[Ionut]
- Refactored 2 singletons into static classes (Console and TerrainLoader)
- Changed some C-casts to static_casts
- Updated copyright notices

337 Diff Diff IonutCava picture IonutCava Wed 17 Dec, 2014 17:25:16 +0000

[Ionut]
- Replaced all tabs with 4 spaces (some spacing may be off now. no way to check all the files.)
- Moved implementation details for ParamHandler, BoundingBox, BoundingSphere and ProfileTimer to proper .inl and .cpp files. (more to follow)
- Update all forward declared enums with the required storage type (as requested by the C++11 standard)

334 Diff Diff IonutCava picture IonutCava Wed 10 Dec, 2014 17:21:22 +0000

[Ionut]
- Reorganized the Hardware project and renamed to "Platform"
- Reorganized the Server project

333 Diff Diff IonutCava picture IonutCava Tue 09 Dec, 2014 16:15:44 +0000

[Ionut]
- Removed “core.h” and moved everything to their appropriate header files
- Renamed MathClasses to MathMatrices (finally)
- Renamed “-Inl.h” files to ".inl"
- Some String wrapper refactoring
- Update “InstallLibraries.bat” so that it still offers valid options

321 Diff Diff IonutCava picture IonutCava Wed 03 Sep, 2014 22:05:15 +0000

[Ionut]
- Added support (and enabled by default) for the EASTL library (http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html / https://github.com/paulhodge/EASTL)
— Strings, vectors and hash_maps can be combined from EASTL, STL and Boost (not all combinations work. e.g. EASTL strings with STL/Boost containers due to the lack of a proper hash function)

318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

268 Diff Diff IonutCava picture IonutCava Wed 04 Jun, 2014 10:20:27 +0000

[IonutCava] [[BR]]
- Terrain and vegetation updates: [[BR]]
— Use standard phong lighting model [[BR]]
— Separate grass patches per chunk [[BR]]
— Reduce number of required texture bind points for terrain by adding both textures and normal maps in a single texture array [[BR]]
— Draw terrain with 2 drawcalls (using glMultiDrawElements twice, once for LoD == 0 and once for LoD > 0) [[BR]]
[[BR]]
- Buffer management updates: [[BR]]
— Unified buffer binding system [[BR]]
— Made Uniform buffer objects visible to all classes and moved lightUBO to LightManager, matricesUBO to GFXDevice etc [[BR]]
— Added initial support for Shader Buffer Objects [[BR]]
— Moved viewport management to GFXDevice class [[BR]]
[[BR]]
- Rendering improvements: [[BR]]
— Added Hi-Z occlusion culling to instanceCull shader (using Hi-Z depth buffer constructed in GFXDevice class) [[BR]]
— Resolved issues with shadow maps overriding texture bind locations [[[BR]]
— Improved shader and shader program loading [[BR]]
— Improved material transparency support [[BR]]
— Added buffer lock manager class from “Approaching Zero Driver Overhead in OpenGL (Presented by NVIDIA)” speech at GDC14 [[BR]]

264 Diff Diff k1ngp1n picture k1ngp1n Tue 27 May, 2014 13:04:38 +0000

[Ionut] [[BR]]
- New camera system: [[BR]]
— Stack based (push/pop active camera) [[BR]]
— Per camera frustum [[BR]]
— Per camera projection [[BR]]
— Shadow mapping now uses the new camera system (each light has a shadow camera) [[BR]]
[[BR]]
- New terrain, water and vegetation system: [[BR]]
— Direct import of terrain from L3DT both as 8-bit grayscale and 16-bit raw formats [[BR]]
— Multiple alpha maps for texture splatting support [[BR]]
— Per texture detail map support [[BR]]
— Transform feedback based visibility culling for vegetation [[BR]]
— Alpha-map based vegetation placing on terrain [[BR]]
— Water now uses a refraction map instead of alpha blending for better refraction effects [[BR]]
[[BR]]
- SceneGraph improvements: [[BR]]
— Better bounding box updates from child to parent [[BR]]
— Better onDraw / postDraw implementation [[BR]]
[[BR]]
- Performance improvements: [[BR]]
— Batch 2D rendering tasks together as much as possible[[BR]]
— Improve renderStateBlock hash generation for better sorting [[BR]]
— Move most state related gfx changes from API implementation to the GFXDevice class [[BR]]
— Move viewport stack to the GFXDevice class [[BR]]
— Added various performance counters (frame duration with round-robin query system, draw call count, etc) [[BR]]
— Fixed and improved clip plane management [[BR]]
— Delete client-side texture data after GPU upload [[BR]]
[[BR]]
- New features: [[BR]]
— Added callback support to the Task class so that a specific task may call a function in the main thread upon completion [[BR]]
— Added mouse-wheel zoom support to Orbit/ThirdPerson cameras [[BR]]
— Added 2D Texture Array support (e.g. used for terrain textures) [[BR]]

249 k1ngp1n picture k1ngp1n Mon 31 Mar, 2014 20:42:31 +0000

[Ionut] [[BR]]
- Migrated to platform toolset v100 [[BR]]
- Updated boost to 1.55 [[BR]]
- Moved from “NULL” to “nullptr” [[BR]]
- DevIL is now linked dynamically [[BR]]