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Commits for Divide-Framework/trunk/Source Code/Environment/Sky/Headers/Sky.h

Diff revisions: vs.
Revision Author Commited Message
1029 Diff Diff IonutCava picture IonutCava Tue 30 Jan, 2018 17:28:39 +0000

- Update copyright notices

948 Diff Diff IonutCava picture IonutCava Tue 17 Oct, 2017 22:41:09 +0000

- Move rendering data caching outside of CommandBuffer and into RenderPackage for better control.

930 Diff Diff IonutCava picture IonutCava Sun 13 Aug, 2017 20:33:31 +0000

- Fix a bug with Push Constant to Uniform conversion
- Add more push constant types
- Fix RENDER_INDIRECT param for draw commands
- Cleanup Sky, Terrain and Vegetation a bit

929 Diff Diff IonutCava picture IonutCava Sat 12 Aug, 2017 17:34:44 +0000

- More work on finishing up new PushConstant / Command buffer rendering system:
— Everything compiles and runs but with graphical and performance issues

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

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

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

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

863 Diff Diff IonutCava picture IonutCava Wed 15 Feb, 2017 16:27:26 +0000

- Split Resource class into Resource and CachedResource
— CachedResource is the only resource held in a ResourceCache and loaded from a ResourceDescriptor
— CachedResource is mapped by its creation descriptor’s hash value, instead of the resource name
-— Multiple cached resources can now exist with the same name if the have different properties, for example.

860 Diff Diff IonutCava picture IonutCava Mon 13 Feb, 2017 21:07:59 +0000

- Fix shared_ptr leak in resource loading callbacks

858 Diff Diff IonutCava picture IonutCava Sun 12 Feb, 2017 20:55:05 +0000

- More resource loading updates

856 Diff Diff IonutCava picture IonutCava Fri 10 Feb, 2017 17:19:06 +0000

- Attempt to improve resource creation mechanism by adding a callback for when the resource finishes loading
— This is useful for multi-threaded loading: shaders, textures, terrain, etc

852 Diff Diff IonutCava picture IonutCava Tue 07 Feb, 2017 17:17:27 +0000

- Separate Pass Type from Render Stage:
— Render Stage: Display, Shadow, Reflection, Refraction, etc
— Pass Type: Depth pass, Colour Pass, etc
- ToDo: Bug fixes for issues introduced with this change

851 Diff Diff IonutCava picture IonutCava Mon 06 Feb, 2017 23:38:14 +0000

- Replaced most RenderStage params with RenderStagePass types
- More work on water rendering

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

- Update copyright notice

821 Diff Diff IonutCava picture IonutCava Tue 17 Jan, 2017 17:15:45 +0000

- Profile guided optimizations

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

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

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

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

710 Diff Diff IonutCava picture IonutCava Fri 20 May, 2016 16:24:40 +0000

- Code cleanup
- Initial work on Scene loading and unloading with and without unloading assets:
— Need to change AIManager from a Singleton to a per-scene component

709 Diff Diff IonutCava picture IonutCava Thu 19 May, 2016 16:21:46 +0000

- Massive rewrite of the resource system:
— ResourceCache now uses a map of weak pointers and passes shared pointers to the call point of CreateResource
— RemoveResource is no longer needed, but resource based smart pointers use a custom deleter that calls unload()
— Keep a shared_ptr of the resource in the entity that needs it and pass shared_ptr references from getter methods
-— All of this removed the need for calls to RemoveResource, REGISTER_TRACKED_DEPENDENCY and UNREGISTER_TRACKED_DEPENDENCY reducing the number of mutex locks and atomic exchanges
- Singleton cleanup:
— Removed ShaderManager singleton and merged it’s data and responsibilities in static methods in both ShaderProgram and Shader classes.
Explanation: Due to the complex interdependency chains in the system, copying, updating, tracking the cache in a thread safe way became a lot more slower than a straight forward smart pointer based implementation. (e.g. scene graph nodes have 3d objects and material instances, 3d objects have materials, materials have textures and shaders, etc)

707 Diff Diff IonutCava picture IonutCava Mon 16 May, 2016 16:34:18 +0000

- Fix a deadlock in the ResourceCache (occurred on destruction)
— Should really replace the system with a shared_ptr based solution
- Sky resource dependency fixes (Causes crash on shutdown after loading/unloading multiple scenes. Not fully fixed)

706 Diff Diff IonutCava picture IonutCava Fri 13 May, 2016 16:29:40 +0000

- Renamed LightManager to LightPool and changed it from a Singleton to a scene specific pointer
- More scene load / unload updates (changing scenes now works properly!)
- Allowed GUI interface to hold per-scene elements and only render relevant ones
- Reduced dependencies between nodes, scenemanager, scene, loaders and kernel
- Removed Reflector base class as it was useless and integrate Water class with the Reflection system already in place
- Extended RenderingComponent’s reflection system to allow refraction as well

705 Diff Diff IonutCava picture IonutCava Thu 12 May, 2016 20:27:20 +0000

- Decouple asset loading from the active scene
— completely remove GET_ACTIVE_SCENE() method

703 Diff Diff IonutCava picture IonutCava Wed 11 May, 2016 15:44:57 +0000

- Finish XML-based control bindings:
— Allow per bind input params (key id, mouse button index, joystick control data, etc)
— Allow mouse binding (with up to 7 buttons)
— Allow up to 4 joysticks (for now) with 120+ button, POV, Axis, Slider and Vector binding support for each
- Change all hashes in code from U32 to size_t for compatibility with STL/Boost

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

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

643 IonutCava picture IonutCava Sat 13 Feb, 2016 12:36:20 +0000

- Add support for multiple GFX render queues
— Flush all queues in a tight loop
— This may allow populating the render queues from renderbins in parallel