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

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

[Ionut]
- Update copyright notices

1026 IonutCava picture IonutCava Mon 29 Jan, 2018 17:43:26 +0000

[Ionut]
- More work on editor:
— Initial implementation of component listing and editing

1018 IonutCava picture IonutCava Wed 17 Jan, 2018 16:45:26 +0000

[Ionut]
- Rework caching mechanism:
— Shaders, Geometry and Terrain (and Materials soon) are cached in the cache folder in their respective sub-folders

1011 IonutCava picture IonutCava Fri 12 Jan, 2018 17:21:29 +0000

[Ionut]
- Performance improvements

1007 IonutCava picture IonutCava Fri 22 Dec, 2017 11:12:21 +0000

[Ionut]
- Fix crash due to GUIButton not unsubscribing from events on destruction
- Fixed the BoundingComponent <-> BoundingSystem coupling
- Dump shader binaries every time. Still unused for now
- Use the default shader for Terrain BBoxes
- Quad3D should always keep its vb data
- Fixed a bug with copying patch vertex count in GenericDrawCommand
- Fixed a bug with GL debug message control

1004 IonutCava picture IonutCava Wed 20 Dec, 2017 17:16:32 +0000

[Ionut]
- More GUI cleanup (added multiple GUIButton events)
- Typedef vec4<U8> and vec4<F32> to UColour and FColour respectively for easier to read code.

996 IonutCava picture IonutCava Tue 12 Dec, 2017 17:16:54 +0000

[Ionut]
- Update and improve SGN creation and destruction
- Fix cleanup issues
- Fix GPU object memory leaks
- Fix duplicate GUID values being generated
- Misc cleanups and optimizations

994 IonutCava picture IonutCava Mon 11 Dec, 2017 18:01:11 +0000

[Ionut]
- Moved remaining components to new ECS system
- Started cleaning up code that was made redundant by the ECS system

993 IonutCava picture IonutCava Sun 10 Dec, 2017 20:07:57 +0000

[Ionut]
- Finished initial port of the old scene graph system to the new ECS based system.
- Finished converting 2 components to the new ECS system: Transform and RigidBody
- Fixed the “Deploy” build error with the CEGUI OpenGL renderer.
- Compilation now needs C++14 support (it’s sufficiently wide-spread now)

992 IonutCava picture IonutCava Thu 07 Dec, 2017 18:01:51 +0000

[Ionut]
- Split PhysicsComponent into 2, ECS-based, components: TransformComponent and RigidBodyComponent
UNTESTED

968 IonutCava picture IonutCava Tue 07 Nov, 2017 17:32:31 +0000

[Ionut]
- Consistent naming between timing variables

950 IonutCava picture IonutCava Sun 22 Oct, 2017 22:25:05 +0000

[Ionut]
- Revamp camera management
- More work on improving the command buffer system:
— Performance tweaks
— Validation
— Debug features
- Some code cleanup for Object3D stuff (preRender/onRender changes)

Still haven’t fixed random flashing issue

949 IonutCava picture IonutCava Thu 19 Oct, 2017 21:48:37 +0000

[Ionut]
- More command buffer refactoring

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

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

943 IonutCava picture IonutCava Tue 12 Sep, 2017 11:38:52 +0000

[IonutCava]
- Rework ThreadPool/Task system for clearer parent<->child relationship between tasks
— Disable Prio pool since it doesn’t work properly with the newest boost libraries
— Modify the C++11 threadpool to remove the boost dependency
- Reduce memory usage by allocating command buffers on use instead of on creation

938 IonutCava picture IonutCava Wed 16 Aug, 2017 21:35:55 +0000

[Ionut]
- Separate texture binding slot from TextureData
- Binding slot is now a property of the descriptor set
- Remove bind() calls from texture’s public interface
ToDo
- Add image layer binding options (addTextureLayer(data, binding, layer, ...)

933 IonutCava picture IonutCava Tue 15 Aug, 2017 00:02:05 +0000

[Ionut]
- CommandBuffer Part 2/3: code compiles and splash screen renders and application doesn’t crash (still has drawing issues)

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

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

926 IonutCava picture IonutCava Fri 04 Aug, 2017 14:06:17 +0000

[Ionut]
- Rename material custom textures to external textures and make sure we properly provide all needed textures for depth stages

924 IonutCava picture IonutCava Wed 02 Aug, 2017 20:29:19 +0000

[Ionut]
- Rework RenderTarget binding. Now access is only available via the GFXRTPool
- Split RenderPassManager::doCustomPass into multiple steps for easier debugging and cleaner code
- Other small code cleanups

923 IonutCava picture IonutCava Tue 01 Aug, 2017 22:23:24 +0000

[Ionut]
- Add (hack) new GL 4.6 KHR_NO_ERROR flag for non-GPU validated builds
- Disable GPU debug messages by default. Re-enabled only via a command line argument: “--enableGPUMessageGroups”.
- Cleanup GL texture and sampler binding
- Rework hash map insert and emplace
- Update SDL to 2.0.5

914 IonutCava picture IonutCava Thu 06 Jul, 2017 21:50:27 +0000

[Ionut]
- Terrain:
— Properly use terrain world matrix
— Make ToggleWireframe a compile time define since it’s rarely used
- Material:
— Do not assign ShaderProgram::defaultShader() to material shaderInfo slots by default (helps track bugs)
— Make sure we load shadow shaders in terrain and vegetation after pre-pass shader (to not override them)
- Wait for resources to fully load before unloading them

913 IonutCava picture IonutCava Thu 06 Jul, 2017 15:57:35 +0000

[Ionut]
- All shaders that are assigned to a material should have SHADOW_PASS defined for shadow shaders and DEPTH_PASS for all depth pass shaders.
- Add a helper function to map a value from one range to another

912 IonutCava picture IonutCava Sun 02 Jul, 2017 23:42:39 +0000

[Ionut]
- Add experimental Weighted Blended Order Independed Transparency (ref: http://casual-effects.blogspot.co.uk/2015/03/implemented-weighted-blended-order.html)
— 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

[Ionut]
- 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