Subversion Repository Public Repository


This repository has no backups
This repository's network speed is throttled to 100KB/sec

Commits for Divide-Framework/trunk/Source Code/Graphs/Headers/SceneNodeRenderState.h

Diff revisions: vs.
Revision Author Commited Message
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

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

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

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

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

766 Diff Diff IonutCava picture IonutCava Mon 22 Aug, 2016 15:54:49 +0000

- Descriptor/State cleanup part 2/3: SceneState/SceneRenderState cleanup

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

557 Diff Diff IonutCava picture IonutCava Tue 10 Nov, 2015 12:00:20 +0000

- Gather all rendering calls from glVertexArray and glGenericVertexData into a single function in glResources: submitRenderCommand.
— This allows both classes to interpret GenericDrawCommands in the same way
- Use unsigned ints for all hasehs instead of size_t to avoid negative number hashes (useful for debugging)

505 Diff Diff IonutCava picture IonutCava Tue 25 Aug, 2015 22:15:49 +0000

- Finish the draw command caching System
- Cleanup AnimationComponent class

458 Diff Diff IonutCava picture IonutCava Tue 02 Jun, 2015 16:26:18 +0000

- More Linux port work

436 Diff Diff IonutCava picture IonutCava Thu 14 May, 2015 16:09:08 +0000

- Initial cleanup of RenderStateBlock and RenderStateBlockDescriptor classes
- lineWith is now part of the render state and as such, must be explicitly set in the state hash
— This affects all IMPrimitives, especially those rendered via drawBox3D and drawLines

408 Diff Diff IonutCava picture IonutCava Thu 23 Apr, 2015 15:44:51 +0000

- Fixed shadow map rendering using the new batching system (W.I.P.)
- Modified the Skeleton/Wireframe/BoundingBox/Geometry toggle system in SceneRenderState

379 Diff Diff IonutCava picture IonutCava Thu 19 Mar, 2015 17:13:02 +0000

- More batching work:
— Implemented a RenderQueue where all draw commands are gathered but only sent to the GPU on a “flush” command. (currently, one flush per render bin pass)
— RenderQueue holds RenderPackage (former NodeRenderData) and tries to batch the draw commands into the previous package if ShaderBuffer and TextureData between the 2 packages is compatible (currently disabled as some ShaderBuffer rendering glitches appear with animated data)
— RenderingComponent looses the “render” member as rendering commands are queued and postDraw calls are delegated to the renderbin pass

378 Diff Diff IonutCava picture IonutCava Wed 18 Mar, 2015 23:41:44 +0000

- Continuation of the previous commit

366 Diff Diff IonutCava picture IonutCava Tue 10 Mar, 2015 16:56:30 +0000

- More type safe enum replacement

365 Diff Diff IonutCava picture IonutCava Sun 08 Mar, 2015 21:26:10 +0000

- More enum-related type safety changes

353 Diff Diff IonutCava picture IonutCava Tue 17 Feb, 2015 17:08:27 +0000

- Compatibility updates for Boost 1.57 (some warnings still exist for now)
- Fixed some non-conforming code
- Added ALL OF THE MISSING FILES FROM THE LAST 15 commits ...........

351 Diff Diff IonutCava picture IonutCava Wed 11 Feb, 2015 16:39:15 +0000

- Large amount of decoupling between classes by using Attorney-style classes where friendship was required.

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

- 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)

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

- Reorganized the Hardware project and renamed to "Platform"
- Reorganized the Server project

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

- 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)

286 Diff Diff IonutCava picture IonutCava Fri 18 Jul, 2014 16:32:03 +0000

[Ionut] [[BR]]

    • very buggy commit ** [[BR]]

- New rendering pipeline: [[BR]]
— Bumped OpenGL version to 4.4 [[BR]]
— Command based rendering. GFXDevice dispatches rendering commands to their respective buffers [[BR]]
— State changing is exclusively controlled by the GFXDevice class [[BR]]
— Material properties and transform matrices are stored in shader storage buffers that are updated after culling and uploaded once per RenderPass. Objects use drawIDs to index data in shaders [[BR]]
— Removed all custom matrices and other, per shader, bind data [[BR]]
— Removed per node light data. Light culling and shader buffers will replace the old light management system [[BR]]
— Framebuffers now use the Texture class for attachments [[BR]]
— Sampler objects now work like RenderStateBlocks. GL_API handles them and stores them in a hash indexed map [[BR]]
— Removed “prepareMaterial” calls. Pre-draw material setup is now only limited to texture binding [[BR]]
— Moved immediate mode emulation and primitive rendering from API level to GFXDevice level [[BR]]
— Framebuffer rendering must be completed with a call to end() to ensure proper MSAA resolve (asserts, otherwise) [[BR]]
- Fixed hash code generation for RenderStateBlock (and now, glSamplerObject) using boost::hash_combine [[BR]]
- Temporarily disabled XML caching for materials [[BR]]

273 Diff Diff IonutCava picture IonutCava Wed 11 Jun, 2014 20:34:00 +0000

[Ionut] [[BR]]
- Improved batching part2: [[BR]]
— Moved all bone transformation matrices upload from uniform functions in SceneNode to Shader Storage Buffers in AnimationController class with updates controlled by SceneGraphNode’s AnimationComponent [[BR]]
-— No double-buffering or efficient mapping of data yet. Just raw buffer updates [[BR]]
— Replaced all RenderStateBlock* pointers with I64 hash values [[BR]]
-— Will be used later in draw commands as per-shader state hash [[BR]]
— Moved getShaderProgram from Material to Material::ShaderInfo [[BR]]
-— Improved redundant uniform checks [[BR]]
— Improved texture unit changing in case of redundant texture bind case (i.e. skip changing the texture unit) [[BR]]
- Improved float and double comparison functions using algorithms described in [[BR]]
- Added a new utility function, DIVIDE_ASSERT, to more easily bind an assert check with a specific message [[BR]]
- Added missing files from Forward+ renderer’s initial code [[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]]
- 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]]
- SceneGraph improvements: [[BR]]
— Better bounding box updates from child to parent [[BR]]
— Better onDraw / postDraw implementation [[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]]
- 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]]

259 Diff Diff k1ngp1n picture k1ngp1n Sun 27 Apr, 2014 18:24:52 +0000

- Implemented Exponential Stable Cascaded Shadow Maps for directional lights (still buggy, but basically working) [[BR]]
— CSM settings (resolution, number of splits, etc) are part of the scene render state [[BR]]
- SGN can skip rendering for the current frame if they are not ready (e.g. OnDraw can now return false or materials can fail to bind) [[BR]]
- Frustum class is now using the Plane class [[BR]]
- Removed Math SIMD implementation as the compiler generated code will always be faster and safer [[BR]]
- Added a “STUBBED” macro for outputing to the error stream of important messages (instead of using #pragma message) [[BR]]
- Added “freeze time” logic to pause/resume updates with or without freezing the GUI too [[BR]]
- Added “processGUI” method the every Scene class to separate time-sensitive GUI updates from game logic loop [[BR]]
- GLSL <-> Vertex Buffer bind locations are automatically set for every vertex shader [[BR]]
- Added basic support for compute shaders [[BR]]
- Removed most OS define checks to make porting to a new platform easier [[BR]]
- Texture transparency check per-pixel is now using OpenMP [[BR]]
- Texture samplers can now set a border color for CLAMP_TO_BORDER wrap mode [[BR]]
- Removed “Object” suffix from GFX Classes (pixel buffer, vertex buffer, frame buffer, etc) [[BR]]
- Stop processing scene input when application looses focus [[BR]]
- SceneGraphNode class is now responsible for updating SGNComponents on draw and calling its _node’s OnDraw method [[BR]]
- UBOs can now list all of the active uniforms inside a block with info such as type and offset [[BR]]
- Removed deprecated ‘GLCheck’ macro [[BR]]
- A lot of bug fixes and performance improvements in various places [[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]]