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Commits for Divide-Framework/trunk/Source Code/Rendering/Camera/Camera.cpp

Diff revisions: vs.
Revision Author Commited Message
1021 Diff Diff IonutCava picture IonutCava Sun 21 Jan, 2018 22:19:16 +0000

[Ionut]
- Performance optimizations

988 Diff Diff IonutCava picture IonutCava Thu 30 Nov, 2017 23:08:51 +0000

[Ionut]
- Add a Rect class (basic wrapper around a vec4)
- More work on MouseEvent system

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

[Ionut]
- Consistent naming between timing variables

950 Diff Diff 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

902 Diff Diff 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

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

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

877 Diff Diff 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.)

869 Diff Diff IonutCava picture IonutCava Sun 26 Feb, 2017 23:25:54 +0000

[IonutCava]
- Reduce loading time using profile guided optimizations
- Camera/Quaternion work in an attempt to fix a weird Yaw-rotation bug.

868 Diff Diff IonutCava picture IonutCava Sat 25 Feb, 2017 21:46:55 +0000

[IonutCava]
- Fix buggy SSE Quaternion math
- Fix some typos and naming issues

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.

853 Diff Diff IonutCava picture IonutCava Tue 07 Feb, 2017 21:43:58 +0000

[IonutCava]
- More work on water rendering.

850 Diff Diff IonutCava picture IonutCava Mon 06 Feb, 2017 17:04:39 +0000

[IonutCava]
- More code rot fixes
- Separate Planar reflectors/refractors from Cube R/R
- Now passing detail levels to shaders

824 Diff Diff IonutCava picture IonutCava Thu 19 Jan, 2017 17:18:03 +0000

[IonutCava]
- Prev Frame attachment system removed from RenderTargets
— Concept too high level for RT. Moved prev depth buffer to GFX class
- Other small optimizations.

823 Diff Diff IonutCava picture IonutCava Wed 18 Jan, 2017 17:11:00 +0000

[IonutCava]
- Fix some issues with Camera initialisation code.
- ToDo: Cleanup camera class. (e.g. setRotation / setGlobalRotation calls)

818 Diff Diff IonutCava picture IonutCava Mon 16 Jan, 2017 17:23:20 +0000

[IonutCava]
- Units get their bound node setup by the SGN UnitComponent and not during creation
- Profile guided optimizations

801 Diff Diff IonutCava picture IonutCava Sun 27 Nov, 2016 21:28:01 +0000

[IonutCava]
- More performance analysis guided optimizations.
- Some refactoring to allow later removal of Singletons status for: GFXDevice, SFXDevice, PXDevice, GUI and Input.
— Pass a PlatformContext around objects to access these classes.

788 Diff Diff IonutCava picture IonutCava Fri 21 Oct, 2016 16:11:37 +0000

[IonutCava]
- Added support for the Arena Allocator by Mamasha Knows (http://www.codeproject.com/Articles/44850/Arena-Allocator-DTOR-and-Embedded-Preallocated-Buf)
— Used for GFX Related objects: Textures, shaders, etc

784 Diff Diff IonutCava picture IonutCava Mon 17 Oct, 2016 16:20:49 +0000

[IonutCava]
- Removed the CameraManager and move most of its functionality into static members of the Camera class
- Removed Camera push/pop system in favour of a stateless ptr based system to better fit the RenderPass structure

781 Diff Diff IonutCava picture IonutCava Wed 12 Oct, 2016 16:03:46 +0000

[IonutCava]
- ShaderComputeQueue <-> Material shader request bug fix (element stuck in QUEUED state)
- More Camera class cleanups
- Add a method of removing EnvironmentProbes from their Pool

780 Diff Diff IonutCava picture IonutCava Tue 11 Oct, 2016 16:15:24 +0000

[IonutCava]
- AtomicCounter in glUniformBuffer is now based on a glGenericBuffer implementation
- GFXDevice <-> Camera relation cleaned up a bit
- Added a readback system for glGenericBuffer
- Fixed a bug with Z_PRE_PASS stage culling

779 Diff Diff IonutCava picture IonutCava Mon 10 Oct, 2016 15:31:45 +0000

[IonutCava]
- Frustum calculation bug fix

769 Diff Diff IonutCava picture IonutCava Fri 16 Sep, 2016 15:18:09 +0000

[IonutCava]
- Clean up camera class:
— Remove “reflection” specific code and add a generic “reflect” method to allow the calling code to handle camera placements and reflections. This got rid of the “reflectionPlane” member in the RenderParams struct
— Remove some member variables and replace them with on-demand computed variables on the stack.
— Add a “destroyCamera” call to the CameraManager to allow better resource cleanup when needed
- Prepare a rendering system overhaul:
— Add dual screen render targets: current frame and previous frame. Used for future features such as TXAA and Motion Blur.
— Prepare code for an implementation similar to the Doom (2016) system: http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/ (the code was already going in that direction)

750 Diff Diff IonutCava picture IonutCava Thu 07 Jul, 2016 16:02:03 +0000

[IonutCava]
- Static analysis based fixes and improvements

744 Diff Diff IonutCava picture IonutCava Tue 28 Jun, 2016 21:43:58 +0000

[IonutCava]
- More performance tweaks

716 IonutCava picture IonutCava Tue 31 May, 2016 16:08:29 +0000

[IonutCava]
- Multithreaded scene load/unload fixes:
— Added postLoadMainThread call for scenes for thread sensitive loading steps
— GUI element adding is a thread sensitive loading step (a fast one) because CEGUI doesn’t handle threading
- Added REALTIME_WITH_CALLBACK task priority for tasks that need an immediate callback when they complete instead of using the flushCallbackQueue system.
- Some work on shadow mapping for getting it to work again
- ShaderPrograms that fail to load can cause a LockManager infinite wait. Delete the lockManager if the shader didn’t load to avoid waiting on commands that never get called.