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Commits for Divide-Framework/trunk/Source Code/Rendering/Lighting/ShadowMapping/Headers/ShadowMap.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

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

- 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

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

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

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

- 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

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

883 Diff Diff IonutCava picture IonutCava Fri 24 Mar, 2017 17:15:58 +0000

- More terrain work
- Removed GS-based multi pass for shadows. Replaced with a regular multi-draw submit system (ease-of-use reasons)

872 Diff Diff IonutCava picture IonutCava Mon 06 Mar, 2017 23:23:20 +0000

- Optimise static casts

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

- 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.

847 Diff Diff IonutCava picture IonutCava Sun 05 Feb, 2017 21:16:24 +0000

- Code rot fixes:
— Terrain loading (8 bit heightmap only for now)
— Terrain rendering
— Water Plane loading and rendering
— Reflection and Refraction rendering passes (hack for now: need environment cubemaps as separate from reflect/refract maps for planar rendering)
-— ToDo: Separate Reflection / Refraction render targets to Planar R/R and Cube R/R. Environment probes should use Cube Reflections, Water should use planar reflection targets.
- Added a way to register debug views: texture, shader and params. Viewports get automatically scaled and positioned
— ToDo: Add a hover-preview feature
— ToDo: Add a click-lock preview feature

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

- Update copyright notice

830 Diff Diff IonutCava picture IonutCava Wed 25 Jan, 2017 17:29:44 +0000

- Add a new Platform element: File
— Move all predefined paths to FileManagement System
- Split MathHelper into MathHelper and StringHelper

815 Diff Diff IonutCava picture IonutCava Thu 12 Jan, 2017 23:33:01 +0000

- Fixed viewport alignment issue
- Added per-player RenderTargets (added index support to GFXRTPool)
- Initial implementation of per-player cameras
— Removed defaultCamera
— Scenes now use a baseCamera as a template for new player cameras

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

- 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.

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

- 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

776 Diff Diff IonutCava picture IonutCava Thu 06 Oct, 2016 15:57:56 +0000

- Improve the CommandBuffer system to include the notion of a RenderPass /RenderSubPass with output render target info stored in them (not used yet)

760 Diff Diff IonutCava picture IonutCava Tue 09 Aug, 2016 16:30:12 +0000

- Complete rewrite of RenderPass system:
— Allow every rendering pass (reflection, environment, etc) to use the same rendering system: occlusion culling, light culling, etc
— Define render passes by a param based token similar to modern API systems (DX12/Vulkan)
— W.I.P.: Depth rendering slightly wrong; Environment Mapping ,reflection and refraction rendering currently disabled
- Add compile time variables for DEBUG/PROFILE/RELEASE builds to validate all code for every build

734 Diff Diff IonutCava picture IonutCava Tue 21 Jun, 2016 16:28:11 +0000

- Added a render target pool:
— All render targets are now allocated (and tracked) by the GFXDevice.
— Allocation routines return a slim RenderTargetHandle object that will be used later on in draw commands.

- Added a refraction render pass that will handle translucent objects that need refracted textures instead of clear transparency
— Both reflective nodes and refractive nodes are not gathered properly at this point

- All API specific objects (buffers, textures, etc) are now initialized in the GFXDevice class (see GFXDeviceObjects.cpp)
— This allowed for the slimming of the RenderAPIWrapper interface

- Improved ENABLE_GPU_VALIDATION macro utilization:
— It enabled shadow map split plane debugging
— It bypasses loading shaders from text cache

728 Diff Diff IonutCava picture IonutCava Wed 15 Jun, 2016 16:04:33 +0000

- Updates and fixes to shadow mapping.
- Fixed a race condition in console::output regarding redirection of events to the GUI
- Attempting to fix particle emitter:
— Rewrite GenericVertexData for easier debugging/processing
— Split attributes and buffers into separate classes
— Not finished / buggy / crashes
- Fixed an issue with scene switching regarding PhysicsSceneInterface. Caused race conditions related crashes
- Fixed an issue with scene save data loading. Moved Load system to main thread after loading finishes

725 Diff Diff IonutCava picture IonutCava Fri 10 Jun, 2016 12:44:46 +0000

- Removed GFX drawPoints and drawTriangle calls and replaced them with a single draw command that takes a GenericDrawCommand parameter.
- Updated CSM code. Shadows now render in the correct position again. Still has issues.

718 Diff Diff IonutCava picture IonutCava Thu 02 Jun, 2016 16:02:48 +0000

- Code cleanup:
— Rename Framebuffer to RenderTarget. Only OpenGL uses the Framebuffer nomenclature.
— Remove base Shader class as only OpenGL will have separate shaders (and eventually move to pipeline objects) as Direct3D uses FX files and may end up with different structure
— Remove drawBox3D, drawSphere3D and drawLines from GFXDevice class and add them as member functions to the IMPrimitive class (renamed to fromXYZ)
— Pull some elements from SceneManager and move them to standalone classes (W.I.P.)

712 Diff Diff IonutCava picture IonutCava Tue 24 May, 2016 16:18:37 +0000

- Added the concept of “buffer” to be used by GenericVertexData and ShaderBuffer without caring if it’s persistent or not.
— Persistent buffers handle their own locking instead of relying on the parent class
- HiZ occlusion culling fixes and optimizations

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

628 Diff Diff IonutCava picture IonutCava Wed 20 Jan, 2016 17:17:53 +0000

- Reworked GenericVertexData ring-buffering system and changed vertex attributes to the vertex format system
— Might be buggy
- Disabled bump-mapping for low-LoD level entities
- Removed a forgotten test line in BRDF shader that prevented lighting calculations to occur properly (an early return)
- Updated auto-reflection system for high shininess materials
- Converted a lot of ‘to_xyz’ calls to ‘to_const_xyz’ calls where appropriate to reduce runtime cost (‘to_const_xyz’ is evaluated at compile time)

622 IonutCava picture IonutCava Thu 14 Jan, 2016 17:18:49 +0000

- Remove onCameraUpdate call from LightManager and SceneGraph as it’s not needed
- Remove special threading handlers from Resource class as very few derived classes use them for now
— Use ResourceState to check current loading state
- Use insertion sort for particles as most entries should already be sorted from the previous frame
- Use async RenderBin sorting system