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Commits for Divide-Framework/trunk/Source Code/Rendering/PostFX/CustomOperators/BloomPreRenderOperator.cpp

Diff revisions: vs.
Revision Author Commited Message
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

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

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

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.

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

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

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

822 Diff Diff IonutCava picture IonutCava Tue 17 Jan, 2017 22:47:06 +0000

- Fix postFX per player rendering
- Fix player remove code (wasn’t removing nodes)

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.

792 Diff Diff IonutCava picture IonutCava Fri 18 Nov, 2016 16:08:45 +0000

- Allow RenderTarget attachments to keep the previous frame’s rendering result automatically. Specify if history should be saved via a bool flag on addition to the RenderTarget.

785 Diff Diff IonutCava picture IonutCava Tue 18 Oct, 2016 16:14:27 +0000

- Added better rendering debugging functionality (named render targets. Helps with GPU Profiling tools)
- Limit clip planes to the number of frustum planes (that should be enough and it also simplifies the code)

775 Diff Diff IonutCava picture IonutCava Wed 05 Oct, 2016 15:54:54 +0000

- Cleanup RenderTarget <-> RTAttachment relation
- Multisampled render target state is now deduced based on attachments used

774 Diff Diff IonutCava picture IonutCava Wed 05 Oct, 2016 13:42:22 +0000

- Removed glRTAttachment. Placed texture ptr in parent RTAttachment.
- Removed depth buffer auto generation for framebuffers. All attachments must now be explicit.

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

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.

722 Diff Diff IonutCava picture IonutCava Thu 09 Jun, 2016 16:15:33 +0000

- Restructure RenderTarget system:
— Separate attachments, use an attachment pool, use draw descriptors, require explicit information for RT calls, etc

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

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.)

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)

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

670 Diff Diff IonutCava picture IonutCava Wed 06 Apr, 2016 16:21:35 +0000

- getInstance() renamed to instance() for simplicity (should really go away altogether, but that’s a different issue)
- some particle emitter threading updates

637 Diff Diff IonutCava picture IonutCava Sun 31 Jan, 2016 18:43:55 +0000

- More octree updates
- Investigate transform chain failure with nodes that have multiple children
— First child clears parent’s transform flag leaving the other children to update wrong

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)

614 Diff Diff IonutCava picture IonutCava Mon 21 Dec, 2015 17:07:48 +0000

- Framebuffer attachment corrections
- SSAO corrections

612 IonutCava picture IonutCava Sun 20 Dec, 2015 17:47:26 +0000

- Z-PrePass system improvements
— Depth only rendertarget and both eye render targets (screen and anaglyph) share the same depth buffer
— Screen render targets don’t clear or write the/to the depth buffer