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

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

- Performance improvements

934 Diff Diff IonutCava picture IonutCava Tue 15 Aug, 2017 16:15:55 +0000

- Bug fixes for the new command buffer system

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)

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

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

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.

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

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.)

710 Diff Diff IonutCava picture IonutCava Fri 20 May, 2016 16:24:40 +0000

- Code cleanup
- Initial work on Scene loading and unloading with and without unloading assets:
— Need to change AIManager from a Singleton to a per-scene component

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)

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

606 Diff Diff IonutCava picture IonutCava Tue 15 Dec, 2015 17:16:59 +0000

- More post-processing work:
— Average luminance calculation and tonemapping are no longer optional
— Split HDR and LDR based operators into their respective batches
- Allow disabling of specific Framebuffer render targets if needed

605 Diff Diff IonutCava picture IonutCava Mon 14 Dec, 2015 21:10:30 +0000

- Updated FXAA shader from v2 to v3.1.1
- LDR target conversion check and guarantee:
— Bloom/ToneMap always overwrites ldrTarget
— FXAA creates ldrTarget from hdrTarget if it wasn’t set by Bloom
— PreRenderBatch creates ldrTarget from hdrTarget if neither Bloom or Fxaa managed to create it
- Some Linear/SRGB corrections (still not 100% corect but getting there)

604 Diff Diff IonutCava picture IonutCava Sun 13 Dec, 2015 19:04:57 +0000

- New post processing system:
— Simplified operators
— PostFX is always enabled. Individual operators are toggles on or off
— Fixed Bloom and adaptive exposure
- Reworked texture creation and resizing
— Saved TextureDescriptor as part of the texture state

444 Diff Diff IonutCava picture IonutCava Thu 21 May, 2015 16:06:53 +0000

- More platform independent code cleanup:
— Moved platform specific defines to their respective header files (e.g. THREAD_LOCAL)
— Moved most preprocessor defines from the VisualC++ projects into source code
— Removed compiler specific code (e.g. warning disables) and fixed most warning resulting from this

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)

343 Diff Diff IonutCava picture IonutCava Thu 15 Jan, 2015 17:30:12 +0000

- Refactored 2 singletons into static classes (Console and TerrainLoader)
- Changed some C-casts to static_casts
- Updated copyright notices

337 Diff Diff IonutCava picture IonutCava Wed 17 Dec, 2014 17:25:16 +0000

- Replaced all tabs with 4 spaces (some spacing may be off now. no way to check all the files.)
- Moved implementation details for ParamHandler, BoundingBox, BoundingSphere and ProfileTimer to proper .inl and .cpp files. (more to follow)
- Update all forward declared enums with the required storage type (as requested by the C++11 standard)

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]]

268 IonutCava picture IonutCava Wed 04 Jun, 2014 10:20:27 +0000

[IonutCava] [[BR]]
- Terrain and vegetation updates: [[BR]]
— Use standard phong lighting model [[BR]]
— Separate grass patches per chunk [[BR]]
— Reduce number of required texture bind points for terrain by adding both textures and normal maps in a single texture array [[BR]]
— Draw terrain with 2 drawcalls (using glMultiDrawElements twice, once for LoD == 0 and once for LoD > 0) [[BR]]
- Buffer management updates: [[BR]]
— Unified buffer binding system [[BR]]
— Made Uniform buffer objects visible to all classes and moved lightUBO to LightManager, matricesUBO to GFXDevice etc [[BR]]
— Added initial support for Shader Buffer Objects [[BR]]
— Moved viewport management to GFXDevice class [[BR]]
- Rendering improvements: [[BR]]
— Added Hi-Z occlusion culling to instanceCull shader (using Hi-Z depth buffer constructed in GFXDevice class) [[BR]]
— Resolved issues with shadow maps overriding texture bind locations [[[BR]]
— Improved shader and shader program loading [[BR]]
— Improved material transparency support [[BR]]
— Added buffer lock manager class from “Approaching Zero Driver Overhead in OpenGL (Presented by NVIDIA)” speech at GDC14 [[BR]]