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Source Control Clients
Project Name: untitled
Server URL: https://tfs07.codeplex.com
1-10 of 35Change Sets
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| 13974 |
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Aug 7
at
6:20 PM
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I thought I will redesign renderer almost entirely, but I came to conclusion that it works quite nicely this way it's now (base Renderer class and derived ViewportRenderer, ShadowMapRenderer).
So this changeset brings following changes: * extensions to the SAS 0.86 binding system: - SHADOWMAP, WORLDTOSHADOW, RANGE which allows bind shadowmaps and some light parameters * shadowmaps are created during rendering process, not during drawing(pipelinebuffer's draw method), thus we need visibility tests for lights to test not the lights model(sphere) but frusta for spotlights and so n(currently only testing for spotlights is implemented) * LineDrawe is brought back to life, and draws spotlight's frusta :) * other minor changes |
scypior
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| 13687 |
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Aug 3
at
9:15 PM
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It was supposed to be major changeset, but it isn't yet. Renderer isn't fully rewritten yet, I just have added SAS parameter parsing/binding system to that, so:
* SAS parameter binding (SAS v0.86), version 1.0 considered too, and own extensions (in the future). It isn't fully supported yet, it just wait for fully developed material loading system to have the ability to load that all SAS compliant shaders
* Batch is now known as Geometry (to similarize it with the typical DCC scene graph design)
* Geometry is know general object, no need for specific ones to handle some effect (that is why SAS is here)
* No need to different effect classes
* Camera class now is parent to two basic camera classes: Perspective and Orthogonal
* Shadow maps doesn't work now, they wait for further rewrite of the renderer, and for the extended set of semantics and annotations to bind things up(at least that's my plan) |
scypior
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| 11676 |
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Jul 10
at
9:13 AM
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Lots of changes:
* Multipass rendering that can handle all numbers of lights with my trivial shader(although it's a performance killer)
* Shadow maps (only working for spotlights) - not filtered yet
* Other minor changes needed to set the above things up |
scypior
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| 7536 |
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May 30
at
5:05 PM
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Merged LightsManager with RenderingManager.
Also dealt with #863(where existing lights weren't added to the newly created entities illumination). |
scypior
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| 7501 |
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May 30
at
1:09 PM
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Added Spot light to my basic shader.
Added entity corresponindg to it, and one more fancy (spot light which is spinning a little).
Small fixes in hierarchy of Light entities. |
scypior
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| 6315 |
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May 20
at
8:36 PM
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Merged all these weird light classes into one (which looks like D3DLIGHT9 structure). Kicked out the ILight interface. Now - onto the merging of Lights and Rendering Managers:) |
scypior
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| 6172 |
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May 18
at
2:04 PM
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Added PointLight to the shader.
After some struggling with SAS and other things that are meant to simplify creating shaders, my testing shader changed a little. One change I'm especially not happy with is the lack of structures, which were greatly increasing readability of the code.
Of course to test this new light I had to introduce new PointLight entity, made some changes to the lights code in renderer(in future maybe I'll merge this all weird classes into one like in D3D9...).
Other fancy entities were introduced too, and the fachwerk model got new Normal Map (created from diffuse texture, so actually it's not good). |
scypior
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| 5801 |
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May 11
at
4:28 PM
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Plenty of changes:
* First, and foremost, added own shader, capable of per pixel phong lighting (for one directional light and still in testing phase) * Modified Batch object: - it's now now maintaining techniques to be used via Effect techniques - it uses base Effect class and various methods to expose Effects functionality
* Fixed some mistakes introduced by automatic refactoring after class name change (Renderer renamed to ViewportRenderer)
* Many more which I do not recall now, cause I was introducing these changes over quite a time... |
scypior
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| 4492 |
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Apr 23
at
6:07 PM
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Extracted base class from Renderer, to be later derived by other renderers(for example shadow map renderer). The renderer which was used to this point is now known as ViewportRenderer. |
scypior
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| 4434 |
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Apr 22
at
4:10 PM
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Another major changes:
* Moved the whole Effects subproject (and the directory as well) into Renderer subproject. That means that renderer is more or less connected with the effects.
* Added ILight interface for all lights.
* Illumination object now can work for all effects, but the specific illuminations for specific effects are still possible (i think)
Minor changes:
* small changes throughout the code due to the major changes |
scypior
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3 |
1-10 of 35Change Sets
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