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![]() * Fixed vertex effects for statics * WIP implementing SMAA antialiasing * Fixed double drawing of additive faces * SMAA working, need to tune it * Cleaned SMAA code, ready for test * Formatting * Renderer cleaning Tier 1 * Renamed Renderer11 to Renderer; Forced DX11 hardware support; Removed m_ from private fields in Renderer class; Refactored render targets: optional depth buffer creation; Back buffer now is a RenderTarget2D; * Converting constexpr and defines to enum classes * Converting enum to enum classes, tier 2; * Converting constexpr to enum classes, tier 3 * Cleaned enums and constants; Renamed some files; * Fixed shaders; Renamed AlphaTestModes; * Cleaned shaders directory; Reverted hardware version to DX10.1 (we'll upgrade it again in the next releases); * Renamed private fields; Refactored quad vertex buffer for sprites; Refactored HUD renderer structure; Minor fixes; * Deleted some files * Removed reference to RendererQuad.h * New renderer transparency, for rooms now * Continue work * Implemented WOIT for alpha blending; Started renderer refactoring; * Removed redundant DirectX api calls * Added G-Buffer with normals and depth * Refactored and optimized particle enemies (rats, bats, locusts, beetles); Extended G-Buffer to effects, rats, bats, locusts, beetles, gunshells, debris; Extended animated textures sequence to 256; Fixed normal mapping for items and statics; * Removed WOIT code; Removed write to depth map in opaque pass (it's already done in depth pre-pass); Cleaned debris rendering code; * Removed legacy render targets; Added dual paraboloid mapping for ambient light (to finish the light shader): Minor cleanups; * Implement additive debug triangles * Unhardcode value * Finished room ambient code, commented for now (need to write a gaussian filter); * Fixed wrong constant buffer slot in SMAA * Renamed draw effects functions; Moved prepare sprites function before the draw code; Restored additive drawing; Restored alpha blend faces collect; * Enhance visual debug object API * Partially restored sprites drawing * Rename local variables * Improve spheres * Update names * Rename function * Remove unneeded parameter * Formatting * Cleaned and optimized drawing of opaque/additive sprites * Removed legacy alpha blend code; Added drawing of alpha blended faces for rooms; * Completed drawing of non commutative objects; FIxed compilation; Removed old files; * Refactored debug statistics for renderer * Fixed FPS calculation * Removed not used render targets and shaders * Added base post-process framework; Added monochrome and sepia effects; * SSAO WIP * SSAO almost working, needs tuning; Changes to G-Buffer; * Removed .cpp files in Graphics directory and moved constructors to headers; Templatized VertexBuffer class; New post-process system work in progress; New blur stage for SSAO; * SSAO at 1/4 resolution * Removed FinalPass.fx and moved pixel shader to PostProcess.fx; Added color to PostProcessVertex; Rewritten the post-process step using new system; Tweaked some variables for SSAO; Fixed drawing of render targets debug thumbnails; * Rewritten antialiasing techniques with new post-process system; Made depth target optional when creating render targets using UNKNOWN DXGI format; * Fix for empty vertex and index buffers * Encode normals to RGBA8 render target; Fixed samplers of depth texture; * Removed legacy hairs shader * Restored SSAO at fuill res for now; Fixed shaders structs; * Optimized G-Buffer shaders for speed and avoid DX log spam; Renamed updateData to UpdateData in constant buffers; * Bilateral gaussian filter for SSAO * Fixed wrong enum * Cleaning constant buffers tier 1 * Added SSAO setting * Fixed shaders * Fixed shaders * Update SystemStrings.lua * Refactored initialization code; Added read and write of ambient occlusion in Windows registry; Refactored shaders; Added LUA API for setting color scheme; Removed some old variables; * Added effect strength to post-process framework * Some shaders cleaning; Don't calculate SSAO if disabled; * Restored wireframe mode * Revert "Merge branch 'develop' into renderer_refactor" This reverts commit |
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.. | ||
Engine | ||
Gameflow.lua | ||
New_Level.lua | ||
Settings.lua | ||
Strings.lua | ||
SystemStrings.lua | ||
Title.lua |