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library / src / main / java / org / distorted / library / main @ c41d046c

# Date Author Comment
c41d046c 05/17/2018 08:16 PM Leszek Koltunski

Make sure we don't create a feedback loop in oitRender

9ab3b712 05/17/2018 04:10 PM Leszek Koltunski

Make us read only the DEPTH part of a DEPTH24_STENCIL8 attachment.

88c7b603 05/17/2018 03:33 PM Leszek Koltunski

Reengineer DistortedScreen

66a0fa17 05/11/2018 12:53 PM Leszek Koltunski

OIT: some progress

7f30ed38 05/10/2018 03:11 PM Leszek Koltunski

OIT: more bugfixes

56c6ca24 05/10/2018 12:30 PM Leszek Koltunski

OIT: lots of progress on all fronts. Still a few bugs to solve though!

27aefee6 05/03/2018 04:19 PM Leszek Koltunski

OIT: clear the postprocessing buffer with transparent white.

78e89fb5 05/03/2018 03:10 PM Leszek Koltunski

Properly recreate the Atomic and LinkedList buffers onPause.
We have to discard all alpha==0.0 pixels during OIT Pass1.

b36613d8 05/03/2018 12:19 AM Leszek Koltunski

small correction for blending OIT colors.

c92d84ec 05/01/2018 11:21 PM Leszek Koltunski

minor.

375b3950 05/01/2018 11:19 PM Leszek Koltunski

OIT: something starts working ('Blur' and 'Multiblur' work, 'Triblur' and 'Transparency' do not)

c731c612 05/01/2018 09:07 PM Leszek Koltunski

Fix the 'OIT' artefacts.

e029600f 04/27/2018 04:40 PM Leszek Koltunski

still debugging the OIT

2f35828c 04/26/2018 11:22 AM Leszek Koltunski

- remove counting of transparent pixels from main fragment shader
- remove debugs and tidy up
- some fixes for the Mali GPU

cee0369a 04/25/2018 03:26 PM Leszek Koltunski

Order Independent Transparency: debugging

47511918 04/25/2018 02:17 PM Leszek Koltunski

Order Independent Transparency: some progress

f89a986e 04/18/2018 02:37 PM Leszek Koltunski

Order Independent Transparency: some progress

8777ce17 04/17/2018 09:21 PM Leszek Koltunski

Order Independent Transparency. Does not work yet.

8dccc3c2 04/12/2018 08:42 PM Leszek Koltunski

Disable blending during postprocessing.

9455da17 04/09/2018 12:03 PM Leszek Koltunski

Fix for bug #28: looks of the borders of a blurred object depend on if the object is the first in the postprocessing bucket.

ae2802b1 04/08/2018 09:07 PM Leszek Koltunski

Postprocessing buffers mBuffer[] are now shared among all postprocessing operations. This saves a lot of memory, but also means that when doing each particular postprocessing, the textures backing up the mBuffer might be too large. We need to fix two things here: when outputting to those too large textures, we need to adjust the Viewport, and when binding those too large textures as input - we need to adjust the TexCoords to compensate....

79e354b0 04/06/2018 11:28 PM Leszek Koltunski

Improve the 'PostprocessTree' app. Shows bugs in postprocessing.

b0f04e72 04/06/2018 02:31 PM Leszek Koltunski

Simplify postprocessing buffers.

ce154014 04/06/2018 02:02 PM Leszek Koltunski

Make the postprocessing buffers static.

61441ce2 04/06/2018 01:28 PM Leszek Koltunski

A little progress making the postprocessing buffers static.

a4b182d4 04/06/2018 12:21 PM Leszek Koltunski

Introduce possibility that an OutputSurface is backed up by a larger texture than necessary and the 'cloneSize()' method.

2faad666 04/02/2018 10:15 PM Leszek Koltunski

SSBO: now we have a more-or-less correct running average of the count of transparent fragments over the last few frames.

df4d7edc 03/29/2018 03:58 PM Leszek Koltunski

SSBO: correct various things.

c14e495b 03/28/2018 11:36 PM Leszek Koltunski

SSBO: zero out the per-surface transparent fragment counter only when setting the surface as output for the first time in the frame.

51a3cbab 03/28/2018 10:33 PM Leszek Koltunski

SSBO: handle the fact that we might run out of space in our SSBO if we keep creating new Surfaces.

8a57da61 03/28/2018 09:14 PM Leszek Koltunski

SSBO: counting of transparent fragments more or less works now. Still the counters are zeroed out in the wrong place - every time we start rendering something to a given Surface, rather than once per frame.

27cd6b98 03/28/2018 08:29 PM Leszek Koltunski

SSBO: more and more works...

66ace7f5 03/28/2018 05:34 PM Leszek Koltunski

SSBO: fix problems with endianness.

2ab60f72 03/28/2018 01:58 PM Leszek Koltunski

SSBO: something is working already, although we still get the 4 bytes back from the shader in reverse order ( so '17'=0x00000011 written by the shader becomes '285212672 = 0x11000000' )

12f45260 03/27/2018 07:56 PM Leszek Koltunski

First try at the SSBO (doesn't work - reads in the application don't pick up changes in the shader; crashes.

e6519ac8 03/27/2018 12:51 PM Leszek Koltunski

Up library requirements to OpenGL ES 3.1 (needed for the upcoming GL_SHADER_STORAGE_BUFFER)

7d0ce619 03/27/2018 12:21 PM Leszek Koltunski

New Object Counter class - to count OutputSurfaces lazy way, but keep the counters small (reuse)

a1003b17 03/23/2018 12:28 PM Leszek Koltunski

Remove debugging.

0e924ba5 03/02/2018 12:19 AM Leszek Koltunski

Initialize MessageSender even if compiling some of the programs fails.

70b6a155 07/14/2017 04:37 PM Leszek Koltunski

Internal API change around postprocessing.

75f95f8d 07/03/2017 11:08 PM Leszek Koltunski

1) Fix for the last fix in Framebuffer
2) in RenderState, reset everything to a known state (rather than mark as unknown)

68f96a01 07/03/2017 09:52 PM Leszek Koltunski

Fix in Framebuffer

144d252c 07/03/2017 04:14 PM Leszek Koltunski

Minor.

f75a4eee 07/03/2017 03:49 PM Leszek Koltunski

Empty change (add commented out code)

20ee7cc9 07/03/2017 02:18 PM Leszek Koltunski

Bugfix in RenderState

070695a5 07/03/2017 01:52 PM Leszek Koltunski

Bugfix (bug visible in 'Olimpic': when we make the last moving circle invisible, to used to stay visible!)'

7266d8ef 06/30/2017 02:35 PM Leszek Koltunski

Fix quality levels in Glow.

73208cab 06/29/2017 11:47 PM Leszek Koltunski

Debugging Glow.

bed13bea 06/29/2017 08:27 PM Leszek Koltunski

Progress with Glow.

7ad20cce 06/28/2017 04:55 PM Leszek Koltunski

Debugging Glow.

4b9fe2e9 06/27/2017 01:32 PM Leszek Koltunski

Introduce concepts of 'in' and 'out' postprocessing qualities.

86d322b5 06/27/2017 01:03 PM Leszek Koltunski

Make Postprocessing quality per-effect (rather than applied to the whole queue)

faa3ff56 06/27/2017 10:57 AM Leszek Koltunski

Javadoc.

046113dc 06/26/2017 11:42 PM Leszek Koltunski

make RenderState package-local.

3521c6fe 06/26/2017 11:02 PM Leszek Koltunski

move EffectQuality to the effect package.

1149be8f 06/26/2017 09:15 PM Leszek Koltunski

Fixes for dynamic postprocessing.

aa2f0486 06/26/2017 04:31 PM Leszek Koltunski

Now all PostprocessEffects are truly self-contained, including dynamic enable() and all shader sources.

041b6dee 06/26/2017 03:44 PM Leszek Koltunski

Simplification in PostprocessEffects

660cd468 06/23/2017 09:36 PM Leszek Koltunski

Correction for the last change.

30949736 06/23/2017 09:14 PM Leszek Koltunski

Postprocessing: take quality only from the first child in a bucket.

8e28b6ff 06/23/2017 12:37 AM Leszek Koltunski

Minor

915b7b2b 06/22/2017 11:22 PM Leszek Koltunski

Minor

8ec0b28a 06/22/2017 10:53 PM Leszek Koltunski

Minor

03aa6c3b 06/22/2017 04:38 PM Leszek Koltunski

Simplification in EffectQueueMatrix.

3417ab4e 06/21/2017 12:34 AM Leszek Koltunski

Now all Postprocessing EffectQueues have the right IDs regardless of number of effects.

7cd24173 06/20/2017 11:51 PM Leszek Koltunski

Move all the knowledge about Vertex and Fragment effects to their respective classes.

4bf6e175 06/19/2017 10:22 PM Leszek Koltunski

Minor

1dfc9074 06/19/2017 10:18 PM Leszek Koltunski

All knowledge about Postporcessing moved to the respective Effect classes.

735a8757 06/19/2017 03:51 PM Leszek Koltunski

Simplification in EffectQueueMatrix.

227b03bd 06/19/2017 03:49 PM Leszek Koltunski

Move all knowledge about a MatrixEffect from the EffectQueueMatrix to the classes.

a2d56cfd 06/16/2017 02:33 PM Leszek Koltunski

Change of API: move setting the EGL context back to the APP.

f1a82766 06/16/2017 01:49 PM Leszek Koltunski

Minor.

6b0b4f60 06/15/2017 09:04 PM Leszek Koltunski

Fixes for removing effects.

26a4e5f6 06/15/2017 12:14 AM Leszek Koltunski

Reorganize the way we add and remove all Effects (do it through DistortedMaster and is POSTPROCES - adjust Bucket and SORT Nodes).

Buggy: removing effects does not work.

fe6fe99a 06/14/2017 09:51 PM Leszek Koltunski

Small API simplification.

ffbe7ecf 06/14/2017 04:09 PM Leszek Koltunski

Remove old facility to correct Postprocessing buckets on new Postporcessing effects.

New facility will follow shortly....

80b3acf6 06/13/2017 03:47 PM Leszek Koltunski

Remove DistortedEffectsPostprocess and unify it with DistortedEffects.

Job not finished - doesn't compile now!

8fbd0237 06/13/2017 11:49 AM Leszek Koltunski

Fix 'Different Bitmaps' APP. Now 27 out of 31 APPs work.

2ef5dd9e 06/12/2017 10:56 PM Leszek Koltunski

Bugfixes for the recent 'Effect classes' API change.

47316d20 06/11/2017 10:42 PM Leszek Koltunski

Some progress with Effect classes.

11 apps compile now.

ae77d55e 06/09/2017 03:39 PM Leszek Koltunski

Further progress with Apps.

c3651001 06/09/2017 03:01 PM Leszek Koltunski

Convert the first few Apps to the new Effect API.

da9b3f07 06/09/2017 01:27 PM Leszek Koltunski

Progress with support for Effect classes.

The library compiles now!

81b1577b 06/08/2017 04:12 PM Leszek Koltunski

Progress with support for Effect classes. Last error in the library before it compiles!

02a4ac20 06/08/2017 04:00 PM Leszek Koltunski

Progress with support for Effect classes. Almost compiles now!

6bb59aad 06/08/2017 03:54 PM Leszek Koltunski

Progress with support for Effect classes.

15aa7d94 06/08/2017 01:53 PM Leszek Koltunski

Progress with support for Effect classes.

fe82a979 06/07/2017 05:18 PM Leszek Koltunski

Progress with support for Effect classes.