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OvRendering
Rework: Better Rendering capabilities, less redundancy, and code clean-up
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adriengivry
added
Feature
New feature to the engine
Refactoring
Something that needs a refactoring
Graphics
Graphical feature
Cleanup
Code cleanup
labels
Nov 26, 2023
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* moved material to OvRendering * re-organizing renderer code * moved driver-related code to driver
* started working on implementing proper render features * lighting and engine UBO render features added * working on entity base class for OvRendering * dealing with camera issues * added OvSandbox applicaton to test rendering changes
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The way Our UBO binding was broken, resulting in nothing showing up on screen when using multiple UBOs!!!
* descriptor system added to the CompositeRenderer * asset view now support orbital rotations * asset view now create a scene where it stores its actors including lights, so we can re-use the SceneRenderer * WIP DebugSceneRenderer
* views can now show some basic debug display (lights, grid, camera)
Trying to break down the DebugSceneRenderer into render features
* OptRef added * Describable base class added * Updated actor picking
Still need some work, rendering is kind-of broken right now :)
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Still need some work for resources (buffers, textures) to be completely independent of the graphics API
maxbrundev
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Mar 15, 2024
litelawliet
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Mar 18, 2024
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litelawliet
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This was referenced Mar 19, 2024
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Labels
Cleanup
Code cleanup
Feature
New feature to the engine
Graphics
Graphical feature
Refactoring
Something that needs a refactoring
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Description
Initiative to rework
OvRendering
to improve its modularity and prepare the field for upcoming work (such as shadow casting).This work includes:
Material
fromOvCore
toOvRendering
(The serialization part of material remains inOvCore
for now)Renderer
toDriver
StateMask
for materials (take up less memory)SceneRenderer
(ECS-specific)OvGame
,OvEditor
andOvCore
.Light
entity, such asCamera
(moved fromLowRenderer
, andDrawable
, which represent an entity that can be visually drawn).PipelineState
, which is an 8 bytes struct that contains information about the graphics context state. Rendering functions pass instances ofPipelineState
to each other by copy, allowing for hierarchical pipeline state updates, i.e. each scope can modify the pipeline state without affecting the level above. Lowest level functions (driver-level) are responsible for requesting the graphics backend to update its internal state. The driver also ensure that no unnecessary state change is performed (this is done by keeping track of the current state of the context, and comparing state change requests with the current state).HAL
namespace with aGraphicsAPI
class has been added. This doesn't cover resources such a buffers, textures, and shaders, which individually hold graphics API-specific code (this code should be moved to the HAL in the future).Related Issues
Screenshots
Renderer updated architecture