Commit graph

4 commits

Author SHA1 Message Date
Nineto Nine
443877019b Allowed PostProcessUtility.FinalizeHDR to select a color curve. 2021-09-27 17:48:17 +02:00
Nineto Nine
17cbebcf6a 27 Sep 2021
+ Added Amount Map to the new Bloom system.

~ Moved all projects to .NetFramework 4.5.2
~ Made sure, you can't get a higher multisampling as 8.
2021-09-27 17:17:38 +02:00
Nineto Nine
9b52d401e7 26 Sep 2021
General:
+ Added Summaries

Renderer
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SM.Base:
+ SM.Base.Controls.Mouse now has a feature to disable tracking.
+ Replaced Bloom Effect with the similar system how blender use it.
+ You can now disable ANY post processing effects.
+ Interpolation for CVectors.
+ MathUtils
+ RenderPipelines now have a central list for post processing effects.

~ Log-System is now ignored if a debugger is attached.
~ Post Processing Shader does now send the texel size as the "renderedTextureTexelSize"-uniform.
~ Improved Text Rendering

SM.OGL:
+ ColorAttachments now contain a reference to the framebuffer its connected.
+ ColorAttachments can now have a own size.
+ Framebuffer.Append(string key, Vector2 size, int pos)
+Framebuffers now have a method to completely reset itself.
+ Framebuffers now have a Blit-method called "CopyTo".

~ Framebuffer.GetCurrentlyActive() will now return an actual SM.OGL.Framebuffer-object.
~ Renderbuffers now are a class and contain the ID by itself.
~ Renamed Uniform-function to its class-name: f.E. SetBool, SetFloat instead of SetUniform1

Optionals:
Controls:
+ Framecache for the GameController.GetState()
2021-09-26 21:27:14 +02:00
Michel Fedde
89de4258e1 1.0.14
NUGET-Changes:
+ Materials now have a method to draw. That should allow more freedom on how materials can have a effect on the resulting shader.

~ PostProcessEffect.Draw now needs a source ColorAttachment.
~ Added some missing summaries

GIT-/SOLUTION-Changes:
Remade the folder structure, to something more senseable.
2021-05-14 21:38:50 +02:00
Renamed from SM_TEST/TestRenderPipeline.cs (Browse further)