201602
当前的目标是尽量熟悉所有的基础 Effect,并将所有的 Effect 融入到一个统一的可配置且高效的框架之内,目前框架已经基本成型,不过 Effect 还有很多不熟悉。
本月的时间较少,主要安排仍然是熟悉基础 Effect,目标是 3 月份开始整个系统的工作。此外 探索通用光照系统:所有计算光照的 HLSL 应该接口统一。
本月的时间不多,年前一周,年后两周,且能够工作的时间不多。
- Framework
- p1 : Resource 加载增加 Buffer 机制
- p1 : D3D Vertex Layout Buffer(Donnot create differet object for same layout in DirectX11)
- p2 : Multiple Constants Buffer support in HLSL
- p2 : Instancing Rendering Support in framework
- Scene Management
- p0 : Frustrum Culling
- p1 : BSP Scene Node
- Render Framework
- p0 : Make all light use same interface with HLSL and c++ (completed)
- p1 : Scene Render Framework With Stencil Reflection support
- p1 : Deferred Shadering
- p2 : Multithread Rendering
- Simple Effects
- Common
- p0 : instanceing (completed)
- p0 : vertex_buffer based instanceing (completed)
- p2 : montion blur
- p2 : Alpha to converage
- Stencil based techniques
- p0 : Reflection (completed)
- p1 : Shadow Volumn
- Compute Shader
- p1 : FFT Transform
- Shadow Map (Need Universe Light Support)
- p2 : PCF shadow (completed)
- p2 : Multiple-light support
- p2 : Directional Light Support
- Tessellation
- p0 : tessellation based terrain (completed)
- p0 : decay
- Environment Mapping *
- p0 : Cubemap based environement mapping (completed)
- p1 : Geometry Shader based Cubemap mapping
- p1 : Multi-thread Cubemapping generation
- p0 : Stream Particle (completed)
- p0 : HDR
- p0 : SSAO
- p1 : Animation
- p1 : Water
- Common
- Terrain System
- p1 : Tree-based Culling
- p1 : clipping
- UI
- p1 : Multiple Effect Level
- p1 : Assets Window and Views
- p2 : Snapshot View of all resources
- p2 : Direct3D Parameters and Capability
- p2 : Add Footbar For Pane
- p2 : Float Textfield Controller
- p2 : Material Property UI
- p2 : Mesh Property UI
- p2 : Load UI config from file
- Unittest
- p2 : Add unittest to azer
- Game Resources
- WOW Model data(Skinned mesh)
- Wow Map data
- Books & Papers
- Book: Real-Time Readering
- Book: Advanced Lighting and Materials With 大专栏 2016-02 Month ReportShaders
- The Importance of Terminology and sRGB Uncertainty
Bug
- p0 : Image cannot Load data with mipmap
Daily Report
20160201
- Stencil based Reflection
20160202
- Terrain Tessellation: Grid
- Terrain Tessellation: Heightmap
- Terrain Tessellation: Normal
- Terrain Tessellation: Normal Render
20160203
- Fixbug: Tessellation Hull Constants Shader
- Load Texture 2D Array
- Terrain Tessellation: Texture
- Stream Partice ?
20160215
- Refactor Code: GpuProgram -> Shader
- Refactor Code: Remote class VertexShader
- Remove Uncessary Code
20160216
- Particle completed
20160217
- PerInstance VertexBuffer Support
- Instancing Rendering
- Cubemap
20160218
- universeal light
- 由于统一 light 的接口对于后续工作有非常重要的影响,较多任务依赖于他,因此决定现在开始
- migrate samples
20160219
- 将 scene 和 resource 移到 azer 当中
- loardaeron 的按照新的 light 框架更新
- 更新 samples
20160220
- 建立 shaderlib 并用 grit 保存
- 迁移 scene 的 samples
20160222
- dds 文件格式解析
- shader binary resource
20160223
- dds 文件格式解析
20160224
- 重新开始 wow 地形系统的重现
现在面临的一个问题是:各个技术点都是能够实现的,但没有完整场景测试,这样对整体进度其实没有把握而且没有完成 demo 可看。接下来一段时间致力于一个完整的 demo(从魔兽的地形入手),首先重现而后优化
20160225
- 整理 lordaeron 代码
- shaderlib 采用二进制形式保存,发布以前使用 fxc 编译
- 将 Camera Axis 等对象变成 obj 文件存储在资源当中
- 修复加载 sdkmesh 的 bug (samples/basic/sdkmesh:mesh)
doing
- HDR ?
- SSAO ?
- SSR ?
- Picking ?
- Decay ?
Refactor
- Renderer -> RenderContext
- RenderSystem -> RenderDevice