2015-12 month report
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11月 11, 2020
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201512
- Framework
- Refactor the mesh framework with VertexBufferGroup (completed)
- Load Model with Multislot-vertex Desc supported (completed)
- Common Resource Framework (completed)
- Resource Loader(VertexDesc, Material, Light, Scene, Mesh) (completed)
- Vertex Layout Object as Class (completed)
- RenderState (completed)
- Scene Management
- Refactor Scene Framework to support multiple lights (completed)
- Render Framework
- Multi-Effect Rendering (completed)
- Generate an Scene Render Tree from Scene Tree (completed)
- universe light structure
- Instanced Rendering Support (wont, should be completed by app layer)
- Simple Effects
- Light Source Effect (completed)
- Phong Lighting Effect (completed)
- Simple Material (completed)
- Render Normal (Geometry Shader based) (completed)
- Direct3D11 Samples
- Sample Texture (completed)
- Normal Mapping (completed)
- Parallax Mapping (completed)
- UI
- switch from multiple Scene Render
- Property Window and framework
- Property Observer the InteractiveContext to get Selected Node (completed)
- InteractiveContext Observer The SceneTreeView to get Selected Node by UI clicked
- Scene Node Property UI (completed)
- Transform Property UI (completed)
- Light Control Objects
- SpotLight Controller (completed)
- PointLight Controller (completed)
- DirLight Controller (completed)
- Light Souce Params UI
- ColorProperty UI (completed)
- SpotLight Attenuation UI (completed)
- PointLight Attenuation UI (completed)
- z-buffer UI
- Books & Papers
- Book: 3D Game Programming with Direct3D 11
- Book: Real-Time Readering
- Book: Programming Vertex Geometry and Pixel Shaders
- Book: Advanced Lighting and Materials With Shaders
- AMD Paper: Practical Parallax Occlusion Mapping for Highly Detailed Surface Rendering
- Others
- HLSL Include 机制 (completed)
- Load ifs format model
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