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-- Vertex
#include "vboInputData.vert"
out vec3 normals;
out vec3 position;
out mat4 TBN;

void main( void ){
	computeData();
	gl_Position = dvd_ModelViewProjectionMatrix * dvd_Vertex;

	position = vec3(transpose(dvd_ModelViewMatrix) * dvd_Vertex);
	normals = normalize(dvd_NormalMatrix * dvd_Normal);

	vec3 t = normalize(dvd_NormalMatrix * dvd_Tangent);
	vec3 n = normalize(dvd_NormalMatrix * dvd_Normal);
	vec3 b = cross(n, t);

	
   TBN = mat4( t.x, b.x, n.x, 0,
               t.y, b.y, n.y, 0,
               t.z, b.z, n.z, 0,
               0, 0, 0, 1 );

} 

-- Fragment

in vec3 normals;
in vec3 position;

out vec4 diffuseOutput; // layout(location = 0)
out vec4 posOutput;     // layout(location = 1)
out vec4 normOutput;    // layout(location = 2)
out vec4 blendOutput;   // layout(location = 3)

uniform mat4 material;
in mat4 TBN;

void main( void ){

	vec4 color = material[1]; //diffuse
    if(color.a < ALPHA_DISCARD_THRESHOLD) discard;

    diffuseOutput = color;
    posOutput     = vec4(position,1);
    normOutput    = vec4(normals,1);
    blendOutput.rgb = color.rgb * color.a; // Pre multiplied alpha
    blendOutput.a = color.a;
}

-- Fragment.Texture

in vec3  normals;
in vec3  position;
in vec2  _texCoord;
in mat4  TBN;

out vec4 diffuseOutput; // layout(location = 0)
out vec4 posOutput;     // layout(location = 1)
out vec4 normOutput;    // layout(location = 2)
out vec4 blendOutput;   // layout(location = 3)

uniform sampler2D texDiffuse0;

void main( void ){
   vec4 color = texture(texDiffuse0,_texCoord);
   if(color.a < ALPHA_DISCARD_THRESHOLD) discard;

   diffuseOutput = color;
   posOutput     = vec4(position,1);
   normOutput    = vec4(normals,1);
   blendOutput.rgb = color.rgb * color.a; // Pre multiplied alpha
   blendOutput.a = color.a;
}

-- Fragment.Bump

in vec3       position;
in vec2       _texCoord;
in mat4       TBN;

out vec4 diffuseOutput; // layout(location = 0)
out vec4 posOutput;     // layout(location = 1)
out vec4 normOutput;    // layout(location = 2)
out vec4 blendOutput;   // layout(location = 3)

uniform sampler2D  texDiffuse0;
uniform sampler2D  texNormalMap;

void main( void ){

   vec4 color = texture(texDiffuse0,_texCoord);
   if(color.a < ALPHA_DISCARD_THRESHOLD) discard;
   
   diffuseOutput = color;
   posOutput     = vec4(position,1);
   normOutput    = (texture(texNormalMap,_texCoord) * 2 -
                     vec4(1,1,1,0)) * TBN;
   blendOutput.rgb = color.rgb * color.a; // Pre multiplied alpha
   blendOutput.a = color.a;

}

-- Vertex.Impostor

uniform mat3 dvd_NormalMatrix;
uniform mat4 dvd_ModelViewMatrix;
uniform mat4 dvd_ModelViewProjectionMatrix;

in vec3  inVertexData;
in vec3  inNormalData;

out vec3 normals;
out vec3 position;

void main( void ){
	vec4 dvd_Vertex     = vec4(inVertexData,1.0);
	vec3 dvd_Normal     = inNormalData;

	gl_Position = dvd_ModelViewProjectionMatrix * dvd_Vertex;

	position = vec3(transpose(dvd_ModelViewMatrix) * dvd_Vertex);
	normals = normalize(dvd_NormalMatrix * dvd_Normal);
} 

-- Fragment.Impostor

in vec3	 position;
in vec3	 normals;

out vec4 diffuseOutput; // layout(location = 0)
out vec4 posOutput;     // layout(location = 1)
out vec4 normOutput;    // layout(location = 2)
out vec4 blendOutput;   // layout(location = 3)

uniform mat4 material;

void main( void )
{
    vec4 color = material[1]; //diffuse
    if(color.a < ALPHA_DISCARD_THRESHOLD) discard;

	diffuseOutput	= color;
	posOutput  		= vec4(position,1);
	normOutput    	= vec4(normals,1);
    blendOutput.rgb = color.rgb * color.a; // Pre multiplied alpha
    blendOutput.a   = color.a;
}

Commits for Divide-Framework/trunk/assets/shaders/GLSL/DeferredShadingPass1.glsl

Diff revisions: vs.
Revision Author Commited Message
168 Diff Diff k1ngp1n picture k1ngp1n Sat 26 Oct, 2013 19:03:21 +0000

- Reworked the Camera class[[BR]]
— Now fully quaternion based [[BR]]
— Basic camera types added but not used yet (third person, first person, orbit) [[BR]]
- Cleaned up Material and Texture handling [[BR]]
- Added clipping plane support [[BR]]
— Similar to OpenGL fixed-function clip planes but fully shader driven [[BR]]
— Added a new class, “Plane”, that helps define clip planes [[BR]]
- Optimized the Singleton class to allow faster “getInstance” calls without performance penalties [[BR]]
-- “createInstance” must be called for each singleton class before usage. Or “gerOrCreateInstance” can be used, which is basically the former “getInstance” implementation [[BR]]
- Improved console logging by changing some heap allocations to stack and removing dependencies on the std::string class [[BR]]
- Added a lot of performance optimizations related to coding standards and redundant calculations [[BR]]
— e.g. Frustum AABB check didn’t need to recompute the AABB points as they were calculated already [[BR]]
— e.g. A vector did not need to be set to 0 on initialization as that is already it’s default state on creation [[BR]]
— e.g. Faster Framerate and Timing calculations by using less member variables that are not needed outsied of calling functions [[BR]]
- The SceneState now contains the SceneRenderState and is passed on to the SceneGraph’s update calls [[BR]]
- Better material export/import to/from XML format [[BR]]
- More bug fixes and cleanups [[BR]]

152 Diff Diff k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
[[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]

146 Diff Diff k1ngp1n picture k1ngp1n Wed 10 Apr, 2013 13:20:15 +0000

[Ionut] [[BR]]
*Final LightBranch updates 2/3 : Main trunk merge and build test (VC90, VC100, gDebugger) [[BR]]
-Merged light branch with trunk [[BR]]
-Deleted light branch [[BR]]

111 Diff Diff k1ngp1n picture k1ngp1n Tue 08 May, 2012 21:49:31 +0000

[Ionut] [[BR]]
-Added animation support based on Scott Lee’s animation loader library added a few revision’s back [[BR]]
--Added cached skeleton rendering to the library [[BR]]
--Added cached AABB transformations based on current animation frame [[BR]]
--Scene animators are added per submesh and only processed if said submesh is visible and only in the rendering stage: FINAL_STAGE [[BR]]
[[BR]]
-Added support for shader-based VBO data upload (glVertexAttribPointer) with full backwards compatibility to old method (glTexCoordPointer)[[BR]]
-Added support for Index Buffer Object (improper name) indice upload for VBO’s with full backwards compatibility to old method [[BR]]
-Reworked coordination class to better handle AIEntity teams [[BR]]
-Added “updateSceneState(currentTime)” callback that is called once per frame (used for animation update)[[BR]]
-Added “initializeAI/deinitializeAI” scene callbacks for AI creation/destruction [[BR]]
-Templatized the Quaternion class [[BR]]
-Added a “drawLines” subroutine to the rendering api[[BR]]
-Disabled tree loading in MainScene as current ASSIMP implementation is slow. Will be restored after backing and loading models to own format is added in next revision [[BR]]
-Other various small performance tweaks [[BR]]

103 Diff Diff k1ngp1n picture k1ngp1n Mon 12 Mar, 2012 19:06:00 +0000

[Ionut] [[BR]]
Features: [[BR]]
-Added a proper RenderState Management system similar to the D3D default one[[BR]]
--All possible states are managed: cull, blend, alpha-blend, color mask, lighting, stencil mask, fill mode etc [[BR]]
--Every material has different states for normal rendering, shadow rendering and reflection rendering [[BR]]
--Nodes are sorted by shader first then by state hash depending on current render stage [[BR]]
--Redundant states are not changed [[BR]]
--Every entity submits it’s desired state before render [[BR]]
--Every state is checked before rendering a VBO or other primitive type[[BR]]
[[BR]]
-Added a Reflector base class used for reflection calculations and updates (useful for water, mirrors, portals etc)[[BR]]
--Reflections are triggered between pre-render and render calls [[BR]]
--Water now derives from Reflector class as well [[BR]]
[[BR]]
-Material now properly calculates if it has transparency or is double sided, setting desired states to handle this feature (cull, blend) [[BR]]
-Added some basic defines or inline template functions to facilitate access to useful classes and methods (hardware devices, resource management, console printing, etc) [[BR]]
-Lights are updated after every camera update[[BR]]
-Added a new FrameListener event triggered after pre-render call is finished (used by reflectors) [[BR]]
-Added a CRC class to compute unique hash values for entities[[BR]]
-Added D3D dummy files [[BR]]
-Removed executables from subversion [[BR]]
Performance: [[BR]]
-Image loading has been improved a bit [[BR]]
-Terrain texel density now varies with LOD level [[BR]]
-Light API specific calls,except position, are set only if values changed[[BR]]
-Specific GUI casting and rendering are the Rendering API’s job now, not the GUI class [[BR]]
-Rendering Queue processing is now more efficient in sorting valid visible nodes and setting appropriate states/materials
[[BR]]
Bug fixes: [[BR]]
-Better drawState checks[[BR]]
-Proper light effects in deferred rendering[[BR]]
-Light dummy now renders properly[[BR]]
-Reworked bounding box computation [[BR]]
[[BR]]
Known bugs: [[BR]]
-Terrain infinite plain still not visible [[BR]]
-Some z-fighting occurs when looking at certain objects from a distance. (looking at another object and back again fixes it) [[BR]]

101 k1ngp1n picture k1ngp1n Wed 07 Mar, 2012 13:56:56 +0000

[Ionut] [[BR]]
-Added GLSL effect-like file support using GLSW [http://prideout.net/blog/?p=11] [[BR]]
-Added GLSL “#include” support. Now shader functions can be define in separate frag/vert files as atoms and included in the glsl effect file [[BR]]
-Added more DoxyGen-comments[[BR]]