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Divide-Framework

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-- Vertex
#include "vboInputData.vert"
out vec3 normals;
out float depth;

uniform vec2 dvd_zPlanes;

float LinearDepth(in float inDepth);

void main(void){
	computeData();
	normals = normalize(dvd_NormalMatrix * dvd_Normal);
	vec4 vToEye = dvd_ModelViewMatrix * dvd_Vertex;	
	depth = LinearDepth(vToEye.z);
	gl_Position = dvd_ModelViewProjectionMatrix * dvd_Vertex;
}

float LinearDepth(in float inDepth){
	float dif = dvd_zPlanes.y - dvd_zPlanes.x;
	float A = -(dvd_zPlanes.y + dvd_zPlanes.x) / dif;
	float B = -2*dvd_zPlanes.y*dvd_zPlanes.x / dif;
	float C = -(A*inDepth + B) / inDepth; // C in [-1, 1]
	return 0.5 * C + 0.5; // in [0, 1]
}


-- Fragment

in vec3 normals;
in float depth;
out vec4 _colorOut;

void main(void){

   _colorOut = vec4(normalize(normals),depth);
}

Commits for Divide-Framework/trunk/assets/shaders/GLSL/SSAOPass1.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]]

112 Diff Diff k1ngp1n picture k1ngp1n Wed 09 May, 2012 14:53:14 +0000

[Ionut] [[BR]]
-Generate separate shaders for meshes with bones and meshes without bones [[BR]]
-Refactor glVBO to not send or update bone data at every draw call [[BR]]
-Reduced number of uniform calls on shader bind [[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]]

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]]