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Divide-Framework

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#if defined(USE_GEOMETRY_STRIP_INPUT)
layout(triangles) in;
#else
layout(triangle_strip) in;
#endif
layout (triangle_strip, max_vertices=3) out;
 
in vec4  _vertexMV[];
in vec3  _normalMV[];
in vec3  _viewDirection[];
in vec3 _lightDirection[MAX_LIGHT_COUNT][]; //<Light direction
in vec4 _shadowCoord[MAX_SHADOW_CASTING_LIGHTS][];
in float _attenuation[MAX_LIGHT_COUNT][];

void main() {
#if defined(USE_GEOMETRY_STRIP_INPUT)
  for(int i = 0; i < gl_in.length(); i++) {
#else
  for(int i = 0; i < 3; i++) {
#endif
    gl_Position = gl_in[i].gl_Position;
    EmitVertex();
  }
  EndPrimitive();
}

Commits for Divide-Framework/trunk/assets/shaders/GLSL/geometryAtoms/inOut.geom

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]]

146 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]]