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Divide-Framework

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-- Vertex

#include "vboInputData.vert"
#include "foliage.vert"

uniform bool dvd_enableShadowMapping;
uniform mat4 dvd_lightProjectionMatrices[MAX_SHADOW_CASTING_LIGHTS];

out vec3 _lightDirection[MAX_LIGHT_COUNT];
out vec4 _shadowCoord[MAX_SHADOW_CASTING_LIGHTS];
out vec3 _normalMV;
out vec4 _vertexMV;

uniform int dvd_lightCount;

void computeLightVectorsPhong(){
	vec3 tmpVec; 

	int i = 0; ///Only the first light for now
	//for(int i = 0; i < MAX_LIGHT_COUNT; i++){
	//	if(dvd_lightCount == i) break;
	vec4 vLightPosMV = gl_LightSource[i].position;	
	if(vLightPosMV.w == 0.0){ ///<Directional Light
		tmpVec = -vLightPosMV.xyz;					
	}else{///<Omni or spot. Change later if spot
		tmpVec = vLightPosMV.xyz - _vertexMV.xyz;	
	}
	_lightDirection[0] = tmpVec;
}

void main(void){
	computeData();
	
	_normalMV = normalize(dvd_NormalMatrix * dvd_Normal);

	computeFoliageMovementGrass(dvd_Normal, _normalMV, dvd_Vertex);
    _vertexMV = dvd_ViewMatrix * _vertexM; 	   //< ModelView Vertex  

	computeLightVectorsPhong();
	vec3 vLightPosMVTemp = _lightDirection[0];
	float intensity = dot(vLightPosMVTemp.xyz, _normalMV);
	gl_FrontColor = vec4(intensity, intensity, intensity, 1.0);
	gl_FrontColor.a = 1.0 - clamp(length(_vertexMV)/lod_metric, 0.0, 1.0);
		
	
	gl_Position = dvd_ProjectionMatrix * _vertexMV;
	
	if(dvd_enableShadowMapping) {
		// position multiplied by the light matrix. 
		//The vertex's position from the light's perspective
		_shadowCoord[0] = dvd_lightProjectionMatrices[0] * _vertexM;
	}
}

-- Fragment

in vec2 _texCoord;
in vec3 _normalMV;
in vec4 _vertexMV;
in vec3 _lightDirection[MAX_LIGHT_COUNT];
out vec4 _colorOut;

uniform sampler2D texDiffuse;

///Global NDotL, basically
float iDiffuse;
#include "shadowMapping.frag"

void main (void){

	vec4 cBase = texture(texDiffuse, _texCoord);
	if(cBase.a < ALPHA_DISCARD_THRESHOLD + 0.1) discard;
	
	vec4 cAmbient = gl_LightSource[0].ambient;
	vec4 cDiffuse = gl_LightSource[0].diffuse * gl_Color;
	vec3 L = normalize(_lightDirection[0]);
	iDiffuse = max(dot(L, _normalMV), 0.0);
	// SHADOW MAPPING
	vec3 vPixPosInDepthMap;
	float shadow = 1.0;
	applyShadowDirectional(iDiffuse, 0, shadow);

	_colorOut = cAmbient * cBase + (0.2 + 0.8 * shadow) * cDiffuse * cBase;
	
	_colorOut.a = gl_Color.a;
}


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

151 Diff Diff k1ngp1n picture k1ngp1n Tue 07 May, 2013 00:00:52 +0000

[Ionut] [[BR]]
- Better ReCast integration [[BR]]
— Any entity can be used as an obstacle in the NavMesh if that’s specified in each scene’s assets.xml file for said entity [[BR]]
— New console command, “createNavMesh”, that passes geometry data to ReCast [[BR]]
-— NavMesh generation is not yet complete [[BR]]
- Better PhysX integration [[BR]]
— Each scene passes data to and gets data from the Physics API better and safer[[BR]]
- Multi-threaded support extended: [[BR]]
— Event class replaced with Task [[BR]]
— Kernel uses a threadpool for scene tasks [[BR]]
— Each task can be added to a different threadpool if needed [[BR]]
— Most critical sections use the new boost::atomic wrapper for thread safety [[BR]]
- Rendering system updated [[BR]]
— VBO’s keep track of the geometry type internally [[BR]]
— Rendering by specific element list is internal to the VBO [[BR]]
— VBO’s can draw a “lite” version that doesn’t send Tangent, BiTangent and TexCoord data for depth rendering (disabled) [[BR]]
- Reflectors now offer a preview of the generated reflective texture if needed [[BR]]
- Buttons are now added and rendered by CEGUI [[BR]]
[[BR]]
Deprecation: [[BR]]
- Removed fixed pipeline material system [[BR]]
- Removed BoundingBox late update system [[BR]]
- Shadow references in the material system are now depth references [[BR]]
[[BR]]
Bug fixes: [[BR]]
- Problematic FBO double bind check removed [[BR]]
- Faster terrain rendering via chunk size selection through each scene’s terrain.xml[[BR]]
- Rendering is paused when the window is minimized [[BR]]
- CEGUI and impostors now render properly in deferred rendering mode [[BR]]
- Fixed various level 4 (VS2008) warnings [[BR]]
- Better state management and cleaning [[BR]]
- Better SceneGraph node management and trasformation/AABB update calls [[BR]]
- AITenisScene has proper collisions now [[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]]

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]]