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-- Vertex 

#include "vertexDefault.vert"

void main(void)
{

	computeData();
}

-- Fragment

in  vec2 _texCoord;
out vec4 _colorOut;

uniform sampler2D texScreen;
uniform sampler2D texVignette;
uniform sampler2D texWaterNoiseNM;

uniform sampler2D texBruit;
uniform sampler2D texBruit2;

uniform bool enable_underwater;

uniform float _noiseTile;
uniform float _noiseFactor;
uniform float dvd_time;

#if defined(POSTFX_ENABLE_BLOOM)
uniform sampler2D texBloom;
uniform float bloom_factor;
#if defined(POSTFX_ENABLE_HDR)
uniform float exposure;
#endif
#endif

#if defined(POSTFX_ENABLE_SSAO)
uniform sampler2D texSSAO;
#endif

#if defined(POSTFX_ENABLE_DOF)
#endif

uniform bool  enable_vignette;
uniform bool  enable_noise;
uniform float randomCoeffNoise;
uniform float randomCoeffFlash;

const vec3 luminance = vec3 (0.299, 0.587, 0.114);

#if defined(POSTFX_ENABLE_SSAO)
vec4 SSAO(in vec4 color){
	float ssaoFilter = texture(texSSAO, _texCoord).r;
	if(ssaoFilter > 0){
		color.rgb = color.rgb * ssaoFilter;
	}
	return color;
}
#endif

#if defined(POSTFX_ENABLE_BLOOM)
vec4 Bloom(in vec4 colorIn){

    vec4 blur = bloom_factor * texture(texBloom, _texCoord);
#if defined(POSTFX_ENABLE_HDR)
    float l = dot (luminance, colorIn);
    float scale = l / (1.0 + l);
    float alpha = colorIn.a;
    vec4 color = colorIn * scale + 5.0 * blur;
    color.a = alpha;
    return color;
#else
	return colorIn + blur;
#endif
}
#endif

vec4 LevelOfGrey(in vec4 colorIn)
{
	return vec4(colorIn.r * luminance.x, colorIn.g * luminance.y,colorIn.b * luminance.z,colorIn.a);
}

vec4 NoiseEffect(in vec4 colorIn)
{
	vec4 colorOut = LevelOfGrey(colorIn);
	vec4 colorNoise = texture(texBruit, _texCoord + vec2(randomCoeffNoise,randomCoeffNoise));
	colorOut = mix(colorNoise,vec4(1,1,1,1),randomCoeffFlash)/3.0 + 2.0*colorIn/3.0;

	return colorOut;
}

vec4 VignetteEffect(in vec4 colorIn)
{
	vec4 ColorVignette = texture(texVignette, _texCoord);
	
	vec4 colorOut = colorIn - (vec4(1,1,1,2)-ColorVignette);
	colorOut.r = clamp(colorOut.r,0.0,1.0);
	colorOut.g = clamp(colorOut.g,0.0,1.0);
	colorOut.b = clamp(colorOut.b,0.0,1.0);
	return colorOut;
}

vec4 UnderWater()
{
	vec4 colorOut;
	
	float time2 = dvd_time*0.0001;
	vec2 noiseUV = _texCoord*_noiseTile;
	vec2 uvNormal0 = noiseUV + time2;
	vec2 uvNormal1 = noiseUV;
	uvNormal1.s -= time2;
	uvNormal1.t = uvNormal0.t;
		
	vec3 normal0 = texture(texWaterNoiseNM, uvNormal0).rgb * 2.0 - 1.0;
	vec3 normal1 = texture(texWaterNoiseNM, uvNormal1).rgb * 2.0 - 1.0;
	vec3 normal = normalize(normal0+normal1);
	
	colorOut = clamp(texture(texScreen, _texCoord + _noiseFactor*normal0.st), 
				     vec4(0.0, 0.0, 0.0, 0.0),  
					 vec4(1.0, 1.0, 1.0, 1.0));
	
	return colorOut;
}


void main(void){
	
    _colorOut = texture(texScreen, _texCoord);

	if(enable_underwater)
		_colorOut = UnderWater();
	
#if defined(POSTFX_ENABLE_SSAO)
	_colorOut = SSAO(_colorOut);
#endif

#if defined(POSTFX_ENABLE_BLOOM)
	_colorOut = Bloom(_colorOut);
#endif

	if(enable_noise)
		_colorOut = NoiseEffect(_colorOut);
	
	if(enable_vignette)
		_colorOut = VignetteEffect(_colorOut);
}

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

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]]