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-- Vertex.Depth
uniform mat4 dvd_ModelMatrix;
uniform mat4 dvd_ModelViewProjectionMatrix;

in vec3  inVertexData;
out vec4 _vertexM;

void main(void){
	vec4 dvd_Vertex = vec4(inVertexData,1.0);
	_vertexM = dvd_ModelMatrix * dvd_Vertex;
    gl_Position = dvd_ModelViewProjectionMatrix * dvd_Vertex;
}

-- Vertex
//based on: http://yannick.gerometta.free.fr/base.php?id=glsldemo
#include "vboInputData.vert"

uniform vec3 bbox_min;
uniform vec3 bbox_diff;

#include "lightingDefaults.vert"

void main(void){

	computeData();

	_texCoord = vec3((dvd_Vertex.xyz - bbox_min.xyz) / bbox_diff).sp;

	_vertexMV = dvd_ViewMatrix * _vertexM;
	computeLightVectors();
	
	if(dvd_enableShadowMapping) {
		// Transformed position 
		//vec4 pos = dvd_ModelViewMatrix * dvd_Vertex;
		// position multiplied by the inverse of the camera matrix
		//pos = dvd_ModelViewMatrixInverse * pos;
		// position multiplied by the light matrix. The vertex's position from the light's perspective
		_shadowCoord[0] = dvd_lightProjectionMatrices[0] * dvd_Vertex;
	}

	gl_Position = dvd_ModelViewProjectionMatrix * dvd_Vertex;
}

-- Fragment.Depth

in vec4  _vertexM;
out vec4 _colorOut;

uniform float _waterHeight;
#if defined(SKIP_HARDWARE_CLIPPING)
in float dvd_ClipDistance[MAX_CLIP_PLANES];
#else
in float gl_ClipDistance[MAX_CLIP_PLANES];
#endif

void main (void)
{
#if defined(SKIP_HARDWARE_CLIPPING)
	if(dvd_ClipDistance[0] < 0) discard;
#else
	if(gl_ClipDistance[0] < 0) discard;
#endif
	_colorOut = vec4(1.0,1.0,1.0,1.0);
}

-- Fragment

//based on: http://yannick.gerometta.free.fr/base.php?id=glsldemo
in vec3 _lightDirection[MAX_LIGHT_COUNT];
in vec3 _viewDirection;
in vec2 _texCoord;
in vec3 _normalMV;
in vec4 _vertexM;
in vec4 _vertexMV;

#if defined(SKIP_HARDWARE_CLIPPING)
in float dvd_ClipDistance[MAX_CLIP_PLANES];
uniform int  dvd_clip_plane_active[MAX_CLIP_PLANES];
#else
in float gl_ClipDistance[MAX_CLIP_PLANES];
#endif

out vec4 _colorOut;

uniform sampler2D texDiffuseMap;
uniform sampler2D texNormalHeightMap;
uniform sampler2D texBlend0;
uniform sampler2D texBlend1;
uniform sampler2D texBlend2;
uniform sampler2D texBlend3;
uniform sampler2D texWaterCaustics;

uniform int   dvd_lightType[MAX_LIGHT_COUNT];
uniform bool  dvd_lightEnabled[MAX_LIGHT_COUNT];
uniform float dvd_time;

uniform float LODFactor;
uniform float detail_scale;
uniform float diffuse_scale;
uniform float _waterHeight;
uniform mat4 material;
uniform vec3 bbox_min;
uniform vec4 dvd_lightAmbient;

#define LIGHT_DIRECTIONAL		0
#define LIGHT_OMNIDIRECTIONAL	1
#define LIGHT_SPOT				2

vec4 NormalMapping(in vec2 uv,in vec3 pixelToLightTBN);
vec4 NormalMappingUnderwater(in vec2 uv,in vec3 pixelToLightTBN);
vec4 CausticsColor();

///Global NDotL, basically
float iDiffuse;

#include "fog.frag"
#include "shadowMapping.frag"


#if defined(SKIP_HARDWARE_CLIPPING)
bool isUnderWater() { return dvd_ClipDistance[0] < 0; }
#else
bool isUnderWater() { return gl_ClipDistance[0] < 0; }
#endif
	
void main (void)
{
	if(isUnderWater()){
		_colorOut = NormalMappingUnderwater(_texCoord, _lightDirection[0]);
	}else{
		_colorOut = NormalMapping(_texCoord, _lightDirection[0]);
	}
    applyFog(_colorOut);
}

vec4 CausticsColor()
{
	float time2 = dvd_time * 0.0001;
	vec2 noiseUV = _texCoord*100.0;
	vec2 uv0 = noiseUV;
	vec2 uv1 = noiseUV + time2;
	uv0.t = uv0.t;
	uv0.s -= time2;
	
	return (texture(texWaterCaustics, uv1) + texture(texWaterCaustics, uv0)) * 0.5;	
}

const float shadowMaxDistance = 200.0;
vec4 NormalMapping(in vec2 uv, in vec3 pixelToLightTBN)
{	
	vec3 lightVecTBN = normalize(pixelToLightTBN);
	vec3 viewVecTBN  = normalize(_viewDirection);
    vec2 uv_detail   = uv * detail_scale;
	vec2 uv_diffuse  = uv * diffuse_scale;
	
	vec3 normalTBN = normalize(texture(texNormalHeightMap, uv_detail).rgb * 2.0 - 1.0);

	vec4 tBase[3];
	tBase[0] = texture(texBlend0, uv_diffuse);
	tBase[1] = texture(texBlend1, uv_diffuse);	
	tBase[2] = texture(texBlend2, uv_diffuse);

	vec4 DiffuseMap = texture(texDiffuseMap, uv);

	vec4 cBase = mix(mix(tBase[1], tBase[0], DiffuseMap.r), tBase[2], DiffuseMap.g);	
		
#if defined(USE_ALPHA_TEXTURE)
		vec4 tBase3 = texture(texBlend3, uv_diffuse);
		cBase = mix(cBase, tBase3, DiffuseMap.b);
#endif

	iDiffuse = max(dot(lightVecTBN.xyz, normalTBN), 0.0);	// diffuse intensity. NDotL

	vec4 cAmbient = dvd_lightAmbient * material[0];
	vec4 cDiffuse = material[1] * iDiffuse;

    if(dvd_lightEnabled[0]){
	    cAmbient += gl_LightSource[0].ambient * material[0];
	    cDiffuse *= gl_LightSource[0].diffuse;
    }

	// SHADOW MAPS
	float shadow = 1.0;
	float distance = length(_viewDirection);
	if(distance < shadowMaxDistance) {
		applyShadowDirectional(iDiffuse, 0, shadow);
		shadow = 0.2 + 0.8 * (1.0 - (1.0-shadow) * (shadowMaxDistance-distance) / shadowMaxDistance);
	}

	return (cAmbient * cBase +  cDiffuse * cBase) * shadow;
}
	
vec4 NormalMappingUnderwater(in vec2 uv, in vec3 pixelToLightTBN)
{	
	if(dvd_clip_plane_active[0] == 1) discard;

	vec3 lightVecTBN = normalize(pixelToLightTBN);
	vec3 viewVecTBN  = normalize(_viewDirection);
    vec2 uv_detail   = uv * detail_scale;
	vec2 uv_diffuse  = uv * diffuse_scale;
	
	vec3 normalTBN = normalize(texture(texNormalHeightMap, uv_detail).rgb * 2.0 - 1.0);

	vec4 cBase = texture(texBlend0, uv_diffuse);

	iDiffuse = max(dot(lightVecTBN.xyz, normalTBN), 0.0);	// diffuse intensity. NDotL
	float iSpecular = clamp(pow(max(dot(reflect(-lightVecTBN.xyz, normalTBN), viewVecTBN), 0.0), material[3].x ), 0.0, 1.0);

	vec4 cAmbient = dvd_lightAmbient * material[0];
	vec4 cDiffuse = material[1] * iDiffuse;
	vec4 cSpecular = vec4(0);
	
	float alpha = 0.0f;
	vec4 caustic = cSpecular;

    if(dvd_lightEnabled[0]){
	    cAmbient += gl_LightSource[0].ambient * material[0];
	    cDiffuse *= gl_LightSource[0].diffuse;
		// Add specular intensity
		cSpecular = gl_LightSource[0].specular * material[2] * iSpecular;
		alpha = (_waterHeight - _vertexM.y) / (2*(_waterHeight - bbox_min.y));
		caustic = alpha * CausticsColor();
    }

	// SHADOW MAPS
	float shadow = 1.0;
	float distance = length(_viewDirection);
	if(distance < shadowMaxDistance) {
		applyShadowDirectional(iDiffuse, 0, shadow);
		shadow = 0.2 + 0.8 * (1.0 - (1.0-shadow) * (shadowMaxDistance-distance) / shadowMaxDistance);
	}

	return ((1-alpha) * (cAmbient * cBase +  cDiffuse * cBase + cSpecular) + caustic) * shadow;
}

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

154 Diff Diff k1ngp1n picture k1ngp1n Sun 23 Jun, 2013 23:39:07 +0000

[Ionut] [[BR]]
- Changed math computation for: Matrix multiplication, Normal and Tangent calculation, Quaternion to Matrix conversion and more [[BR]]
- Removed useless UBO classes and extended the functionality of the base UBO class [[BR]]
- Changed lighting shaders to be more streamlined [[BR]]
- Added full shader based fog [[BR]]
— Added per-scene optional fog settings [[BR]]
- Re-enabled sorting by shader program for Mesh Delegate Bin (was set to Front to Back for debugging purposes and forgotten there) [[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]]

106 Diff Diff k1ngp1n picture k1ngp1n Wed 28 Mar, 2012 21:50:23 +0000

[Ionut] [[BR]]
Unstable revision – New animation code is not yet optimized and loading performance is low [[BR]]
[[BR]]
-Added animation loading and bone matrix calculations (actual skinning not implemented yet)[[BR]]
-Modified VBO classes to support dynamic data and faster updates [[BR]]
-Templatized Math classes (vec2,vec3,vec4,mat3,mat4) for greater flexibility [[BR]]
-Separated Rendering API from Rendering API version [[BR]]
-Fixed buggy GL error checking [[BR]]
-Small bugs fixed in Projectile and Weapon classes [[BR]]

104 Diff Diff k1ngp1n picture k1ngp1n Tue 13 Mar, 2012 19:33:49 +0000

[Ionut] [[BR]]
-Added base classes for the game logic part of the framework (just the backbone. main logic will be added iteratively): [[BR]]
--Unit class and it’s derived classes: Character [with derived: Player, NPC] and Vehicle [[BR]]
--Particle system: ParticleEmitter and Particle (with ParticleEmitterDescriptor and ParticleDescriptor) [[BR]]
--Triggers (launches an event when a unit is in range of it’s influence sphere) [[BR]]
--Weapon System: Weapon class, Projectile class and Ammunition class [[BR]]
[[BR]]
Improvements: [[BR]]
-Added more defines and template inline functions to help with various operations (integer bit conversion, XYZ to XZY coordinate conversion etc) [[BR]]
-Removed LightImpostor class and added a global Impostor class now used by lights, triggers and particle emitters [[BR]]
[[BR]]
Bug fixes: [[BR]]
-Removed some (weird) characters added by accident from terrain shader [[BR]]
-Use sqrtf for Floats and sqrt for Doubles[[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]]