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struct Light{
	vec4  _position;
	vec4  _direction;
	vec4  _ambient;
	vec4  _diffuse;
	vec4  _specular;
	vec4  _attenuation; //x = constAtt, y = linearAtt, z = quadraticAtt, w = range
	float _spotExponent;
	float _spotCutoff;
	float _brightness;
	float _padding;
};

vec4  dvd_Vertex;
vec3  dvd_Normal;
vec3  dvd_Tangent;
vec3  dvd_BiTangent;
vec4  dvd_BoneWeight;
ivec4 dvd_BoneIndice;

out vec4 _vertexM;
out vec2 _texCoord;
out float outClip;

#if defined(SKIP_HARDWARE_CLIPPING)
out float dvd_ClipDistance[MAX_CLIP_PLANES];
#else
out float gl_ClipDistance[MAX_CLIP_PLANES];
#endif

uniform int dvd_clip_plane_count;

in vec3  inVertexData;
in vec3  inNormalData;
in vec2  inTexCoordData;
in vec3  inTangentData;
in vec3  inBiTangentData;
in vec4  inBoneWeightData;
in ivec4 inBoneIndiceData;

uniform mat4 dvd_ModelMatrix;
uniform mat3 dvd_NormalMatrix;
uniform mat4 dvd_ModelViewMatrix;
uniform mat4 dvd_ModelViewMatrixInverse;
uniform mat4 dvd_ModelViewProjectionMatrix;
uniform vec4 dvd_clip_plane[MAX_CLIP_PLANES];

layout(std140) uniform dvd_MatrixBlock
{
    mat4 dvd_ProjectionMatrix;
	mat4 dvd_ViewMatrix;
};

//layout(std140) uniform dvd_LightBlock
//{
//	Light _LightSources[MAX_LIGHT_COUNT];
//};

void setClipPlanes(){
#if defined(SKIP_HARDWARE_CLIPPING)

#if MAX_CLIP_PLANES > 0
	dvd_ClipDistance[0] = dot(_vertexM, dvd_clip_plane[0]);
#	if MAX_CLIP_PLANES > 1
		if(dvd_clip_plane_count == 1) return;
		dvd_ClipDistance[1] = dot(_vertexM, dvd_clip_plane[1]) ;
#		if MAX_CLIP_PLANES > 2
			if(dvd_clip_plane_count == 2) return;
			dvd_ClipDistance[2] = dot(_vertexM, dvd_clip_plane[2]);
#			if MAX_CLIP_PLANES > 3
				if(dvd_clip_plane_count == 3) return;
				dvd_ClipDistance[3] = dot(_vertexM, dvd_clip_plane[3]);
#				if MAX_CLIP_PLANES > 4
					if(dvd_clip_plane_count == 4) return;
					dvd_ClipDistance[4] = dot(_vertexM, dvd_clip_plane[4]);
#					if MAX_CLIP_PLANES > 5	
						if(dvd_clip_plane_count == 5) return;
						dvd_ClipDistance[5] = dot(_vertexM, dvd_clip_plane[5]);
#					endif //5
#				endif //4
#			endif //3
#		endif //2
#	endif //1
#endif //0

#else //skip clip planes

#if MAX_CLIP_PLANES > 0
	gl_ClipDistance[0] = dot(_vertexM, dvd_clip_plane[0]);
#	if MAX_CLIP_PLANES > 1
		if(dvd_clip_plane_count == 1) return;
		gl_ClipDistance[1] = dot(_vertexM, dvd_clip_plane[1]) ;
#		if MAX_CLIP_PLANES > 2
			if(dvd_clip_plane_count == 2) return;
			gl_ClipDistance[2] = dot(_vertexM, dvd_clip_plane[2]);
#			if MAX_CLIP_PLANES > 3
				if(dvd_clip_plane_count == 3) return;
				gl_ClipDistance[3] = dot(_vertexM, dvd_clip_plane[3]);
#				if MAX_CLIP_PLANES > 4
					if(dvd_clip_plane_count == 4) return;
					gl_ClipDistance[4] = dot(_vertexM, dvd_clip_plane[4]);
#					if MAX_CLIP_PLANES > 5	
						if(dvd_clip_plane_count == 5) return;
						gl_ClipDistance[5] = dot(_vertexM, dvd_clip_plane[5]);
#					endif //5
#				endif //4
#			endif //3
#		endif //2
#	endif //1
#endif //0

#endif //skip clip planes
}

void computeData(){

	dvd_Vertex     = vec4(inVertexData,1.0);
	dvd_Normal     = inNormalData;
	_texCoord      = inTexCoordData;
	dvd_Tangent    = inTangentData;
	dvd_BiTangent  = inBiTangentData;
	_vertexM       = dvd_ModelMatrix * dvd_Vertex;
	setClipPlanes();
}

void computeBoneData(){
    dvd_BoneWeight = inBoneWeightData;
    dvd_BoneIndice = inBoneIndiceData;
}


Commits for Divide-Framework/trunk/assets/shaders/GLSL/vertexAtoms/vboInputData.vert

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]]

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 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]]