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-- Vertex
#include "vboInputData.vert"
out vec3 _pixToLight;		
out vec3 _pixToEye;	

uniform vec3 water_bb_min;
uniform vec3 water_bb_diff;
uniform mat4 dvd_lightProjectionMatrices[MAX_SHADOW_CASTING_LIGHTS];

void main(void)
{
	computeData();
	
	vec3 vertex = dvd_Vertex.xyz;

	vec3 vPositionNormalized = (vertex - water_bb_min) / water_bb_diff;
	_texCoord = vPositionNormalized.xz;
	
	_pixToLight = -(gl_LightSource[0].position.xyz);
	_pixToEye = -vec3(dvd_ModelViewMatrix * dvd_Vertex);	

	gl_Position = dvd_ModelViewProjectionMatrix * dvd_Vertex;
	
}

-- Fragment

uniform vec2 _noiseTile;
uniform vec2 _noiseFactor;
uniform float _waterShininess;
uniform float _transparencyBias;
uniform bool  underwater;
uniform sampler2D texWaterReflection;
uniform sampler2D texWaterNoiseNM;

//built-in uniforms
uniform mat4  material;
uniform float dvd_time;
uniform mat4  dvd_ModelViewMatrix;
uniform mat3  dvd_NormalMatrix;
uniform ivec2 screenDimension;

in vec3 _pixToLight;
in vec3 _pixToEye;
in vec2 _texCoord;
out vec4 _colorOut;

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

float Fresnel(in vec3 incident, in vec3 normal, in float bias, in float power);

const float shadow_distance_max = 200.0;
void main (void)
{
	float time2 = dvd_time * 0.00001;
	vec2 noiseUV = _texCoord * _noiseTile.x;
	vec2 uvNormal0 = noiseUV + time2;
	vec2 uvNormal1 = noiseUV;
	uvNormal1.t = uvNormal0.t;
	uvNormal1.s -= time2;
		
	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);
	
	vec2 uvReflection = vec2(gl_FragCoord.x/screenDimension.x, gl_FragCoord.y/screenDimension.y);
	vec2 uvFinal = (_noiseFactor * normal) + uvReflection;

	
	vec3 N = normalize(dvd_NormalMatrix * normal);
	vec3 L = normalize(_pixToLight);
	vec3 V = normalize(_pixToEye);
	float iSpecular = pow(clamp(dot(normalize(-reflect(L, N)), V), 0.0, 1.0), _waterShininess);

	//vec4 cAmbient = gl_LightSource[0].ambient * material[0];
	// add Diffuse
	_colorOut.rgb = texture(texWaterReflection, uvFinal).rgb;
	// add Specular
	_colorOut.rgb += vec4(gl_LightSource[0].specular * material[2] * iSpecular).rgb;

	// shadow mapping
	
	if(length(_pixToEye) < shadow_distance_max) { 
		float shadow = 1.0;
		applyShadowDirectional(max(dot(L, N), 0.0), 0, shadow);
		// add Shadow
		_colorOut.rgb *= (0.2 + 0.8 * shadow);
	}
	// add Fog
	applyFog(_colorOut);
	// calculate Transparency
	_colorOut.a	  = Fresnel(V, N, _transparencyBias, 2.0); //< Fresnel alpha

}

float Fresnel(in vec3 incident, in vec3 normal, in float bias, in float power){
	float scale = 1.0 - bias;
	return bias + pow(1.0 - dot(incident, normal), power) * scale;
}

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

118 Diff Diff k1ngp1n picture k1ngp1n Thu 07 Jun, 2012 18:25:10 +0000

[Ionut] [[BR]]
-Decoupled “Scene” and “SceneManager” from “InputManager” [[BR]]
--All input events are routed through the “Kernel” now [[BR]]
--Renamed “InputManager” to “InputInterface” [[BR]]
-Decoupled “Application” class from the rest of the engine except for the “Kernel” and “GUI” (for resize callbacks) [[BR]]
-Added cached resolution values to classes so no queries to “Application” are needed anymore [[BR]]
-Added a missing option from “config.xml” to enable or disable animations [[BR]]
Forgot to commit changed scene xml’s after the romanian>english translation [[BR]]
-All window dimension references are renamed to resolution and all variables related to it are now U16’s as floats are irrelevant (what’s a half pixel? for examle) [[BR]]
-GUI resize callback is now called from “GFXDevice” instead of “GLWrapper” (will be moved to “Kernel” soon together with the “PostFX” resize callback) [[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]]