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Divide-Framework

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-- Vertex

layout(location = 16) in vec4 particleNormalData;
// Output data ; will be interpolated for each fragment.
out vec2 texCoord;
out vec4 particleColor;
out vec4 vertexVP;

// Values that stay constant for the whole mesh.
uniform vec3 CameraRight_worldspace;
uniform vec3 CameraUp_worldspace;

void main()
{
    float particleSize = particleNormalData.w; // because we encoded it this way.
    vec3 vertexPosition_worldspace = particleNormalData.xyz + CameraRight_worldspace * inVertexData.x * particleSize
                                                            + CameraUp_worldspace * inVertexData.y * particleSize;
    // Output position of the vertex
    vertexVP = dvd_ViewProjectionMatrix * vec4(vertexPosition_worldspace, 1.0f);
    gl_Position = vertexVP;
    
    // UV of the vertex. No special space for this one.
    texCoord = inVertexData.xy + vec2(0.5, 0.5);
    particleColor = inColorData;
}


-- Fragment.Depth
// Interpolated values from the vertex shaders
in vec4 vertexVP;

// Ouput data
out vec4 color;

void main(){
    float depth = (vertexVP.z / vertexVP.w) * 0.5 + 0.5;    
    // Adjusting moments (this is sort of bias per pixel) using partial derivative
    float dx = dFdx(depth);
    float dy = dFdy(depth);
    color = vec4(depth, (depth * depth) + 0.25 * (dx * dx + dy * dy), 0.0, 0.0);
}

-- Fragment

// Interpolated values from the vertex shaders
in vec2 texCoord;
in vec4 particleColor;
in vec4 vertexVP;

// Ouput data
out vec4 color;

layout(binding = TEXTURE_UNIT0) uniform sampler2D texDiffuse0;
uniform sampler2D depthBuffer;
uniform vec2 size;

void main(){
    
    float d = texture(depthBuffer, gl_FragCoord.xy * size).r  - gl_FragCoord.z;
    float softness = pow(1.0 - min(1.0, 40.0 * d), 2.0);
    softness = 1.0 - pow(softness, 2.0);

    color = texture(texDiffuse0, texCoord) * particleColor;
    color.a *= softness;
}

Commits for Divide-Framework/trunk/assets/shaders/GLSL/particles.glsl

Diff revisions: vs.
Revision Author Commited Message
280 Diff Diff IonutCava picture IonutCava Sat 28 Jun, 2014 19:11:37 +0000

[Ionut] [[BR]]
- Improve ClipPlane management (bunch equations into the matrix shader buffer) [[BR]]
- Immediate mode emulation primitives set their own state based on specified hash instead of relying on state functions to be defined [[BR]]
- updateStates() function is now called right before the actual draw call to facilitate future batching work [[BR]]
- added tracked bool values (similar to those in ShaderInfo) to SGN class to fix selection bug. [[BR]]
— will probably create a “stateTracker” class to allow multiple classes to use tracked variables without all of the code duplication [[BR]]

265 Diff Diff k1ngp1n picture k1ngp1n Tue 27 May, 2014 19:47:56 +0000

[Ionut] [[BR]]
- reworked uniform buffer binding [[BR]]
- modified framebuffer mipmap update [[BR]]

264 Diff Diff k1ngp1n picture k1ngp1n Tue 27 May, 2014 13:04:38 +0000

[Ionut] [[BR]]
- New camera system: [[BR]]
— Stack based (push/pop active camera) [[BR]]
— Per camera frustum [[BR]]
— Per camera projection [[BR]]
— Shadow mapping now uses the new camera system (each light has a shadow camera) [[BR]]
[[BR]]
- New terrain, water and vegetation system: [[BR]]
— Direct import of terrain from L3DT both as 8-bit grayscale and 16-bit raw formats [[BR]]
— Multiple alpha maps for texture splatting support [[BR]]
— Per texture detail map support [[BR]]
— Transform feedback based visibility culling for vegetation [[BR]]
— Alpha-map based vegetation placing on terrain [[BR]]
— Water now uses a refraction map instead of alpha blending for better refraction effects [[BR]]
[[BR]]
- SceneGraph improvements: [[BR]]
— Better bounding box updates from child to parent [[BR]]
— Better onDraw / postDraw implementation [[BR]]
[[BR]]
- Performance improvements: [[BR]]
— Batch 2D rendering tasks together as much as possible[[BR]]
— Improve renderStateBlock hash generation for better sorting [[BR]]
— Move most state related gfx changes from API implementation to the GFXDevice class [[BR]]
— Move viewport stack to the GFXDevice class [[BR]]
— Added various performance counters (frame duration with round-robin query system, draw call count, etc) [[BR]]
— Fixed and improved clip plane management [[BR]]
— Delete client-side texture data after GPU upload [[BR]]
[[BR]]
- New features: [[BR]]
— Added callback support to the Task class so that a specific task may call a function in the main thread upon completion [[BR]]
— Added mouse-wheel zoom support to Orbit/ThirdPerson cameras [[BR]]
— Added 2D Texture Array support (e.g. used for terrain textures) [[BR]]

259 Diff Diff k1ngp1n picture k1ngp1n Sun 27 Apr, 2014 18:24:52 +0000

[Ionut][[BR]]
- Implemented Exponential Stable Cascaded Shadow Maps for directional lights (still buggy, but basically working) [[BR]]
— CSM settings (resolution, number of splits, etc) are part of the scene render state [[BR]]
- SGN can skip rendering for the current frame if they are not ready (e.g. OnDraw can now return false or materials can fail to bind) [[BR]]
- Frustum class is now using the Plane class [[BR]]
- Removed Math SIMD implementation as the compiler generated code will always be faster and safer [[BR]]
- Added a “STUBBED” macro for outputing to the error stream of important messages (instead of using #pragma message) [[BR]]
- Added “freeze time” logic to pause/resume updates with or without freezing the GUI too [[BR]]
- Added “processGUI” method the every Scene class to separate time-sensitive GUI updates from game logic loop [[BR]]
- GLSL <-> Vertex Buffer bind locations are automatically set for every vertex shader [[BR]]
- Added basic support for compute shaders [[BR]]
- Removed most OS define checks to make porting to a new platform easier [[BR]]
- Texture transparency check per-pixel is now using OpenMP [[BR]]
- Texture samplers can now set a border color for CLAMP_TO_BORDER wrap mode [[BR]]
- Removed “Object” suffix from GFX Classes (pixel buffer, vertex buffer, frame buffer, etc) [[BR]]
- Stop processing scene input when application looses focus [[BR]]
- SceneGraphNode class is now responsible for updating SGNComponents on draw and calling its _node’s OnDraw method [[BR]]
- UBOs can now list all of the active uniforms inside a block with info such as type and offset [[BR]]
- Removed deprecated ‘GLCheck’ macro [[BR]]
- A lot of bug fixes and performance improvements in various places [[BR]]

248 k1ngp1n picture k1ngp1n Mon 24 Feb, 2014 22:35:21 +0000

[Ionut][[BR]]
- Added a GenericVertexData class that can be used to fill VBOs with generic data and upload it to the GPU (and render it, either direct or instanced) [[BR]]
- Added a basic (soft) particle system [[BR]]
- Reworked memory allocation logging [[BR]]
- Improved transparency detection for textures on load [[BR]]