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-- Vertex
#include "vbInputData.vert"
out vec3 normals;
out vec3 position;
out mat4 TBN;

void main( void ){
    computeData();
    gl_Position = dvd_ViewProjectionMatrix * _vertexW;

    position = vec3(transpose(dvd_ViewMatrix * dvd_WorldMatrix) * dvd_Vertex);
    normals = normalize(dvd_NormalMatrix * dvd_Normal);
    vec3 t = normalize(dvd_NormalMatrix * dvd_Tangent);
    vec3 n = normals;
    vec3 b = cross(n, t);

    
   TBN = mat4( t.x, b.x, n.x, 0,
               t.y, b.y, n.y, 0,
               t.z, b.z, n.z, 0,
               0, 0, 0, 1 );

} 

-- Vertex.Impostor

out vec3 normals;
out vec3 position;

void main( void ){
    vec4 dvd_Vertex     = vec4(inVertexData,1.0);
    vec3 dvd_Normal     = inNormalData;
    mat 4 worldView = dvd_ViewMatrix * dvd_WorldMatrix;
    gl_Position = dvd_ProjectionMatrix * worldView * dvd_Vertex;

    position = vec3(transpose(worldView) * dvd_Vertex);
    normals = normalize(dvd_NormalMatrix * dvd_Normal);
} 

-- Fragment

in vec3 normals;
in vec3 position;

out vec4 diffuseOutput; // layout(location = 0)
out vec4 posOutput;     // layout(location = 1)
out vec4 normOutput;    // layout(location = 2)
out vec4 blendOutput;   // layout(location = 3)

in mat4 TBN;

void main( void ){

    vec4 color = dvd_MatDiffuse; //diffuse

    diffuseOutput = color;
    posOutput     = vec4(position,1);
    normOutput    = vec4(normals,1);
    blendOutput.rgb = color.rgb * color.a; // Pre multiplied alpha
    blendOutput.a = color.a;
}

-- Fragment.Texture

in vec3  normals;
in vec3  position;
in vec2  _texCoord;
in mat4  TBN;

out vec4 diffuseOutput; // layout(location = 0)
out vec4 posOutput;     // layout(location = 1)
out vec4 normOutput;    // layout(location = 2)
out vec4 blendOutput;   // layout(location = 3)

layout(binding = TEXTURE_UNIT0) uniform sampler2D texDiffuse0;

void main( void ){
   vec4 color = texture(texDiffuse0,_texCoord);

   diffuseOutput = color;
   posOutput     = vec4(position,1);
   normOutput    = vec4(normals,1);
   blendOutput.rgb = color.rgb * color.a; // Pre multiplied alpha
   blendOutput.a = color.a;
}

-- Fragment.Bump

in vec3       position;
in vec2       _texCoord;
in mat4       TBN;

out vec4 diffuseOutput; // layout(location = 0)
out vec4 posOutput;     // layout(location = 1)
out vec4 normOutput;    // layout(location = 2)
out vec4 blendOutput;   // layout(location = 3)

layout(binding = TEXTURE_UNIT0)     uniform sampler2D  texDiffuse0;
layout(binding = TEXTURE_NORMALMAP) uniform sampler2D  texNormalMap;

void main( void ){

   vec4 color = texture(texDiffuse0,_texCoord);
   
   diffuseOutput = color;
   posOutput     = vec4(position,1);
   normOutput    = (texture(texNormalMap,_texCoord) * 2 -
                     vec4(1,1,1,0)) * TBN;
   blendOutput.rgb = color.rgb * color.a; // Pre multiplied alpha
   blendOutput.a = color.a;

}

-- Fragment.Impostor

in vec3     position;
in vec3     normals;

out vec4 diffuseOutput; // layout(location = 0)
out vec4 posOutput;     // layout(location = 1)
out vec4 normOutput;    // layout(location = 2)
out vec4 blendOutput;   // layout(location = 3)

void main( void )
{
    vec4 color = dvd_MatDiffuse; //diffuse

    diffuseOutput    = color;
    posOutput          = vec4(position,1);
    normOutput        = vec4(normals,1);
    blendOutput.rgb = color.rgb * color.a; // Pre multiplied alpha
    blendOutput.a   = color.a;
}

Commits for Divide-Framework/trunk/assets/shaders/GLSL/DeferredShadingPass1.glsl

Diff revisions: vs.
Revision Author Commited Message
337 Diff Diff IonutCava picture IonutCava Wed 17 Dec, 2014 17:25:16 +0000

[Ionut]
- Replaced all tabs with 4 spaces (some spacing may be off now. no way to check all the files.)
- Moved implementation details for ParamHandler, BoundingBox, BoundingSphere and ProfileTimer to proper .inl and .cpp files. (more to follow)
- Update all forward declared enums with the required storage type (as requested by the C++11 standard)

286 Diff Diff IonutCava picture IonutCava Fri 18 Jul, 2014 16:32:03 +0000

[Ionut] [[BR]]

    • very buggy commit ** [[BR]]

- New rendering pipeline: [[BR]]
— Bumped OpenGL version to 4.4 [[BR]]
— Command based rendering. GFXDevice dispatches rendering commands to their respective buffers [[BR]]
— State changing is exclusively controlled by the GFXDevice class [[BR]]
— Material properties and transform matrices are stored in shader storage buffers that are updated after culling and uploaded once per RenderPass. Objects use drawIDs to index data in shaders [[BR]]
— Removed all custom matrices and other, per shader, bind data [[BR]]
— Removed per node light data. Light culling and shader buffers will replace the old light management system [[BR]]
— Framebuffers now use the Texture class for attachments [[BR]]
— Sampler objects now work like RenderStateBlocks. GL_API handles them and stores them in a hash indexed map [[BR]]
— Removed “prepareMaterial” calls. Pre-draw material setup is now only limited to texture binding [[BR]]
— Moved immediate mode emulation and primitive rendering from API level to GFXDevice level [[BR]]
— Framebuffer rendering must be completed with a call to end() to ensure proper MSAA resolve (asserts, otherwise) [[BR]]
- Fixed hash code generation for RenderStateBlock (and now, glSamplerObject) using boost::hash_combine [[BR]]
- Temporarily disabled XML caching for materials [[BR]]

283 Diff Diff IonutCava picture IonutCava Tue 01 Jul, 2014 18:16:16 +0000

[Ionut][[BR]]
- Upload Viewport, camera position and zPlanes data to the gpu using the _matricesBuffer instead of ShaderProgram’s “uploadNodeMatrices” method [[BR]]
- Removed most matrices constructed with the worldMatrix (worldView, worldViewProjection, etc) to allow better batching of transforms. [[BR]]
— Both changes will allow the elimination of the “uploadNodeMatrices” and “setLoD” methods [[BR]]

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]]

274 Diff Diff IonutCava picture IonutCava Fri 13 Jun, 2014 12:56:03 +0000

[Ionut] [[BR]]
- Simplified buffer based rendering (VertexBuffer & GenericVertexData are now exclusively command based) [[BR]]
- Update bone buffer to persistent mapped-SSBO system with double-buffering [[BR]]
- Simplified sky rendering and (finally) reduced the sun’s radius [[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]]

221 Diff Diff k1ngp1n picture k1ngp1n Wed 08 Jan, 2014 18:50:02 +0000

[Ionut] [[BR]]
- Merged branch “Shadows And Animations” back into trunk [[BR]]
- Added DoxygenGUI project file [[BR]]

  • Buggy *
191 k1ngp1n picture k1ngp1n Fri 29 Nov, 2013 16:29:19 +0000

[Ionut] [Matrix code is incomplete! Does not render correctly yet!] [[BR]]
- Instancing support, part 1: [[BR]]
— Moved most matrix calculations to the GFXDevice class for easier stacking of renderInstances later [[BR]]
- Fixed a bug in WarScene causinga stack overflow [[BR]]