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#ifndef _FOLIAGE_VERT_
#define _FOLIAGE_VERT_

uniform vec3  scale;
uniform float grassScale;
uniform float dvd_time;
uniform vec2  windDirection;
uniform float windSpeed;
uniform float lod_metric;

void computeFoliageMovementTree(inout vec4 vertex) {

    /*float move_speed = (float(int(_vertexW.y*_vertexW.z) % 50)/50.0 + 0.5);
    float timeTree = dvd_time * 0.001 * windSpeed * move_speed; //to seconds
    float amplituted = pow(vertex.y, 2.0);
    vertex.x += 0.01 * amplituted * cos(timeTree + _vertexW.x) *windDirection.x;
    vertex.z += 0.05 *scale.y* amplituted * cos(timeTree + _vertexW.z) *windDirection.y; ///wd.y is actually wd.z in code*/
}

void computeFoliageMovementGrass(inout vec4 vertex) {
    float timeGrass = windSpeed * dvd_time * 0.001; //to seconds
    float cosX = cos(vertex.x);
    float sinX = sin(vertex.x);
    float halfScale = 0.5*grassScale;
    vertex.x += (halfScale*cos(timeGrass) * cosX * sinX)*windDirection.x;
    vertex.z += (halfScale*sin(timeGrass) * cosX * sinX)*windDirection.y;
}

#endif //_FOLIAGE_VERT_

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

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)

324 Diff Diff IonutCava picture IonutCava Sun 14 Sep, 2014 14:01:39 +0000

[Ionut]
- New memory management system (no custom allocators in this commit)
— Memory tracer to detect memory leaks on shutdown (from: https://www.relisoft.com/book/tech/9new.html)
— SAFE_DELETE_XYZ are now inline template functions not macros
— ASSERTION system now supports logging and message boxes and continue on error configurable for each build type
— Fixed a lot of memory leaks detected by the new system (some still remain)

- Added SRGB support (part 1)
— Albedo textures are loaded as SRGB (make sure resources are SRGB)
— Shaders output gamma corrected colors
— Moved terrain textures back to 2 array system (albedo and normal maps, albedo maps using a SRGB sampler)

- Sky is now loaded via the ResourceCache system
- Added include safeguards in shader atoms

268 Diff Diff IonutCava picture IonutCava Wed 04 Jun, 2014 10:20:27 +0000

[IonutCava] [[BR]]
- Terrain and vegetation updates: [[BR]]
— Use standard phong lighting model [[BR]]
— Separate grass patches per chunk [[BR]]
— Reduce number of required texture bind points for terrain by adding both textures and normal maps in a single texture array [[BR]]
— Draw terrain with 2 drawcalls (using glMultiDrawElements twice, once for LoD == 0 and once for LoD > 0) [[BR]]
[[BR]]
- Buffer management updates: [[BR]]
— Unified buffer binding system [[BR]]
— Made Uniform buffer objects visible to all classes and moved lightUBO to LightManager, matricesUBO to GFXDevice etc [[BR]]
— Added initial support for Shader Buffer Objects [[BR]]
— Moved viewport management to GFXDevice class [[BR]]
[[BR]]
- Rendering improvements: [[BR]]
— Added Hi-Z occlusion culling to instanceCull shader (using Hi-Z depth buffer constructed in GFXDevice class) [[BR]]
— Resolved issues with shadow maps overriding texture bind locations [[[BR]]
— Improved shader and shader program loading [[BR]]
— Improved material transparency support [[BR]]
— Added buffer lock manager class from “Approaching Zero Driver Overhead in OpenGL (Presented by NVIDIA)” speech at GDC14 [[BR]]

230 Diff Diff k1ngp1n picture k1ngp1n Mon 13 Jan, 2014 14:08:06 +0000

[Ionut] [[BR]]
- Improved grass positioning and rendering [[BR]]

225 Diff Diff k1ngp1n picture k1ngp1n Fri 10 Jan, 2014 15:33:14 +0000

[Ionut] [[BR]]
- Fixed skybox rendering in reflection [[BR]]
- Changed grass rendering from QUADS to TRIANGLES [[BR]]
— Hacked Vegetation class into a SceneNode so that it’s used as child SceneGraphNode to the terrain but rendering is alpha sorted [[BR]]
— Alpha blending not correct for now (so it’s disabled) [[BR]]
- Fixed VAO primitive restart system when more than one VAO uses it [[BR]]

191 Diff Diff 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]]

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]]

146 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]]