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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 * VAR._vertexW;

    position = vec3(transpose(dvd_ViewMatrix * dvd_WorldMatrix()) * dvd_Vertex);
    normals = normalize(dvd_NormalMatrixWV() * dvd_Normal);
    vec3 t = normalize(dvd_NormalMatrixWV() * 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_NormalMatrixWV() * 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 colour = dvd_MatDiffuse; //diffuse

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

-- Fragment.Texture

in vec3  normals;
in vec3  position;
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 colour = texture(texDiffuse0, VAR._texCoord);

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

-- Fragment.Bump

in vec3       position;
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 colour = texture(texDiffuse0, VAR._texCoord);
   
   diffuseOutput = colour;
   posOutput     = vec4(position,1);
   normOutput    = (texture(texNormalMap, VAR._texCoord) * 2 -
                     vec4(1,1,1,0)) * TBN;
   blendOutput.rgb = colour.rgb * colour.a; // Pre multiplied alpha
   blendOutput.a = colour.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 colour = dvd_MatDiffuse; //diffuse

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

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

Diff revisions: vs.
Revision Author Commited Message
721 Diff Diff IonutCava picture IonutCava Wed 08 Jun, 2016 15:47:49 +0000

[IonutCava]
- Spelling: change all references from our code of “color” to the PROPER British version of “colour” because it sounds 100x better

586 Diff Diff IonutCava picture IonutCava Thu 26 Nov, 2015 17:11:27 +0000

[IonutCava]
- Point and Directional light updates

576 Diff Diff IonutCava picture IonutCava Fri 20 Nov, 2015 11:54:22 +0000

[IonutCava]
- C++ based Interface block generation for GLSL

553 Diff Diff IonutCava picture IonutCava Sun 08 Nov, 2015 21:48:10 +0000

[IonutCava]
- Improve VBO allocation system
- Disable mipmap generation for blur FBO in CascadedShadowMaps
- Code cleanup

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

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