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#ifndef _IN_OUT_GEOM_
#define _IN_OUT_GEOM_

void passVertex(int index) {
    g_out.dvd_drawID = VAR[index].dvd_drawID;
    g_out._vertexW  = VAR[index]._vertexW;
    g_out._vertexWV = VAR[index]._vertexWV;
    g_out._normalWV = VAR[index]._normalWV;
    g_out._tangentWV = VAR[index]._tangentWV;
    g_out._bitangentWV = VAR[index]._bitangentWV;
    g_out._texCoord = VAR[index]._texCoord;

#endif //_IN_OUT_GEOM_

Commits for Divide-Framework/trunk/assets/shaders/GLSL/geometryAtoms/inOut.geom

Diff revisions: vs.
Revision Author Commited Message
591 Diff Diff IonutCava picture IonutCava Wed 02 Dec, 2015 17:17:23 +0000

- More work on the ForwardPlus renderer
- Singleton cleanup
- First steps for reducing scope of GFXDevice class

587 Diff Diff IonutCava picture IonutCava Fri 27 Nov, 2015 17:00:25 +0000

- Finished multi-light rendering:
— Proper position/distance transform (homogeneous trans for positions / non-homogeneous trans for directions)
-— Point lights with range based attenuation
-— Spot lights with inner and outer cones for smooth falloff
-— Directional lights same as before
- Added a basic Flashlight system: spot light at the camera’s position facing forward (toggled with L key)
- WarScene updated:
— 16 point lights moving around the scene with random colours

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

- Point and Directional light updates

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

- C++ based Interface block generation for GLSL

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

- New memory management system (no custom allocators in this commit)
— Memory tracer to detect memory leaks on shutdown (from:
— 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

260 Diff Diff k1ngp1n picture k1ngp1n Sat 03 May, 2014 19:33:41 +0000

[Ionut] [[BR]]
- More work on CSM. Reverted back to VSM to allow easier blurring and filtering [[BR]]
- Rewrote FrameBuffer classes to fix MSAA and memory leaks that occurred on resize (double creation of textures) [[BR]]
— Removed FBType. FrameBuffer types depend only on attachment types and if it’s MSAA enabled or not [[BR]]
- Rewrote RenderState classes to be API agnostic [[BR]]
- Bug fixes in math classes [[BR]]
- Changed “resolution change” logic [[BR]]
- Simplified some options in config.xml [[BR]]
- Improved per-light shadow options [[BR]]

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

- 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 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 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]]