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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(VAR.dvd_instanceID)) * dvd_Vertex);
    normals = normalize(dvd_NormalMatrixWV(VAR.dvd_instanceID) * dvd_Normal);
    vec3 t = normalize(dvd_NormalMatrixWV(VAR.dvd_instanceID) * 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(VAR.dvd_instanceID);
    gl_Position = dvd_ProjectionMatrix * worldView * dvd_Vertex;

    position = vec3(transpose(worldView) * dvd_Vertex);
    normals = normalize(dvd_NormalMatrixWV(VAR.dvd_instanceID) * dvd_Normal);
} 

-- Fragment

#include "materialData.frag"

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() {
   vec4 colour = getAlbedo();
   
   diffuseOutput = colour;
   posOutput     = vec4(position,1);

#if defined(COMPUTE_TBN)
   normOutput = (texture(texNormalMap, VAR._texCoord) * 2 - vec4(1,1,1,0)) * TBN;
#else
   normOutput = vec4(normals, 1);
#endif
#if defined (USE_DOUBLE_SIDED)
   normOutput = gl_FrontFacing ? normOutput : -normOutput;
#endif

   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
880 Diff Diff IonutCava picture IonutCava Mon 20 Mar, 2017 17:27:13 +0000

[IonutCava]
- New tessellated terrain system based on this: http://victorbush.com/2015/01/tessellated-terrain/
— Work in progress: hardcoded values, new code is in Test namespace
- Split terrain geometry in two:
— tessellated rendering data
— physics verts + indices (used for collisions, vegetation, etc)
- Old Chunk system is used only for culling objects and speeding up collision detection

758 Diff Diff IonutCava picture IonutCava Tue 02 Aug, 2016 16:05:09 +0000

[IonutCava]
- Added a cross platform method of naming threads (helps with debugging)
- Reduced dependency on VAR.dvd_drawID in shaders.
- Work on Single/Multi thread toggle for GFX resource loading (crashes, bugs, etc)
- Fix a bug in TaskPool where task states were never actually updated properly
- Change threadpool implementation to use std::thread instead of boost::thread

756 Diff Diff IonutCava picture IonutCava Fri 29 Jul, 2016 16:09:29 +0000

[IonutCava]
- Cleaned up material shader:
— Add explicit functions for material colour properties
— Separate Phong from PBR
— Remove texture count variable and use TEX_OPERATION_NONE for single texture
- Added a Shader compute queue that all materials share. This allows better frame time allocation for shader compilation
- Attempt to fix Task and TaskPool race conditions

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 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]]