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Dario Seyb
edge-of-space
Commits
681a07c1
Commit
681a07c1
authored
Feb 05, 2016
by
Dario Seyb
Browse files
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Plain Diff
fixed motion vector rendering
parent
9d336d8a
Changes
22
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22 changed files
with
92 additions
and
90 deletions
+92
-90
data/shader/CommonDeferredFrag.glsl
data/shader/CommonDeferredFrag.glsl
+4
-50
data/shader/CommonDeferredVert.glsl
data/shader/CommonDeferredVert.glsl
+1
-1
data/shader/PBR.fsh
data/shader/PBR.fsh
+1
-1
data/shader/ShadowMap.fsh
data/shader/ShadowMap.fsh
+0
-1
data/shader/Skybox.fsh
data/shader/Skybox.fsh
+1
-1
data/shader/TXAA.fsh
data/shader/TXAA.fsh
+12
-7
data/shader/WaterSurface.fsh
data/shader/WaterSurface.fsh
+1
-1
data/shader/console/Background.fsh
data/shader/console/Background.fsh
+1
-1
data/shader/console/Minimap.fsh
data/shader/console/Minimap.fsh
+1
-1
data/shader/console/Title.fsh
data/shader/console/Title.fsh
+1
-1
data/shader/lines.fsh
data/shader/lines.fsh
+1
-1
data/shader/planets/earth.fsh
data/shader/planets/earth.fsh
+1
-1
data/shader/planets/jupiter.fsh
data/shader/planets/jupiter.fsh
+1
-1
data/shader/planets/moon.fsh
data/shader/planets/moon.fsh
+1
-1
data/shader/setup/geometry.glsl
data/shader/setup/geometry.glsl
+19
-0
data/shader/setup/tesselation.glsl
data/shader/setup/tesselation.glsl
+15
-0
data/shader/setup/vertex.glsl
data/shader/setup/vertex.glsl
+15
-0
data/shader/terrain/dispMappingWithWater_fsh.glsl
data/shader/terrain/dispMappingWithWater_fsh.glsl
+0
-2
data/shader/terrain/dispMapping_fsh.glsl
data/shader/terrain/dispMapping_fsh.glsl
+0
-3
data/shader/terrain/plainSphere_fsh.glsl
data/shader/terrain/plainSphere_fsh.glsl
+0
-2
src/game/src/engine/graphics/RendererSystem.cpp
src/game/src/engine/graphics/RendererSystem.cpp
+8
-4
src/game/src/engine/scene/scenes/AtmosphereTestScene.cpp
src/game/src/engine/scene/scenes/AtmosphereTestScene.cpp
+8
-10
No files found.
data/shader/CommonDeferredFrag.glsl
View file @
681a07c1
#version 410 core
#if LAST_SHADER == VERTEX
in
vec3
vNormal
;
in
vec2
vTexCoord
;
in
vec3
vPosition
;
#endif
#if LAST_SHADER == TESSELATION
in
vec3
teNormal
;
in
vec2
teTexCoord
;
in
vec3
tePosition
;
#endif
#if LAST_SHADER == GEOMETRY
in
vec3
gNormal
;
in
vec2
gTexCoord
;
in
vec3
gPosition
;
in
vec3
gPatchDistance
;
in
vec3
gTriDistance
;
#endif
uniform
bool
uHasAlbedoMap
;
uniform
sampler2D
uTexture
;
...
...
@@ -57,36 +37,10 @@ vec4 emissive();
vec3
normal
();
vec4
specularSmoothness
();
vec3
inNormal
;
vec2
inTexCoord
;
vec3
inPosition
;
vec3
inPatchDistance
;
vec3
inTriDistance
;
void
main
()
{
#if LAST_SHADER == VERTEX
inNormal
=
vNormal
;
inTexCoord
=
vTexCoord
;
inPosition
=
vPosition
;
#endif
#if LAST_SHADER == TESSELATION
inNormal
=
teNormal
;
inTexCoord
=
teTexCoord
;
inPosition
=
tePosition
;
#endif
#if LAST_SHADER == GEOMETRY
inNormal
=
gNormal
;
inTexCoord
=
gTexCoord
;
inPosition
=
gPosition
;
inPatchDistance
=
gPatchDistance
;
inTriDistance
=
gTriDistance
;
#endif
setupInputs
();
initShader
();
vec4
color
=
color
();
/*float sampl = rand(gl_FragCoord.xy + vec2(mod(uTime,1)));
...
...
@@ -95,13 +49,13 @@ void main()
vec4
thisPosition
=
uViewProjectionMatrix
*
vec4
(
inPosition
,
1
);
vec4
prevPosition
=
uPrevViewProjectionMatrix
*
uPrevModelMatrix
*
uInverseModelMatrix
*
vec4
(
inPosition
,
1
);
vec2
prevFragCoord
=
prevPosition
.
xy
/
prevPosition
.
w
;
vec2
thisFragCoord
=
thisPosition
.
xy
/
thisPosition
.
w
;
vec2
thisFragCoord
=
thisPosition
.
xy
/
thisPosition
.
w
;
oColor
=
color
;
oEmissive
=
emissive
();
oSpecularSmoothness
=
specularSmoothness
();
oNormalMotion
.
xy
=
normalize
(
normal
()).
xy
;
oNormalMotion
.
zw
=
(
thisFragCoord
-
prevFragCoord
)
*
0
.
5
;
oNormalMotion
.
zw
=
(
thisFragCoord
-
prevFragCoord
)
*
0
.
5
;
}
data/shader/CommonDeferredVert.glsl
View file @
681a07c1
...
...
@@ -24,7 +24,7 @@ void main()
vTexCoord
=
texCoord
();
vPosition
=
position
();
gl_Position
=
uViewProjectionMatrix
*
vec4
(
vPosition
,
1
);
gl_Position
=
uViewProjectionMatrix
*
vec4
(
vPosition
,
1
);
// Logarithmic Depth buffer
//float Fcoef = 2.0 / log2(uFar + 1.0);
...
...
data/shader/PBR.fsh
View file @
681a07c1
#
define LAST_SHADER VERTEX
#
pragma import "setup/vertex.glsl"
#pragma import "CommonDeferredFrag.glsl"
#pragma import "Utils.glsl"
...
...
data/shader/ShadowMap.fsh
View file @
681a07c1
#version 410 core
in vec3 tPosition;
in vec2 tTexCoord;
...
...
data/shader/Skybox.fsh
View file @
681a07c1
#
define LAST_SHADER VERTEX
#
pragma import "setup/vertex.glsl"
#pragma import "CommonDeferredFrag.glsl"
#pragma import "Utils.glsl"
...
...
data/shader/TXAA.fsh
View file @
681a07c1
#version
330
#version
410 core
uniform sampler2D uSamplerColor;
uniform sampler2D uSamplerHistory;
...
...
@@ -30,13 +30,18 @@ void main()
float depthSample = texture(uSamplerDepth, sampleCoord).x;
if(depthSample < depth) {
motion = texture(uSamplerNormalMotion, sampleCoord).zw;
depth = depthSample;
depth = depthSample;
}
}
vec
2 samplePos = vTexCoord - motion.xy;
vec
4 history = texture(uSamplerHistory, vTexCoord - motion.xy);
vec4 history = texture(uSamplerHistory, samplePos);
oColor.rg = abs(motion.xy) ;
oColor.b = 0;
oColor.a = 1;
//oColor = history;
oColor.a = 1;
//return;
float factor = 0.85;
...
...
@@ -47,9 +52,9 @@ void main()
for(int x = -1; x <= 1; x++) {
for(int y = -1; y <= 1; y++) {
vec4
s
ample = texture(uSamplerColor, vTexCoord + vec2(x, y)*uOneOverColorSize);
minNeighbour = min(minNeighbour,
s
ample);
maxNeighbour = max(maxNeighbour,
s
ample);
vec4
colorS
ample = texture(uSamplerColor, vTexCoord + vec2(x, y)*uOneOverColorSize);
minNeighbour = min(minNeighbour,
colorS
ample);
maxNeighbour = max(maxNeighbour,
colorS
ample);
}
}
...
...
data/shader/WaterSurface.fsh
View file @
681a07c1
#version 410 core
#
define LAST_SHADER GEOMETRY
#
pragma import "setup/geometry.glsl"
#pragma import "noise/noise3d.glsl"
#pragma import "noise/noise4d.glsl"
...
...
data/shader/console/Background.fsh
View file @
681a07c1
#
define LAST_SHADER VERTEX
#
pragma import "../setup/vertex.glsl"
#pragma import "../CommonDeferredFrag.glsl"
#pragma import "../Utils.glsl"
...
...
data/shader/console/Minimap.fsh
View file @
681a07c1
#
define LAST_SHADER TESSELATION
#
pragma import "../setup/vertex.glsl"
#pragma import "../CommonDeferredFrag.glsl"
#pragma import "../Utils.glsl"
...
...
data/shader/console/Title.fsh
View file @
681a07c1
#
define LAST_SHADER VERTEX
#
pragma import "../setup/vertex.glsl"
#pragma import "../CommonDeferredFrag.glsl"
#pragma import "../Utils.glsl"
...
...
data/shader/lines.fsh
View file @
681a07c1
#
define LAST_SHADER VERTEX
#
pragma import "setup/vertex.glsl"
#pragma import "CommonDeferredFrag.glsl"
...
...
data/shader/planets/earth.fsh
View file @
681a07c1
#version 410 core
#
define LAST_SHADER GEOMETRY
#
pragma import "../setup/geometry.glsl"
#pragma import "../noise/noise3d.glsl"
#pragma import "../noise/noise4d.glsl"
...
...
data/shader/planets/jupiter.fsh
View file @
681a07c1
#version 410 core
#
define LAST_SHADER GEOMETRY
#
pragma import "../setup/geometry.glsl"
#pragma import "../CommonDeferredFrag.glsl"
...
...
data/shader/planets/moon.fsh
View file @
681a07c1
#version 410 core
#
define LAST_SHADER GEOMETRY
#
pragma import "../setup/geometry.glsl"
#pragma import "../noise/noise3d.glsl"
#pragma import "../Utils.glsl"
...
...
data/shader/setup/geometry.glsl
0 → 100644
View file @
681a07c1
in
vec3
gNormal
;
in
vec2
gTexCoord
;
in
vec3
gPosition
;
in
vec3
gPatchDistance
;
in
vec3
gTriDistance
;
vec3
inNormal
;
vec2
inTexCoord
;
vec3
inPosition
;
vec3
inPatchDistance
;
vec3
inTriDistance
;
void
setupInputs
()
{
inNormal
=
gNormal
;
inTexCoord
=
gTexCoord
;
inPosition
=
gPosition
;
inPatchDistance
=
gPatchDistance
;
inTriDistance
=
gTriDistance
;
}
\ No newline at end of file
data/shader/setup/tesselation.glsl
0 → 100644
View file @
681a07c1
in
vec3
teNormal
;
in
vec2
teTexCoord
;
in
vec3
tePosition
;
vec3
inNormal
;
vec2
inTexCoord
;
vec3
inPosition
;
vec3
inPatchDistance
;
vec3
inTriDistance
;
void
setupInputs
()
{
inNormal
=
teNormal
;
inTexCoord
=
teTexCoord
;
inPosition
=
tePosition
;
}
\ No newline at end of file
data/shader/setup/vertex.glsl
0 → 100644
View file @
681a07c1
in
vec3
vNormal
;
in
vec2
vTexCoord
;
in
vec3
vPosition
;
vec3
inNormal
;
vec2
inTexCoord
;
vec3
inPosition
;
vec3
inPatchDistance
;
vec3
inTriDistance
;
void
setupInputs
()
{
inNormal
=
vNormal
;
inTexCoord
=
vTexCoord
;
inPosition
=
vPosition
;
}
\ No newline at end of file
data/shader/terrain/dispMappingWithWater_fsh.glsl
View file @
681a07c1
#define LAST_SHADER GEOMETRY
//#pragma import "../CommonDeferredFrag.glsl"
#pragma import "normalApproximation.glsl"
//in vec3 gUpVector_normalized;
...
...
data/shader/terrain/dispMapping_fsh.glsl
View file @
681a07c1
#define LAST_SHADER GEOMETRY
//#pragma import "../CommonDeferredFrag.glsl"
#pragma import "normalApproximation.glsl"
//in vec3 gUpVector_normalized;
...
...
data/shader/terrain/plainSphere_fsh.glsl
View file @
681a07c1
#define LAST_SHADER GEOMETRY
in
vec3
gPosInModelspace
;
void
initShader
(){};
...
...
src/game/src/engine/graphics/RendererSystem.cpp
View file @
681a07c1
...
...
@@ -175,12 +175,15 @@ bool RendererSystem::startup() {
ImGui
::
Image
((
void
*
)
m_specularBuffer
->
getObjectName
(),
glm
::
vec2
{
1280
,
720
}
*
0.2
f
,
{
0
,
1
},
{
1
,
0
});
ImGui
::
End
();
ImGui
::
Begin
(
"ShadowMap"
,
0
,
ImGuiWindowFlags_AlwaysAutoResize
);
for
(
auto
shadowMap
:
m_shadowMaps
)
{
ImGui
::
Image
((
void
*
)
shadowMap
->
getDepthAttachment
().
texture
->
getObjectName
(),
{
256
,
256
});
ImGui
::
Begin
(
"Render Passes"
,
0
,
ImGuiWindowFlags_AlwaysAutoResize
);
for
(
int
i
=
0
;
i
<
m_passes
.
size
();
i
++
)
{
auto
&
pass
=
m_passes
[
i
];
if
(
ImGui
::
Button
((
"Pass_"
+
std
::
to_string
(
i
)).
c_str
()))
{
pass
.
active
=
!
pass
.
active
;
}
}
ImGui
::
End
();
});
}
,
1
);
return
true
;
}
...
...
@@ -561,6 +564,7 @@ void RendererSystem::render(RenderPass& pass, double interp, double totalTime) {
// TXAA
glDisable
(
GL_BLEND
);
vao
.
bind
();
// 'empty' VAO -> no attributes are defined
pass
.
compositingTarget
->
bind
();
int
width
=
pass
.
compositingTarget
->
getSize
().
x
;
...
...
src/game/src/engine/scene/scenes/AtmosphereTestScene.cpp
View file @
681a07c1
...
...
@@ -405,11 +405,10 @@ void AtmosphereTestScene::loadMainSceneResources() {
auto
checkboardTexture
=
Texture2DFileManager
::
the
()
->
get
(
Texture2DCreator
(
"checkerboard.png"
));
auto
sunShader
=
ShaderProgramCreator
(
"PBR"
)
.
attributeLocations
(
vaoSun
->
getAttributeLocations
())
.
fragmentDataLocations
(
m_renderer
->
getGBufferLocations
())
.
create
();
auto
sunShader
=
ShaderProgramFileManager
::
the
()
->
get
(
ShaderProgramCreator
(
"PBR"
)
.
attributeLocations
(
vaoSun
->
getAttributeLocations
())
.
fragmentDataLocations
(
m_renderer
->
getGBufferLocations
()));
sunGeometry
=
{
vaoSun
};
...
...
@@ -427,11 +426,10 @@ void AtmosphereTestScene::loadMainSceneResources() {
{
// create cockpit
auto
vaoCockpit
=
VertexArrayObjectCreator
(
"cockpit/cockpit_v2_outer.obj"
).
create
();
auto
cockpitShader
=
ShaderProgramCreator
(
"PBR"
)
.
attributeLocations
(
vaoCockpit
->
getAttributeLocations
())
.
fragmentDataLocations
(
m_renderer
->
getGBufferLocations
())
.
create
();
auto
cockpitShader
=
ShaderProgramFileManager
::
the
()
->
get
(
ShaderProgramCreator
(
"PBR"
)
.
attributeLocations
(
vaoCockpit
->
getAttributeLocations
())
.
fragmentDataLocations
(
m_renderer
->
getGBufferLocations
()));
cockpitMaterial
=
{
glm
::
vec4
{
0.4
,
0.4
,
0.4
,
1
},
glm
::
vec4
{
0
,
0
,
0
,
1
},
...
...
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