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shade-c : lite-c shader project (HDR,DoF,etc)
#190006
03/23/08 18:43
03/23/08 18:43
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Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
OP
User
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OP
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Joined: Jun 2004
Posts: 655
to your left
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 Well, i told you guys i would release a first version of shade-c this week, so here it is: shade-c version: 0.87 "FLU" BETA I couldn't get everything done i wanted as i was (and still am) ill for the last couple of days, but some things are already implemented. Current Features: - High Dynamic Range Rendering - Depth of Field with dynamic autofocus - Easily attach more Post Processing Effects, set their mtl.skills and mtl.skins (works with the PPEs supplied with A7) - Small library of ready to use Post Processing Effects (including heat haze, a toon- and sketch shader) - Ready to use object shaders (including velvety, carpaint and a skin shader) - lite-c only, no plugins are used - easy integration to do list: - include dynamic hdr gamma correction - include volumetric sunlight shader - include volumetric particle shader - get ambience occlusion to work - include ambience occlusion shader - add vecSkill vars to object shaders and write a function to easily set them - clean up object shaders - finish vector art shader and implement it - add more shaders (let me know what you want): + "number 23"-like post processing effect - finish manual - fix bugs/make shade-c more user friendly/etc. - everything else i forgot Grab it here (There's also a compiled testapp) I hope there aren't too many bugs in the code and typos in the manual. Well then, enjoy and give feedback please 
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Re: shade-c : lite-c shader project (HDR,DoF,etc)
[Re: BoH_Havoc]
#190007
03/23/08 18:48
03/23/08 18:48
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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WHOAW This is the right stuff at the right time. I really wanted to start in the next few hours to add these shaders on my own but you were first ^^ [EDIT] Is there a way to switch through the shaders in the test bed? [EDIT2] Quote:
IMPORTANT NOTE: shade-c uses entity.skills89-99. Make sure they aren't used by your project!
This is bad. Why don't you use a linked datastructure to reduce the necessary skills to 1 ???
[EDIT3]
I noticed that you use 5 or 6 stages for HDR. Isnt it possible to reduce it to one shader? Wouldnt this also increase rendering speed?
Can s_mtl_hdrColor be used to add a color filter to the scene?
[EDIT4]
Could you please describe in short how I can extract the DOF and HDR shader from your framework to integrate them into my own?
Last edited by HeelX; 03/23/08 19:07.
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Re: shade-c : lite-c shader project (HDR,DoF,etc)
[Re: HeelX]
#190008
03/23/08 19:35
03/23/08 19:35
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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awesome, awesome, awesome, awesome. i was waiting for this.
thanks, its time to play and test what i can do with them.
Last edited by Quadraxas; 03/23/08 19:35.
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Re: shade-c : lite-c shader project (HDR,DoF,etc)
[Re: HeelX]
#190009
03/23/08 20:11
03/23/08 20:11
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Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
OP
User
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OP
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Joined: Jun 2004
Posts: 655
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Quote:
Is there a way to switch through the shaders in the test bed?
No, sorry. But good point, i will keep that in mind for the next version. 
Quote:
IMPORTANT NOTE: shade-c uses entity.skills89-99. Make sure they aren't used by your project!
This is bad. Why don't you use a linked datastructure to reduce the necessary skills to 1 ???
What do you mean by linked datastructure? An array? Reducing the needed skills to 1 would be great.
Quote:
I noticed that you use 5 or 6 stages for HDR. Isnt it possible to reduce it to one shader? Wouldnt this also increase rendering speed?
Can s_mtl_hdrColor be used to add a color filter to the scene?
Yessum i use 6 stages. 1 stage: downsample the scene for speed reasons. 2 stage: do a highpass 3 stage: blur the screen (gaussian i think, i always mix box and gaussian) 4 stage: horizontal blur 5 stage: vertical blur 6 stage: upsample and combine hdr with the scene (tonemapping)
so basically you could cut this down to 4 stages, by not using the horizontal and vertical blur. If you know a way to do HDR in one pass i would be more than interisted in this 
s_mtl_hdrColor is a remaining of my testscene. It's not used by anything ad has no purpose. Thanks for pointing it out. Applying a color filter to the final hdr stage sounds like a good idea however. 
Quote:
Could you please describe in short how I can extract the DOF and HDR shader from your framework to integrate them into my own?
I'll have a look at it, but it shouldn't be to much work. But not today, i'm too tired.
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Re: shade-c : lite-c shader project (HDR,DoF,etc)
[Re: BoH_Havoc]
#190011
03/23/08 20:49
03/23/08 20:49
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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Quote:
No, sorry. But good point, i will keep that in mind for the next version. 
Good testbeds allow the user to see everything your <insert app.. in this case shade-C> features. If you are too tired to make a super-adjustable thing, make different demos or different "pages"/"scenes" with different shaders.
Quote:
What do you mean by linked datastructure? An array? Reducing the needed skills to 1 would be great.
It seems that you are storing data in these skills. Though, saying the user that these skills are unavoidable used by shade-C makes a bitter taste on the tongue :-) I was in same situation some weeks ago: for a customer I made a plugin. At first there were only 6 skills I needed, after some development iterations I used over 30 skills to save and log running data which very necessary and not able to be reduced anymore. So I created a struct which holds the data and write the adress of the struct into only one skill. The co-routine which works on that entity with this data than restores by casting each frame a pointer to that datastructure. To remove the entity I wrote a special function which checks if the linking skill is != 0. If yes, the entity is using that plugin and the linked datastructure, so it removes it first and after that ent_remove is called. Easy, isnt it?
Quote:
If you know a way to do HDR in one pass i would be more than interisted in this 
I will investigate that later when I figured out how to rip HDR from your "framework".
Quote:
Applying a color filter to the final hdr stage sounds like a good idea however. 
That would be nice if you can add this comes in handy when you are programming day/night cycles, like giving the scene a blue touch at night and a warm orange tone when its sunrise.
Quote:
I'll have a look at it, but it shouldn't be to much work. But not today, i'm too tired.
Thanks!
[EDIT]
Maybe you can add a function that removes all stages.
Last edited by HeelX; 03/23/08 20:50.
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Re: shade-c : lite-c shader project (HDR,DoF,etc)
[Re: Pappenheimer]
#190012
03/23/08 20:51
03/23/08 20:51
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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As it's still Easter here in Belgium, this is a nice gift indeed  (Altought this doesn't beat the major chocolate bunny I got this morning  ) Great work man but I can only rate you once ^^ Cheers Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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Re: shade-c : lite-c shader project (HDR,DoF,etc)
[Re: HeelX]
#190013
03/23/08 21:33
03/23/08 21:33
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Quote:
Quote:
Applying a color filter to the final hdr stage sounds like a good idea however.
That would be nice if you can add this comes in handy when you are programming day/night cycles, like giving the scene a blue touch at night and a warm orange tone when its sunrise.
Reading this it comes to my mind: what about fog, do your shaders work with fog, too?
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Re: shade-c : lite-c shader project (HDR,DoF,etc)
[Re: Pappenheimer]
#190014
03/24/08 02:09
03/24/08 02:09
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Joined: Jan 2008
Posts: 10 Brisbane, Australia
JJJohan
Newbie
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Newbie
Joined: Jan 2008
Posts: 10
Brisbane, Australia
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Agh, it doesn't work for me  . I'm running gamestudio pro a7. When I try to run my game it says: Code:
Error in 'MAIN' line 13: 'var' undeclared identifier
< var s_rtScale = 256; //render-target size>
<include ^s_shadeC.c>;> MAIN.WDL 1:2 (): Script error s_shadeC.c
All I did was include the s_shadec.c file and call s_initshaders
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Re: shade-c : lite-c shader project (HDR,DoF,etc)
[Re: JJJohan]
#190015
03/24/08 03:10
03/24/08 03:10
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
Expert
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Expert
Joined: Feb 2006
Posts: 2,185
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this is cool, now if only you could take the sketch shader, and add the models skins to it with toon shading, it'd be perfect, also since i don't have lite-c i can't use this, but when i get a7 i'll probably get it on the first day  edit: i noticed that you kinda did it with the toon shader, but maybe witout bloom it would look better
- aka Manslayer101
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