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Shaders!!! #201246
04/07/08 19:31
04/07/08 19:31
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
Expert
Slin  Offline OP
Expert

Joined: May 2005
Posts: 2,713
Lübeck
I am currently developing a little (okay maybe not THAT little) shaderpack in Lite-C (+HLSL and some fixed function stuff).
The goal is to have a flexible, easy to implement, extendable collection of shades where you don´t have to implement all or none but can also choose the ones you want to use for your project.
To realise that, each shader becomes its own .c file containing the material with the shadercode, a fallback version if I consider it usefull (otherwise just no shader) and a function to add the effect to an entity through passing the pointer and the effectparameters. The only file you need for each effect is a helper script containing some functions to keep the other files cleaner. I created two helperfiles and two header files, one for Objectshaders and one for Postprocessingshaders (they are all without a special fallback) where you can keep track on the included shaders. In some cases there is also a Tool file including a function for for example creating a shadowmap for the terrain (not yet done). Some of the postprocessingeffects also need you to call a special function after changing the screenresolution to make everything fit again.

The Objectshaders I´ve got so far are:
- Per pixel lighting (PS 2.0) for the Sun
- Normal mapping (PS 2.0) for the Sun
- Multitexture terrain (PS 2.0) with per pixel lighting for the Sun using a blendmap, a shadowmap and up to 4 Textures and with ffp fallback to texture with Detailmap and Shadowmap
- Watershader with reflection and refraction (PS 2.0) and ffp fallback with transparency and reflection and also including a tool file to generate a blendmap for the seethrough values (not for the fallback version)
- A simple waterfall (ffp)

The Postprocessingeffects are (all PS 2.0):
- Bloom
- DoF
- Stencilshadow blur
- Heat haze (still wip)
- Anaglyph stereo effect (still needs the possibility to be used together with the other postprocessingeffects)
- Raindrops
- Blood (similar to the raindropseffect)
- Old movie

Things I still want to do:
- Finish the wip effects
- Add more lights to the shaders
- Support for a lightmap with second UV-set
- Create different versions of the shaders for different ligtsituations (indoor/outdoor)
- Relief mapping
- Parallax mapping
- Environment mapping
- Cartoon shader (both, postprocessing and objectshader)
- Radial blur
- Blur
- Colorfilter (you´ll have to pass a colortransformationmatrix to the shader)
- An editor to apply those shaders in realtime to the objects, to add postprocessing to the scene and to adjust the values
- Documentation

I am still not sure what to do with this pack when it is done, but I would like you to propose some more things I could implement.

Thanks for your attention :P
Slin

Some early screenshots:






Last edited by Slin; 04/08/08 14:44.
Re: Shaders!!! [Re: Slin] #201249
04/07/08 19:43
04/07/08 19:43
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
you already know, the whole forum loves you \:\)


3333333333
Re: Shaders!!! [Re: Quad] #201253
04/07/08 19:59
04/07/08 19:59
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline
Expert
Puppeteer  Offline
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Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
I like th spider :]
and the blood.
You are doing well as always...


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: Shaders!!! [Re: Puppeteer] #201255
04/07/08 20:13
04/07/08 20:13
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
I requested the blood for Razor ;\)

Keep it up! It will make it beautiful!!!

Re: Shaders!!! [Re: HeelX] #201266
04/07/08 21:51
04/07/08 21:51
Joined: Oct 2006
Posts: 175
G
Gumby22don Offline
Member
Gumby22don  Offline
Member
G

Joined: Oct 2006
Posts: 175
Is it possible to have a FPS impact rating generated from each shader? Such that we could make a scene, and run through a 5 second test of each shader with a output of the fps achieved, and percentage slowdown that translates to.

Also, is it easy to add custom shaders in the same format if we're using say 5 of yours, and want to add one specifically for ours, but keep the same organisation setup?

Don
have a great day

Re: Shaders!!! [Re: Gumby22don] #201271
04/07/08 22:55
04/07/08 22:55
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
Expert
Slin  Offline OP
Expert

Joined: May 2005
Posts: 2,713
Lübeck
As HeelX wrote, he requested the blood ;\)
You can have up to ten splashes at the same time with if you want different textures, which can also be changed at realtime if you want. It is the same with their scale, transparency and position :P

 Originally Posted By: Gumby22don
Is it possible to have a FPS impact rating generated from each shader? Such that we could make a scene, and run through a 5 second test of each shader with a output of the fps achieved, and percentage slowdown that translates to.

A problem is, that the shaders are very different and will surely have very different impact on the framerate. The impact also depends on the overall framrate. At least it would be a lot of extrawork I don´t want to do at the moment for that.

 Originally Posted By: Gumby22don
Also, is it easy to add custom shaders in the same format if we're using say 5 of yours, and want to add one specifically for ours, but keep the same organisation setup?

It takes a few minutes, but sure it is easily possible. But if there is a shader I forget which you consider to be usefull, please tell me and I´ll try to add it. My goal is to have a customizable collection of all well working and usefll shaders there are. I most probably forgot something on my list.

Thanks for the nice comments ;\)

Re: Shaders!!! [Re: Slin] #201276
04/08/08 00:35
04/08/08 00:35
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Could the blood one be used to add impact splash effects to surfaces?
Im thinking here of explosions.
I like the ripple one as Im thinking it could make for a great cloaking effect.

Re: Shaders!!! [Re: Nems] #201295
04/08/08 07:47
04/08/08 07:47
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Great work, Slin! \:\)


Models, Textures and Games from Dexsoft
Re: Shaders!!! [Re: Machinery_Frank] #201308
04/08/08 10:59
04/08/08 10:59
Joined: Jun 2007
Posts: 152
Norway
D
Darkyyes Offline
Member
Darkyyes  Offline
Member
D

Joined: Jun 2007
Posts: 152
Norway
Have to ask :p the reflection in the water shader
could it be used for glass as well? :p


New to lite-c and gamestudio in general, thank you for reading.
Com, A7 v7.7
Re: Shaders!!! [Re: Darkyyes] #201326
04/08/08 12:07
04/08/08 12:07
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
Expert
Uhrwerk  Offline
Expert

Joined: Jan 2002
Posts: 4,225
Germany / Essen
Sorry, i don't know how to translate that:
Slin, ich will ein Kind von Dir! ;\)


Always learn from history, to be sure you make the same mistakes again...
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