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Re: Bump Mapping Shader
[Re: oliver2s]
#22160
01/17/04 09:54
01/17/04 09:54
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Joined: Jan 2002
Posts: 1,276 trapped in a paper bag
Drew
Serious User
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Serious User
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
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works great! even has proper lighting in shadows... here is the code, with action and material (for shader newbies like me) Code:
MATERIAL bumpmap { effect " matrix matWorldViewProj; matrix matWorld; texture entSkin1; texture entSkin2; vector vecLight; technique dot3map { pass p0 { Texture[0] = <entSkin2>;//2te Skin im Model ist die Normal Map Texture[1] = <entSkin1>;//1te Skin im Model ist die Textur COLOROP[0] = dotproduct3; COLORARG1[0] = texture; COLORARG2[0] = diffuse; COLOROP[1] = modulate; COLORARG1[1] = texture; COLORARG2[1] = current; VertexShaderConstant[0]=<matWorldViewProj>; VertexShaderConstant[4]=<matWorld>; VertexShaderConstant[18]={1f,1f,1f,1f}; VertexShaderConstant[19]={0.5f,0.5f,0.5f,0.5f}; VertexShaderConstant[20]= <vecLight>; VertexShaderConstant[30]={0f,1f,0f,0f}; VertexShaderConstant[31]={1f,0f,0f,0f}; VertexShaderConstant[32]={0f,0f,1f,0f}; VertexShaderConstant[90]={1f,0f,0f,0f}; //damit oFog gefüllt ist VertexShader = decl { stream 0; float v0[3]; //Position float v3[3]; //Normal float v7[2]; //Textur Koordinaten 0 } asm { vs.1.0 m4x4 oPos, v0, c0 m4x4 r10,v0,c4 m3x3 r8,v3,c4 mov oT0, v7 mov oT1, v7 mov oT2, v7 mov oT3, v7 //calculate texture space matrix from normal and up mul r0,c31,v3.zxyw //-1,0,0 mul r1,c32,v3.yzxw //0,0,-1 sub r0,r1,r0 dp3 r0.w,r0,r0 rsq r0.w,r0.w mul r0,r0,r0.w //normalized right vector mov r1, c30 //0,-1,0 mov r2, r8 sub r9,c20,r10 dp3 r9.w,r9,r9 rsq r9.w,r9.w mul r9,r9,r9.w //normalized light vector m3x3 r3,r9,r0 mov r3.w,c30.w //transform light to texture space add r3,r3,c18 //bias mul r3,r3,c19//scale mov oD0,r3 mov oFog,c90 }; } } "; }
action Shader_bumpmap { my.material=bumpmap; }
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Re: Bump Mapping Shader
[Re: Drew]
#22161
01/17/04 15:24
01/17/04 15:24
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Joined: Jan 2002
Posts: 1,276 trapped in a paper bag
Drew
Serious User
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Serious User
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
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I applied the bump shader to a chunk of wall entity, works great except the ambient color. Is there a way to match the ambient of the level better?
or some rgb value we can change to match? The bumpmapped object does pick up the light and dark of the shadows nicely, but is way too dark.. you can see the same object on thr right,, without bumpmapping.
also- thank you for sharing the shader!!
i translated this using babelfish
Ich wendete das Stoß shader an einem Klumpen des Wandwesens, bearbeite großes ausgenommen die umgebende Farbe an. Gibt es eine Weise, das umgebende des Niveaus besser zusammenzubringen? oder etwas rgb Wert, den wir zum Gleichen ändern können? Bumpmapped Gegenstand aufhebt das helle und die Dunkelheit der Schatten freundlich, aber ist die dunkle Weise zu. Sie kann den gleichen Gegenstand auf thr Recht, ohne bumpmapping. sehen danken Ihnen auch für das Teilen des shader!!
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Re: Bump Mapping Shader
[Re: oliver2s]
#22163
01/17/04 16:55
01/17/04 16:55
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Joined: May 2002
Posts: 2,541 Berlin
EX Citer
Expert
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Expert
Joined: May 2002
Posts: 2,541
Berlin
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Yo, dann könnte man passend zu diesem Topic hier ein paar normal map translator programme links einfügen, hm? ZB ich könnte den für nvidia hier reinsetzen, den ich allerdings noch nicht getested habe und daher nochnicht bewerten kann.
Ausserdem fahr ich gleich nach berlin und kann also eh erst morgen abend das hier machen.
EX
Last edited by EX Citer; 01/17/04 16:57.
:L
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Re: Bump Mapping Shader
[Re: fuxerz]
#22168
01/21/04 02:11
01/21/04 02:11
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Joined: Jan 2002
Posts: 90 Nebraska
DarkShadow
Junior Member
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Junior Member
Joined: Jan 2002
Posts: 90
Nebraska
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hi all,
i tried this code even though my card doesnt support hardware shaders, it seems to work, but not really too sure, i modified a model and added a normal map to it, added the action to the model then ran it with a plain version of the model beside it to compare, well the shader is definately working but it is really dark and i can only really make out one part of the model skin and it is definately bumpmapped, however this won't due for a game, i must be missing something, do i need a dynamic light in the scene to really see the effect, or maybe do i need to adjust the material? i'm rather new to this, i just upgraded from a5 and really don't know about all the material effects and stuff, if anyone can help, i'd be grateful, i'll even send my test project if anyone wants to see it. Also while i'm at it, i have another questionit seems rather easy to apply this shader to a model or terrain, but how would i go about using it on a map entity, as map entities don't have skins really, just textures, so i don't really understand how to add a normal map to a map entitiy for use by the shader, anyway, like i said, i'm new to this stuff so bear with me on these. Anyway that's all i need right now, thanks in advance for any help.
James
It's tough to escape what's all in your head.
PORTFOLIO - Here
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