1 registered members (monarch),
1,259
guests, and 5
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
FireFly Lighting Engine 1.0 (formally ONYX ENGIN3)
#236887
11/17/08 00:30
11/17/08 00:30
|
Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
OP
Member
|
OP
Member
Joined: Apr 2008
Posts: 235
TEXCOORD3
|
Hi everyone, I have recentley changed the name of my previous lighting engine as I found an already existing engine with the same name.
I have been very busy over the last few months but I have continued working on the engine.
In this topic, I will list my progress on the engine as well as new additions and versions.
You can expect to see this engine (v1.0) before the end of the year.
-Mike-
http://www.groundtacticsgame.com/Alienware m17x R Custom laptop specs: Intel Core 2 Extreme Quad CPU Q9300 2x Nvidia 280GTX 2GB vram 6GB ddr3 memory@ 1333Mhz 512GB SSD 1200p 17' screen runs Crysis Warhead on max settings at 1200p at 90 fps
|
|
|
Re: FireFly Lighting Engine 1.0 (formally ONYX ENGIN3)
[Re: Foxfire]
#236888
11/17/08 00:39
11/17/08 00:39
|
Joined: Aug 2003
Posts: 7,439 Red Dwarf
Michael_Schwarz
Senior Expert
|
Senior Expert
Joined: Aug 2003
Posts: 7,439
Red Dwarf
|
How about making a topic when you _actually_ have something to show?
"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
|
|
|
Re: FireFly Lighting Engine 1.0 (formally ONYX ENGIN3)
[Re: Foxfire]
#236891
11/17/08 00:47
11/17/08 00:47
|
Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
OP
Member
|
OP
Member
Joined: Apr 2008
Posts: 235
TEXCOORD3
|
Engine status: ------------------- November 16th, 2008 -------------------
-a new Omni Directional lighting system has been implemented. Dynamic lights can now cast shadows in all directions instead of only a 3D cone. -support for unlimited dynamic lights has been added. Lights are now automatically turned on and off via an automatic light detection system that uses a KD tree architecture in consort with Gamestudio's BSP engine. -the maximum number of views to be used at any given miment to render shadows can now be set with the MaxRender variable. There is no limit to the number of shadow cating lights, however, each light is a drin on the gpu and can dramatically lower framerate. Make sure to limit the MaxRender variable to conserve preformance, especially in complex scenes. -each light's shadow map can now be retrieved using the GetShadowMap(Light*) function which returns a bmap pointer to the shadow map buffer. -Percentage Closer Soft Shadows has been implemented. -Sunlight has now been improved. You no longer need to create a light and update its position above the camera. The engine will automatically adjust the views to provide a large* area of shadow around the camera. -*The SunQuality variable has been implemented. This variable controls the quality of dynamic sunlight. This must be between 1 and 10 where 1 is low quality and 10 is the highest quality. When set at 10, the sunlight has a resolution ratio of 1:1 per screen pixel at all times.
http://www.groundtacticsgame.com/Alienware m17x R Custom laptop specs: Intel Core 2 Extreme Quad CPU Q9300 2x Nvidia 280GTX 2GB vram 6GB ddr3 memory@ 1333Mhz 512GB SSD 1200p 17' screen runs Crysis Warhead on max settings at 1200p at 90 fps
|
|
|
Re: FireFly Lighting Engine 1.0 (formally ONYX ENGIN3)
[Re: Foxfire]
#236894
11/17/08 00:52
11/17/08 00:52
|
Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
OP
Member
|
OP
Member
Joined: Apr 2008
Posts: 235
TEXCOORD3
|
Here is the manual so far by the way (it is not even close to finish however):
FireFly Lighting 1.0 -Michael Auerbach 1008-
In the FireFly Engine 1.0, there are 3 kinds of lights that can be easily implemented into your gamestudio project:
Omni-directional : casts light in all directions
Spotlight : casts light in a cone shape in one direction
Directional light : casts light in a single direction as sunlight or a non-point light source
Each light source can have any of several variables and flags checked to customize each light’s properties:
Shadows : if true, this light will render a shadow map. See sub properties below:
ShadowRes : select a resolution for the shadow map. An integer between 1 and 10 where 10 is the highest quality. The
default is 5.
ShadowBlur : FireFly 1.0 support high-quality Percentage Closer Filtering for all shadow maps. This property can be
modified to control how blurry a shadow should be. This must be an integer between 0 and 10 where 10 is the most blurry. When
set to 0, shadow blurring is shut off.
ShadowCol : One extraordinary feature of FireFly is the “pure” lighting equation. By default, shadows will equate to
a value of 0.0f light from the light source. The result is a realistic rendering that, however, requires lights to be placed
abundantly as to influence other light’s shadows. However, as this is often computationally expensive, a simple “ambient” value
can be set to override the standard 0.0f shadow value. It is recommended that this is not changed. NOTE: the deferred shading algorithm ensures that the 0.0f shadow value will not automatically clamp the final pixel value
to 0.
Color : a 3 floating point or char (0-255) value to represent rgb color. The color is augmented with the range and HDR
light strengths as shown below.
Range : this represents the light’s “range” and is virtually identical to light range in the standard Gamestudio engine.
Longer ranges will provide a larger attenuation area when lighting your world.
Gamma(HDR) : this value represents the actual brightness or strength of the light. This value is used in the HDR
calculations and affects the scenes “mood.” For example, the HDR values for a couple of indoor lights might be set to a low value
and an outdoor sunlight set to a very high gamma. When the camera moves from the indoor lighting into the sunlight, the indoor
area will become very dark and the outside will become a normalized light value.
Lights also have basic properties:
Position : 3D World coordinates in Gamestudio x,y,z format. These are automatically converted to x,z,y format
(DirectX) for convenience
Pan : Light direction for spotlight and directional lights.
Arc : width of light cone for spotlights (between 1 and 120)
http://www.groundtacticsgame.com/Alienware m17x R Custom laptop specs: Intel Core 2 Extreme Quad CPU Q9300 2x Nvidia 280GTX 2GB vram 6GB ddr3 memory@ 1333Mhz 512GB SSD 1200p 17' screen runs Crysis Warhead on max settings at 1200p at 90 fps
|
|
|
Re: FireFly Lighting Engine 1.0 (formally ONYX ENGIN3)
[Re: Michael_Schwarz]
#236895
11/17/08 00:54
11/17/08 00:54
|
Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
OP
Member
|
OP
Member
Joined: Apr 2008
Posts: 235
TEXCOORD3
|
How about making a topic when you _actually_ have something to show? ? did you really respond before I finished posting ?
http://www.groundtacticsgame.com/Alienware m17x R Custom laptop specs: Intel Core 2 Extreme Quad CPU Q9300 2x Nvidia 280GTX 2GB vram 6GB ddr3 memory@ 1333Mhz 512GB SSD 1200p 17' screen runs Crysis Warhead on max settings at 1200p at 90 fps
|
|
|
Re: FireFly Lighting Engine 1.0 (formally ONYX ENGIN3)
[Re: not_me]
#236947
11/17/08 08:05
11/17/08 08:05
|
Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
|
Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
|
lol, yeah happy birthday Michael!
good stuff Foxfire! i'm keen to see it in action, but it all sounds really good so far.
julz
Formerly known as JulzMighty. I made KarBOOM!
|
|
|
Re: FireFly Lighting Engine 1.0 (formally ONYX ENGIN3)
[Re: Slin]
#237005
11/17/08 16:15
11/17/08 16:15
|
Joined: Apr 2008
Posts: 650
Sajeth
User
|
User
Joined: Apr 2008
Posts: 650
|
How about making a topic when you _actually_ have something to show?
Teleschrott-Fan.
|
|
|
Re: FireFly Lighting Engine 1.0 (formally ONYX ENGIN3)
[Re: Sajeth]
#237047
11/17/08 19:24
11/17/08 19:24
|
Joined: Jun 2005
Posts: 4,875
broozar
Expert
|
Expert
Joined: Jun 2005
Posts: 4,875
|
|
|
|
|