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Water Flowmap Shader - Proof of Concept. #457017
12/20/15 02:49
12/20/15 02:49
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
Serious User
Steempipe  Offline OP
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Hi all, I've been spending some spare time getting re-acquainted with the engine and working on a shader that I had abandoned several years ago. I think I have it going well as the whole, and can now work on individual components in the shader.

Eventually, when I get the thing ironed out to my satisfaction I'll post the code in the Wiki with a tutorial. It is kind of a neat concept in my opinion. And something I had always wanted to incorporate into the game/level I could never see to make!

http://steempipe.painthorsestudios.net/waterflow/water_flow_101_release01.zip

//***************************************************************************
// water_flow_101_release01 -- 12/19/2015 -- Steempipe (Eric Hendrickson-Lambert)
// animate water flow direction with a flowmap in the pixelshader.
// version 101 uses a static cubemap for relection, and requires much work
//
// requires: 3DGS A8 C/P, vs/ps2_0, DirectX 9
//
// based on the implementation presented here:
// http://graphicsrunner.blogspot.com/2010/08/water-using-flow-maps.html
//
// flowmap produced from tool here:
// http://teckartist.com/?page_id=107
// ***************************************************************************

Press '0' to use free the camera, arrow keys to move
right mouse button to pan/tilt
'esc' to quit


TODO:
-Continue to smooth out the pulsation effect
-Improve the specular component, add the fresnal effect
-Increase perturbation of environment map, fix artifacts, etc
-Change code for realtime reflection/refraction
-Produce a demo level and tutorial on the use




Re: Water Flowmap Shader - Proof of Concept. [Re: Steempipe] #457018
12/20/15 10:04
12/20/15 10:04
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
It looks really nice! I suggest adding a flowing shore map later, near by the terrain and on those perturbation lines (take a look at the screen):


Keep it up! Best regards!


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: Water Flowmap Shader - Proof of Concept. [Re: 3run] #457020
12/20/15 12:22
12/20/15 12:22
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
Serious User
Steempipe  Offline OP
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Thanks for the suggestion!

Re: Water Flowmap Shader - Proof of Concept. [Re: Steempipe] #457030
12/20/15 19:07
12/20/15 19:07
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Its good news to me seeing you back here at the forums, Steempipe. Keep it up!

Re: Water Flowmap Shader - Proof of Concept. [Re: HeelX] #457036
12/21/15 00:24
12/21/15 00:24
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
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Steempipe  Offline OP
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Good to see you too, HeelX. I'm impressed with what you have done here!

Re: Water Flowmap Shader - Proof of Concept. [Re: Steempipe] #457709
01/27/16 19:52
01/27/16 19:52
Joined: Mar 2005
Posts: 68
Baesweiler
Tele Offline
Junior Member
Tele  Offline
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Joined: Mar 2005
Posts: 68
Baesweiler
Everything is great but where is the water.fx
no .fx no demo. :-(

Re: Water Flowmap Shader - Proof of Concept. [Re: Tele] #457714
01/28/16 02:45
01/28/16 02:45
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
Serious User
Steempipe  Offline OP
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Tele~ Thanks for the reminder. I've got to get back on it, and get the project/code cleaned up some.

Re: Water Flowmap Shader - Proof of Concept. [Re: Steempipe] #457782
01/30/16 17:42
01/30/16 17:42
Joined: Mar 2005
Posts: 68
Baesweiler
Tele Offline
Junior Member
Tele  Offline
Junior Member

Joined: Mar 2005
Posts: 68
Baesweiler
@Steempipe
Thaks, I hope so ;-)

Re: Water Flowmap Shader - Proof of Concept. [Re: Tele] #457867
02/04/16 00:49
02/04/16 00:49
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
Serious User
Steempipe  Offline OP
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Making some minor progress on the flowmap shader. There is still alot of minor things to contend with, but it's slowly moving along. It's very difficult to deal with the pulsating effect and will probably be a situation where there will have to be compromise.

Video of Flowmap Shader 2-3-16


Re: Water Flowmap Shader - Proof of Concept. [Re: Steempipe] #457884
02/05/16 03:25
02/05/16 03:25
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
Serious User
Steempipe  Offline OP
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Current state:
-"reflections" with cubic environment map bumpmapping.
-Added a Fresnel term to control transparency.
-Added code for specular highlights from sun direction/color

Next goal is foam mapping.

Video of shader


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