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shade-c : lite-c shader project (HDR,DoF,etc) #190006
03/23/08 18:43
03/23/08 18:43
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
User

Joined: Jun 2004
Posts: 655
to your left


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









Shade-C EVO Lite-C Shader Framework
Re: shade-c : lite-c shader project (HDR,DoF,etc) [Re: BoH_Havoc] #190007
03/23/08 18:48
03/23/08 18:48
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
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.
Re: shade-c : lite-c shader project (HDR,DoF,etc) [Re: HeelX] #190008
03/23/08 19:35
03/23/08 19:35
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Online
Senior Expert
Quad  Online
Senior Expert

Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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.

3333333333
Re: shade-c : lite-c shader project (HDR,DoF,etc) [Re: HeelX] #190009
03/23/08 20:11
03/23/08 20:11
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
User
BoH_Havoc  Offline OP
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Joined: Jun 2004
Posts: 655
to your left
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.


Shade-C EVO Lite-C Shader Framework
Re: shade-c : lite-c shader project (HDR,DoF,etc) [Re: BoH_Havoc] #190010
03/23/08 20:40
03/23/08 20:40
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
I like it very much! What I like the most is that it runs very smooth on my pc!

Re: shade-c : lite-c shader project (HDR,DoF,etc) [Re: BoH_Havoc] #190011
03/23/08 20:49
03/23/08 20:49
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
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.
Re: shade-c : lite-c shader project (HDR,DoF,etc) [Re: Pappenheimer] #190012
03/23/08 20:51
03/23/08 20:51
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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
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Intel® i7 975 Quad Core
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NVIDIA® GeForce GTX 295 Memory 1795GB
Re: shade-c : lite-c shader project (HDR,DoF,etc) [Re: HeelX] #190013
03/23/08 21:33
03/23/08 21:33
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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?

Re: shade-c : lite-c shader project (HDR,DoF,etc) [Re: Pappenheimer] #190014
03/24/08 02:09
03/24/08 02:09
Joined: Jan 2008
Posts: 10
Brisbane, Australia
J
JJJohan Offline
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JJJohan  Offline
Newbie
J

Joined: Jan 2008
Posts: 10
Brisbane, Australia
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

Re: shade-c : lite-c shader project (HDR,DoF,etc) [Re: JJJohan] #190015
03/24/08 03:10
03/24/08 03:10
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
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mpdeveloper_B  Offline
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Joined: Feb 2006
Posts: 2,185
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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