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Re: Bump Mapping Shader [Re: Josh_Arldt] #22260
06/28/05 14:17
06/28/05 14:17
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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it's black with me too


"Yesterday was once today's tomorrow."
Re: Bump Mapping Shader [Re: Inestical] #22261
06/28/05 14:51
06/28/05 14:51
Joined: Mar 2003
Posts: 1,095
Germany
nightshade Offline
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nightshade  Offline
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Posts: 1,095
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Dito, bei mir auch .

Re: Bump Mapping Shader [Re: nightshade] #22262
06/28/05 15:51
06/28/05 15:51
Joined: Mar 2003
Posts: 1,095
Germany
nightshade Offline
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Sorry für Doppelpost, aber geht Steempipes Shader :

Code:
 

material mat_bumpmap
{

flags=tangent;

effect="

matrix matWorldViewProj;
matrix matWorld;

texture entSkin1; //Colormap
texture entSkin2; //Normalmap

vector vecLight;
vector vecFog;
vector vecSunDir;

technique dot3mapping
{
pass p0
{

AlphaBlendEnable = False;
AlphaTestEnable = False;
Lighting = True;
DitherEnable = True;

Texture[0] = <entSkin2>;
Texture[1] = <entSkin1>;

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[9]= <vecFog>;
vertexShaderConstant[10]=<vecSunDir>;
vertexShaderConstant[11]=<vecLight>;
VertexShaderConstant[12]={0.5f, 0.5f, 0.0f, 0.0f};

VertexShader =
asm
{

vs_1_1

// Declarations
dcl_position v0
dcl_normal v3
dcl_texcoord0 v7
dcl_texcoord1 v8

// Transform position to clip space
m4x4 oPos, v0, c0

// Tranform normal and tangent to world space
m3x3 r3, v8, c4
m3x3 r5, v3, c4

// Compute binormal
mul r0, r3.zxy, r5.yzx
mad r4, r3.yzx, r5.zxy, -r0

// Transform (Sun)light vector to tangent space
dp3 r0.x, r3.xyz, -c10
dp3 r0.y, r4.xyz, -c10
dp3 r0.z, r5.xyz, -c10

// Normalize transformed light vector
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0, r0, r0.w

// Put light vector in range from 0 to 1
mad r0, r0, c12.x, c12.x
// Adjust the intensity
mul r0, r0, c12.y
// Add environment light then send it down the diffuse pipe
add oD0.xyz,r0,c11

// Fog calculations
mov r1.w,c9.w
dp4 r0,v0,c6 // distance to camera position
add r0,r0,-c9.x // distance-fog_start
mad r0.x,-r0.x,c9.z,r1.w // 1-(distance-fog_start)*(1/(fog_end-fog_start))
max oFog,r0.x,c12.w // clamp with custom max value

// Pass the texture coordinates through
mov oT0, v7
mov oT1, v7
};
}
}
";
}



action fx_bumpmaping
{
my.material = mat_bumpmap;
}




Auch für Levelgeometrie? Geht ja normal, aber wie? Sorry bin noob in Shadern;).

MfG, reaver

Re: Bump Mapping Shader [Re: nightshade] #22263
06/28/05 18:44
06/28/05 18:44
Joined: Sep 2004
Posts: 1,214
Austin, Texas
Josh_Arldt Offline
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Joined: Sep 2004
Posts: 1,214
Austin, Texas
Ok... since the shader is black for all of you as well I must have done something wrong...

I guess I'll just keep working on it.

Re: Bump Mapping Shader [Re: Josh_Arldt] #22264
06/28/05 18:51
06/28/05 18:51
Joined: Apr 2005
Posts: 3,815
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Inestical Offline
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aighty i want to get the code asap


"Yesterday was once today's tomorrow."
Re: Bump Mapping Shader [Re: Inestical] #22265
06/29/05 02:57
06/29/05 02:57
Joined: Sep 2004
Posts: 1,214
Austin, Texas
Josh_Arldt Offline
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Josh_Arldt  Offline
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Joined: Sep 2004
Posts: 1,214
Austin, Texas
Quote:

aighty i want to get the code asap




I hope to have it finished asap...
I have no idea what's causing this though.

Re: Bump Mapping Shader [Re: Josh_Arldt] #22266
06/29/05 05:22
06/29/05 05:22
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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which part of the code actually puts the bumpmapping-effect on the cube

EDIT: I can get it working with this:
Code:

ColorOp[0] = Modulate;
ColorArg1[0] = Texture;
ColorArg2[0] = Current;

ColorOp[1] = Bumpenvmap;
ColorArg1[1] = Texture;
ColorArg2[1] = Diffuse;


But it won't show the bumpmapefftect well..

Last edited by Whine; 06/29/05 08:26.

"Yesterday was once today's tomorrow."
Re: Bump Mapping Shader [Re: Inestical] #22267
06/29/05 08:22
06/29/05 08:22
Joined: Sep 2004
Posts: 1,214
Austin, Texas
Josh_Arldt Offline
Senior Developer
Josh_Arldt  Offline
Senior Developer

Joined: Sep 2004
Posts: 1,214
Austin, Texas
Quote:

which part of the code actually puts the bumpmapping-effect on the cube

EDIT: I enbled AlhpaBlendEnable and i got the bumpmapping effect. but there is no colors.




@ whine that's not the shader I am trying to convert... that's the one Reaver posted... the bumpmapping with show up even with alphaBlendEnable = false.
I don't understand why Reaver posted that... it's off topic...

Here's my code:

MATERIAL bumpmap
{
flags=tangent;

effect ="
texture entSkin1;
texture entSkin2;
matrix matWorldViewProj;
matrix matWorld;
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] = Modulate2x;
ColorArg1[1] = Texture;
ColorArg2[1] = Current;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]=<matWorld>;
VertexShaderConstant[18]={1.0f,1.0f,1.0f,1.0f};
VertexShaderConstant[19]={0.5f,0.5f,0.5f,0.5f};
VertexShaderConstant[20]= <vecLight>;
VertexShaderConstant[30]={0.0f,1.0f,0.0f,0.0f};
VertexShaderConstant[31]={1.0f,0.0f,0.0f,0.0f};
VertexShaderConstant[32]={0.0f,0.0f,1.0f,0.0f};
VertexShaderConstant[90]={1.0f,0.0f,0.0f,0.0f}; //damit oFog gefüllt ist


VertexShader = asm
{
vs_1_1
dcl_position v0
dcl_normal v3
dcl_texcoord0 v7

m4x4 oPos, v0, c0
m4x4 r10,v0,c4
m4x4 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.xyzw, 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.w
mov oFog,c90.x
};
}
}
technique fallback
{
pass P0
{
//set texture stage states
Texture[1] = <entSkin1>;
ColorArg1[1] = Texture; // stage 0 = skin texture
ColorOp[1] = Modulate;
ColorArg2[1] = Diffuse; // modulate by lighting

}
}
";
}

Re: Bump Mapping Shader [Re: Josh_Arldt] #22268
06/29/05 08:28
06/29/05 08:28
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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Inestical  Offline
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Posts: 3,815
Finland
oh ok


"Yesterday was once today's tomorrow."
Re: Bump Mapping Shader [Re: Inestical] #22269
06/29/05 10:58
06/29/05 10:58
Joined: Mar 2003
Posts: 1,095
Germany
nightshade Offline
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nightshade  Offline
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Joined: Mar 2003
Posts: 1,095
Germany
omg, I only want to use Steempipes Shader on level-geometry, is it to many?
(pls post a script)
thanks, Reaver.

EDIT : Look on the search-function, and type in "shader collection". theres a demo with bump-mapping shader on blocks (not map-entitys). But the file isn't not on the server, admin removed it .

Last edited by Reaver; 06/29/05 11:07.
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