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Re: Shade-C v0.91 BETA S1 RELEASED [Re: Ch40zzC0d3r] #407514
09/14/12 08:55
09/14/12 08:55
Joined: Apr 2005
Posts: 795
U.S.A. Michigan
exile Offline
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exile  Offline
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Joined: Apr 2005
Posts: 795
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Understandable, however I have my origin in the main menu set at 0,0,0. Its almost as though nothing is rendering except panels. If I find a resolution I will post it in the wiki.

Last edited by exile; 09/14/12 09:01.
Re: Shade-C v0.91 BETA S1 RELEASED [Re: exile] #407557
09/15/12 16:09
09/15/12 16:09
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Joined: Jun 2004
Posts: 655
to your left
You have to use Shade-c's object shaders. Have a look at the "fx" folder as well as "common.h" in the example folder.

If you want to use your own shaders, you have to call sc_skill(entity, SC_OBJECT_PASS, SC_PASS_FORWARD); for every object that uses a custom shader. These object will then be rendered in a traditional forward renderer instead of shade-c's deferred renderer. Please note though, that you should only use custom shaders where you can obsolutely not use shade-c's objectshader, as custom shaders don't work together with a lot of Shade-C's effects (lights, shadows, ssao, depth of field, etc.). The only objects you might want to render in forward rendering are translucent objects. Everything else should be rendered using Shade-C's objectshader.


Please note, that all code in the example/fx folder will be moved to default.fx and the .fx files in the example/fx folder will only contain #defines and variables in the future. This is needed for easier updating the objectshader code in the future.


Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 BETA S1 RELEASED [Re: BoH_Havoc] #407574
09/15/12 23:19
09/15/12 23:19
Joined: Apr 2005
Posts: 795
U.S.A. Michigan
exile Offline
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exile  Offline
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Ah I see now, got it working laugh One thing I think would be great to add is different types of material shaders. Like

Lava
Water
Grass
Tree
Plastic
Rubber
Plasma

etc...

Not sure if they can be useful but I have been trying to find a way to recreate some of the Unreal Engine 3 material shaders in A8. I can share them if you like.

Re: Shade-C v0.91 BETA S1 RELEASED [Re: exile] #407616
09/16/12 20:45
09/16/12 20:45
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
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alibaba  Offline
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I just somehow can´t get spotlights working. I want to attach one to the camera, but the shadowmap doesn´t gets updated.


Professional Edition
A8.47.1
--------------------
http://www.yueklet.de
Re: Shade-C v0.91 BETA S1 RELEASED [Re: alibaba] #407617
09/16/12 21:19
09/16/12 21:19
Joined: Jun 2004
Posts: 655
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BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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@exile:
I will get back to you on that offer! Have to create some hooks in the objectshader first so one can easily insert one's own code.

@alibaba
You have to call sc_light_update(ENTITY* lightentity); after you moved/rotated a shadowcasting-,projector- or spotlight around.


Updates:
I just finished merging all spotlight and directional light shaders into one big shader which is now placed in default.fx. Still have to add pointlights, then it's finished and you will finally be able to actuall USE the light flags like SC_LIGHT_SPECULAR or SC_LIGHT_SHADOW.
I also optimized the SSAO shader for more realistic results. SSAO will now only be visible in dark places and/or shadows (like in the real world). If you don't want this, there's a parameter to tweak the results. You can smoothly lerp between full ssao everywhere and ssao in dark places only.
Next Update should be ready by tomorrow.


Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 BETA S1 RELEASED [Re: BoH_Havoc] #407621
09/17/12 05:30
09/17/12 05:30
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
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alibaba  Offline
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Hmm.. still doesn´t work smirk
Here is the code and the result, when i move the camera:


Professional Edition
A8.47.1
--------------------
http://www.yueklet.de
Re: Shade-C v0.91 BETA S1 RELEASED [Re: alibaba] #407637
09/17/12 12:10
09/17/12 12:10
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Sorry, there was a bug which lead to the shadowmap view not being updated. The fix will be included in the next update.


Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 BETA S1 RELEASED [Re: BoH_Havoc] #407638
09/17/12 12:41
09/17/12 12:41
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Joined: Jun 2004
Posts: 655
to your left
New Update:
https://github.com/BoHHavoc/ShadeC-EVO
Quote:

- Lightbuffer is now packed to support HDR (well... MDR at least)
- Lights support HDR values now
- Fixed bug where spotlight shadows didn't get updated when the light
was rotated
- All lightshaders were merged and put in default.fx
- Tweaked SSAO for a more realistic behaviour. Now only dark areas will
be affected by SSAO. If the user does not want this, he can tweak the
ssao to also be visible in bright areas
- Added additional scatter shader to bloom
- Added LOW, MEDIUM, HIGH and ULTRA quality setting for SSAO
- Light flags now work as they should


Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 BETA S1 RELEASED [Re: BoH_Havoc] #407639
09/17/12 13:01
09/17/12 13:01
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
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alibaba  Offline
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Joined: May 2008
Posts: 2,113
NRW/Germany
Awesome! Thanks! laugh


Professional Edition
A8.47.1
--------------------
http://www.yueklet.de
Re: Shade-C v0.91 BETA S1 RELEASED [Re: alibaba] #407640
09/17/12 13:08
09/17/12 13:08
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Hotfix for spotlights, forgot to also update position and arc. wink
https://github.com/BoHHavoc/ShadeC-EVO


Shade-C EVO Lite-C Shader Framework
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