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Re: Bloom [Re: Machinery_Frank] #88169
09/01/06 09:12
09/01/06 09:12
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
Serious User
D3D  Offline
Serious User

Joined: Apr 2006
Posts: 1,551
Netherlands
Ah yes render to texture I forgot to mention that one in ..just to name a few.. Anyways thanks for clearing that up When A7 is released i'll consider again for upgrading to professional.


All the best,

Dusty


smile
Re: Bloom [Re: ChrisB] #88170
09/01/06 17:54
09/01/06 17:54
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

Hm, i always thought that most of these effects are possible since 6.2? Or do you mean some template effects?




Post-processing effects are possible with A6, full screen bloom, night vision and blurs included, as far as I know depth of field is not possible, because we don't have access to the depth buffer. However a fullscreen sepia effect or night vision effect is not at all hard to make with the pro version. I'm currently heavy into experimenting with fullscreen post-processing effects with pro and can confirm that it's possible, you need to feed the 'view' to a shader and render it's result to the view, either directly or onto a model that's in front of the screen...

Quote:

plus i demand somewhat effect chain to use many postprocessing effects additional by using the result of the previous and not the base textur




I'm by no means an expert on this subject contrary to you, but isn't it possible to use both the base texture and the post-processed texture by adding it to or using it as a second skin in a shader? Unfortunately, this can't be done with rendering to a view which might have been your point in the first place,

Cheers

Last edited by PHeMoX; 09/01/06 18:05.

PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Bloom [Re: PHeMoX] #88171
09/02/06 15:19
09/02/06 15:19
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
PheMox: If you can do it then please make a template post processing collection for the pro edition. Maybe you can sell this later on. I would be interested.


Models, Textures and Games from Dexsoft
Re: Bloom [Re: Machinery_Frank] #88172
09/02/06 19:29
09/02/06 19:29
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
I will consider providing a post-processing collection but that will definately take some time, by the way I'm already in the process of making a littly tutorial about how to make post processing effects with A6, but it's not finished either yet. For now though, I can recommend trying Oliver2s refraction shader and to use that approach on a view instead, that's basically the best way to do full screen post-processing effects ...

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Bloom [Re: PHeMoX] #88173
09/04/06 07:08
09/04/06 07:08
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
You normally don't use the depth buffer in a shader. For depth information the scene depth is usually rendered into a floating point texture. This is possible with the beta version.

All effects mentioned here can be done by users. However I am aware of the usual problems with user shaders posted on the shader forum. When developing a shader for your own purposes, it's a lot of additional work to provide an easy template for making the shader available to beginners. Therefore all the newbie problems with shaders. When you're following the beta features, you see that we're developing a shader template collection.

Any user contributions to the shader collection are very welcome. If you need any certain engine feature for a shader effect, please post a request to this section. Shader feature requests will be treated with high priority, and shader devlopers can join the beta team.

Re: Bloom [Re: jcl] #88174
07/17/07 10:35
07/17/07 10:35
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
Quote:


You normally don't use the depth buffer in a shader. For depth information the scene depth is usually rendered into a floating point texture. This is possible with the beta version.





Is this possible with A7 Comm?
If yes, how to do so and where can I find more information about that?

Thanks

Re: Bloom [Re: Slin] #88175
07/17/07 11:29
07/17/07 11:29
Joined: Oct 2002
Posts: 254
UK, London
Dyc Offline
Member
Dyc  Offline
Member

Joined: Oct 2002
Posts: 254
UK, London
You will probably find a lot about depth buffers on websites dealing with shadow mapping etc. as rendering the scene depth from the lights perspective to a (preferably) floating point surface / texture is one of the processes needed to achieve this.
As you can see from the screenshot below, the scene is rendered to a surface using a simple shader, and visible in the upper left corner and then mapped onto the scene later.
Where xLightWorldViewProjection is the product of the lights view and projection matrices and xMaxDepth is used to normalize the value so that it’s smaller than 1.0 and can be used as a colour.
To get the xLightWorldViewProjection you could do something like:
D3DXMATRIX matLightWorld;
D3DXMatrixIdentity( &matLightWorld );

D3DXMATRIX matLightView;
D3DXMatrixIdentity( &matLightView );
D3DXMatrixLookAtLH(&matLightView, &D3DXVECTOR3(-2500.0f, 400.0f, -200.0f), &D3DXVECTOR3(0.0f, 0.0f, 0.0f), &D3DXVECTOR3(0.0f, 1.0f, 0.0f));

D3DXMATRIX matLightProjection;
D3DXMatrixIdentity( &matLightProjection );
D3DXMatrixPerspectiveFovLH( &matLightProjection, D3DXToRadian(45.0f), (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, 1.0f, 4000.0f );
D3DXMATRIX matLightWorldViewProjection = matLightWorld * matLightView * matLightProjection;

struct SMapVertexToPixel
{
float4 Position : POSITION;
float3 Position2D : TEXCOORD0;
};
struct SMapPixelToFrame
{
float4 Color : COLOR0;
};
SMapVertexToPixel ShadowMapVertexShader( float4 inPos : POSITION)
{
SMapVertexToPixel Output = (SMapVertexToPixel)0;
Output.Position = mul(inPos, xLightWorldViewProjection);
Output.Position2D = Output.Position;

return Output;
}

SMapPixelToFrame ShadowMapPixelShader(SMapVertexToPixel PSIn)
{
SMapPixelToFrame Output = (SMapPixelToFrame)0;
Output.Color = PSIn.Position2D.z/xMaxDepth;
return Output;
}




Re: Bloom [Re: Dyc] #88176
07/17/07 11:44
07/17/07 11:44
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
Thanks,
that means that there is no other way than assigning this simple shader to each model and to render the sky black, if it is rendered in the "depth_view" -.-

It is no problem to change the entitys materials depending on the view but I´ve got some problems in doing the same with levelgeometrie...

I´ll post this in the scripting forum.

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