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duzenko

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Everything posted by duzenko

  1. Makes sense. Not an issue for small rooms.
  2. In the beginning, before the stages (option 1) If you put it in a stage, it would mean making the stage volumetric (and I think we're not ready for per-stage processing)
  3. That could work, however hurtful for performance. Please see the material remarks from post #44
  4. Can we try that? Also, can you set different light materials to lights you want to show up a volumetric? Right now they all seem to use the lights/glowtest/window01 material. Use the new "volumetric" keyword on that light material.
  5. The multi-light shader does not do specular yet.
  6. Let's try it this way The fboResolutuion refactoring happens in the guthub repo branch only. The unrelated changes can go straight to svn trunk. Then if you want them in your pivate github branch - you pull them into the github *main* branch first and only then you merge master into your private branch. Please no formatting-only changes. When you have something for us to test in your private branch, me and probably @nbohr1more review it and I merge it to svn with a single commit. This way it can be reverted easily and does not get mixed up with other changes. @nbohr1more, what are the things you usually test when I push something? I'd guess stencil shadows (hard and soft)shadow maps (hard and soft)multisampling???I'd also test the r_fboresolution in both < 1 and > 1 directions.
  7. Right. Or, you could fix the light frustum - resize and reposition.
  8. The volumetric is not in svn yet. The glare material has been postponed beyond 2.07. "Stay tuned"
  9. I'll need your github user name
  10. Do you have an account on github? I want to add you to my experiments repo at https://github.com/duzenko/darkmod-experiments Then we can easily branch, merge, and test without spamming the svn history.
  11. "WARNING: 0:3: '#extension' : 'ARB_explicit_uniform_location' is not supported"?? Intel, you suck.

    1. nbohr1more

      nbohr1more

      Things muttered by game devs annualy... :)

  12. I'm walking about the same path, so it should allow that sort of animation at some point
  13. Great, then it shouldn't be a problem reverting the rest of it Please understand that you have been doing a lot of unrelated changes in same commits. We need to back out of it gracefully to start moving forward.
  14. I can use r_singleLight for now Here's how it looks with projection texture. TODO: depth check.
  15. Oh no, the lamps are gone... I can see 6 lights total in that room (well, 5 plus the ambient) Do we want to add volume to all of them? Aslo, the projected floor light has a big gap before the window - should it be touching the window?
  16. @revelator Do you mind reverting all your commits starting with 7705 and doing your staff in a separate branch until you sort it out?
  17. Thanks The halo on the screenshots is indeed drawn on top of each light, using that light's position. The lights are "regular", i.e. in this case it's the Closemouthed Shadow mission. Now the halo here is a sphere just to start with something. For a shaft we would need to bind the light's falloff and projection. That's where it's starting to get costly but we should be let the user to turn it off depending on his GPU speed. Technically it's possible to add shadows, but ATM I only know how to that with shadow maps. The stencil shadows only work with fragments that write to depth buffer (i.e. solid geometry) AFAIK. Yeah, about the three physical effects (as far as I understand them) Lens flare. Honestly, not sure how that fits the medieval first-person-look setting. Anticipating negative feedback - want some formal discussion first.In-eye refraction. I must have experienced that myself, but can't remember what it looked like. And I'm not sure about the math behind that.The air dust/fog. That's what I am focusing on with this shader.The god-rays is all mumbo-jumbo for me. Something to make fun in the context of game-makers and nVidia marketing buzz. Consider me backward in that department. The good thing is we can add the required position offset to volumetric center via light material parameters. We should be able to use the same light for volumetric and everything else. In fact, if we want the shadows to be taken into consideration, I would go with single light for everything. Now the approach I am following here does not duplicate on model interactions. It's using the light frustum triangles (12 in total). That's costly on the fillrate, but should not be a problem for proud GTX 1070+ owners (yet). Could you add a custom-projection light to the test map? Something like the barn-window lights in Reap As You Sow. Using a custom light material as well. https://www.istockphoto.com/photo/window-filled-with-clouds-casting-shadow-on-floor-gm844551658-138368127
  18. Distance to light
  19. That should do. Here's what I got in a first attempt. https://github.com/duzenko/darkmod-experiments/commit/31ca5ccb9add6bc5b8c8d47b0b69f325693dbeb7 It's lacking the depth test and distance to light - that's for the next time.
  20. So, the halo materials went to the dusty closet. Now the volumetric lights. Practically we could start with a simple spherical highlight based on the @nbohr1more's link above. We only need to add a new parameter to the light material (you decide on the name). @Judith, can you update the test map to have custom light materials?
  21. Looking at the engine I can see one problem with this. Every surface we draw ATM can be either solid, or translucent. The solid surfaces must always pass the equal depth test. The translucent surfaces never write to depth and must pass the "less than" depth test. Now the problem here is the engine forces the same equal/less depth test for all stages on a material. So we can either write to depth or post-process. https://github.com/duzenko/darkmod-experiments/blob/e4f05ec7b92f103d0e1632c5ab3f2fd238090f9a/renderer/Material.cpp#L2283 Understandably, this lock would have to be broken to go forward with the emission material. I don't know if it this lock has been there since 2004 or it was added by someone from TDM. I'm not sure if it's time to break it now or not. Now, can't we achieve the same halo effect with a fog light? BTW please create a separate thread for volumetric lighting ( I can get sidetracked easily ) unless volumetric lighting and halos are the same thing.
  22. Can we have a test map for this?
  23. How about making flare to apply to a single stage as well as the entire material? Probably not such a good idea. How about creating a custom shader for this?
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