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Vecais_Dumais_Laacis Guru
Joined: 29 Jan 2004 Posts: 800
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Posted: Mon Nov 29, 2004 10:17 pm Post subject: |
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nu labi - juus paliekat pie sava es pie sava ;)
dabeigshu savu tooli liidz taadai stadija kaadai gribu tb exporteejas sceena aaraa + kods kas to sceenu ziimee tb dabuujam 3d screenshotu ar visiem meshiem, textuuraam, shaderiem un tad redzees kas un kaa
tad varees arii pa mesham atsleegt un piesleegt un redzees kaa tieshi katrs meshs tiek buuveets/ziimeets/kustinaats _________________ ...un ja bites buutu laachi... |
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GiGa Indago Uzvarētājs
Joined: 25 Sep 2003 Posts: 887
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Posted: Mon Nov 29, 2004 10:42 pm Post subject: |
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Jaa, dev, kaa tas notiek PI pareizi saprati bet HL2 man tas uudens iipashi neraustiijaas - diezgan ilgi peetiiju kas un kaa vinjiem, bet vismaz es nepamaniiju
VDL - oho, gribeetu redzeet to tavu tuuli pabeigtu, izklausas pec moshniigas lietinjas... _________________
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Vecais_Dumais_Laacis Guru
Joined: 29 Jan 2004 Posts: 800
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Posted: Mon Nov 29, 2004 11:16 pm Post subject: |
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nu pagaidaam izstaas ceriigi - es praktiski visu izstaas varu paarkjert un pierakstiit - tik vien kaa peec tam plati atspeeleet _________________ ...un ja bites buutu laachi... |
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Vecais_Dumais_Laacis Guru
Joined: 29 Jan 2004 Posts: 800
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Posted: Tue Nov 30, 2004 5:26 pm Post subject: |
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yippy
atspeeleeshana daudz maz shancee - probleemas veel ir palikshas ar shaderu atspeeleeshanu bet standarta dx izstaas ka pareizi atspeeleejaas [render to texture moka bik gljuko] _________________ ...un ja bites buutu laachi... |
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Vecais_Dumais_Laacis Guru
Joined: 29 Jan 2004 Posts: 800
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Posted: Wed Dec 01, 2004 1:46 am Post subject: |
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origjinaalais kadrs
3d capture
tas pats 3d kadrs tikai no cita rakursa
kaa redzams kau4kaadas probleemas ar textuuru izpluushanu bet tas buutu praktiski siikums _________________ ...un ja bites buutu laachi... |
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Vecais_Dumais_Laacis Guru
Joined: 29 Jan 2004 Posts: 800
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Posted: Wed Dec 01, 2004 1:07 pm Post subject: |
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par hl2 uudeni - nu saaku leenaam nosveerties par labu normal mapeem [veel galiigi neticu bet moka tomeer]
lasiiju par hl2 shaderiem http://www2.ati.com/developer/gdc/D3DTutorial10_Half-Life2_Shading.pdf
samplerRefractSampler: register( s2 );
samplerReflectSampler: register( s4 );
samplerNormalSampler: register( s3 );
samplerNormalizeSampler: register( s6 );
tjipo izmanto vinji normal mapi uudenim [un protams divas textuuras - reflekcijai un refrekcijai] _________________ ...un ja bites buutu laachi... |
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Vecais_Dumais_Laacis Guru
Joined: 29 Jan 2004 Posts: 800
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Hobits Indago organizātors
Joined: 04 Jul 2003 Posts: 491 Location: Riga
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Posted: Fri Dec 03, 2004 11:55 am Post subject: |
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Nu veciit, tu esi maniaks, un veel maxii ar vissaam textuuraam iedabuuji.
Ar kaadaam speelem sitas darbojas, un kaa tu vispaar extrakto geometriju?
Interesanti buutu kaut kaadu GTA3 pilseetu uzskeerst, apskatiities cik polji sakraameeti, utt. Vai piemeeram Mafiju. |
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Vecais_Dumais_Laacis Guru
Joined: 29 Jan 2004 Posts: 800
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Posted: Sat Dec 04, 2004 11:44 am Post subject: |
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vajadzeetu darboties uz visiem softiem kas dx9 izmanto [veelaak moka dx8/7/opengl vareetu klaat piemest bet tas nu taa]
gta3 ir map editors - saucaas moomapper http://www.chronetal.co.uk/gta/
ar sho tooli visu pilseetu gluzhi nedabuusi - dabuusi tikai to kas currentajaa freimaa tiek rendereets. tb gribi visu pilseetu braukaa apkaart un peec tam liec kopaa... weee baiss darbs. a ieskatu no taa kaa viss tiek likts kopaa un kaa tiek izmantotas visaadas viltiibas arii no pilseetas daljas var guut.
veel var iesleegt wireframe mode [ieksh hl2 taa diivaini shancee droshi vien deelj shaderu kaudzeem] _________________ ...un ja bites buutu laachi... |
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GiGa Indago Uzvarētājs
Joined: 25 Sep 2003 Posts: 887
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Posted: Wed Dec 22, 2004 12:14 am Post subject: |
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Damn, kaapeec es nepamaniiju uzreiz to uudens skriinus pirmajaa lapaa ieliktos? Nevajag updeitot vecos postus, vaig pa jaunam postot taa es nekad neatradiishu taadas interesantas lietas :)
Quote: | echh...
fresnels uz plaknes [refrakcija/reflekcija] |
vari paraadiit shaderi konkreetajam scriinam?
Quote: | teixim aatru vilnjoshanos var uztaisiit izmantojot 1d textuuru kuraa ir iekodeetas sin/cos veertiibas un caur sin/cos aatri izreekjinaat normaali - ieguusim smukas sinusoidas kuraam var nedaudz pievienot kaadu random nobiidi lai neizskatiitos tik matemaatiski un shaderis skries paleekdamies |
Vari paraadiit sheideri, kur taa tiek normaalji taa apreekinaati, un tieshaam neizskataas "matemaatiski"? _________________
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Vecais_Dumais_Laacis Guru
Joined: 29 Jan 2004 Posts: 800
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Posted: Wed Dec 22, 2004 9:19 am Post subject: |
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Code: | // Vertex program for fresnel reflections / refractions
void main_vp(
float4 pos : POSITION,
float4 normal : NORMAL,
float2 tex : TEXCOORD0,
out float4 oPos : POSITION,
out float fresnel : COLOR,
out float3 noiseCoord : TEXCOORD0,
out float4 projectionCoord : TEXCOORD1,
uniform float4x4 worldViewProjMatrix,
uniform float3 eyePosition, // object space
uniform float fresnelBias,
uniform float fresnelScale,
uniform float fresnelPower,
uniform float timeVal,
uniform float scale, // the amount to scale the noise texture by
uniform float scroll, // the amount by which to scroll the noise
uniform float noise // the noise perturb as a factor of the time
)
{
oPos = mul(worldViewProjMatrix, pos);
// Projective texture coordinates, adjust for mapping
float4x4 scalemat = float4x4(0.5, 0, 0, 0.5,
0,-0.5, 0, 0.5,
0, 0, 0.5, 0.5,
0, 0, 0, 1);
projectionCoord = mul(scalemat, oPos);
// Noise map coords
noiseCoord.xy = (tex + (timeVal * scroll)) * scale;
noiseCoord.z = noise * timeVal;
// calc fresnel factor (reflection coefficient)
float3 eyeDir = normalize(pos.xyz - eyePosition);
fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower);
}
// Fragment program for distorting a texture using a 3D noise texture
void main_fp(
float fresnel : COLOR,
float3 noiseCoord : TEXCOORD0,
float4 projectionCoord : TEXCOORD1,
out float4 col : COLOR,
uniform float distortionRange,
uniform float4 tintColour,
uniform sampler3D noiseMap,
uniform sampler2D reflectMap,
uniform sampler2D refractMap
)
{
// Randomly chosen offset for y noise sample
float3 yoffset = float3(0.31, 0.58, 0.23);
float2 distort;
// Sample the noise texture at 2 places
distort.x = tex3D(noiseMap, noiseCoord).x;
distort.y = tex3D(noiseMap, noiseCoord + yoffset).x;
// Scale the distortion from [0,1] to [-range,range]
distort = (distort * 2 - 1) * distortionRange;
// Do the tex projection manually so we can distort _after_
float2 final = projectionCoord.xy / projectionCoord.w;
final += distort;
float4 reflectionColour = tex2D(reflectMap, final);
float4 refractionColour = tex2D(refractMap, final) + tintColour;
col = lerp(refractionColour, reflectionColour, fresnel);
}
vertex_program Examples/FresnelRefractReflectVP cg
{
source Example_Fresnel.cg
entry_point main_vp
profiles vs_1_1 arbvp1
}
fragment_program Examples/FresnelRefractReflectFP cg
{
source Example_Fresnel.cg
entry_point main_fp
// sorry, ps_1_1 and fp20 can't do this
profiles ps_2_0 arbfp1
}
material Examples/FresnelReflectionRefraction
{
technique
{
pass
{
vertex_program_ref Examples/FresnelRefractReflectVP
{
param_named_auto worldViewProjMatrix worldviewproj_matrix
param_named_auto eyePosition camera_position_object_space
param_named fresnelBias float4 -0.3 0 0 0
param_named fresnelScale float4 1.4 0 0 0
param_named fresnelPower float4 8 0 0 0
param_named_auto timeVal time 0.05
param_named scroll float4 1 0 0 0
param_named scale float4 4 0 0 0
param_named noise float4 1 0 0 0
// scroll and noisePos will need updating per frame
}
fragment_program_ref Examples/FresnelRefractReflectFP
{
param_named distortionRange float4 0.025 0 0 0
param_named tintColour float4 0 0 0 1
}
// Noise
texture_unit
{
// Perlin noise volume
texture perlinvolume.dds 3d
// min / mag filtering, no mip
filtering linear linear none
}
// Reflection
texture_unit
{
// Will be filled in at runtime
texture Reflection
tex_address_mode clamp
}
// Refraction
texture_unit
{
// Will be filled in at runtime
texture Refraction
tex_address_mode clamp
}
}
}
}
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uzmaniibu gan jaapieveersh shim Quote: | // sorry, ps_1_1 and fp20 can't do this |
_________________ ...un ja bites buutu laachi... |
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GiGa Indago Uzvarētājs
Joined: 25 Sep 2003 Posts: 887
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Posted: Wed Dec 22, 2004 12:20 pm Post subject: |
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Ok, interesanti, interesanti, tik es uzreiz neredzu kaapec fp20 nespeej shito? _________________
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