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Post-processing effects test (SSAO/HDR/Bloom)


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#221 myconid

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Posted 15 June 2012 - 05:46 PM

View PostWijitmaker, on 15 June 2012 - 01:05 AM, said:

Maybe somebody could make this topic public. But, this is seven years in the making (made possible by myconid), and it is a beautiful thing to behold :) The two UV channels is such a huge advantage in comparison to that combined light/shadow and diffuse texture map previously used in that thread.
Glad I could help.
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#222 wraitii

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Posted 16 June 2012 - 06:58 AM

The last comparison screenshots really show the difference well. Great work.
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#223 Shield Bearer

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Posted 16 June 2012 - 07:32 AM

How hard do you think it would be to fix this?
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#224 wraitii

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Posted 16 June 2012 - 08:06 AM

If Myconid tackles shadows, he might as well try to fix this too.
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#225 plumo

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Posted 16 June 2012 - 11:58 AM

What can't he do? :rockon: Myconid
I hope all of this makes it into the SVN soon.

And it hurts my eyes not seeing the 0 AD development team banner on his profile :ph34r:
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#226 feneur

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Posted 16 June 2012 - 03:41 PM

Plumo, he hasn't got any code in the game yet ;) But yeah, let's just say that if he keeps up like this it's not going to be long until the question is asked :)

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#227 myconid

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Posted 16 June 2012 - 05:35 PM

View PostShield Bearer, on 16 June 2012 - 07:32 AM, said:

How hard do you think it would be to fix this?
Really easy. The shadowmap needs to be passed into the water shader, and the water shader can just draw shadows on the water surface.

View Postwraitii, on 16 June 2012 - 08:06 AM, said:

If Myconid tackles shadows, he might as well try to fix this too.
historic_bruno already gave you the answer to that. I'd recommend to change the default depth bias to something like 0.005 when the GPU supports 32bit depth buffers.

View Postplumo, on 16 June 2012 - 11:58 AM, said:

And it hurts my eyes not seeing the 0 AD development team banner on his profile :ph34r:
It's a pretty banner, though I'm just in it because I like the hacking. ;)
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#228 Gen.Kenobi

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Posted 16 June 2012 - 10:52 PM

Can I say? Oh, no.. Anyways, I'll say it out and loud:
I LOVE YOU MAN!

Seriously! This is amazing! You know, bump, spec and AO maps are almost a MUST in today's AAA engines and games, and you making it happen in 0.a.d., and Open-Source... It just blows my mind away.

Thank you from the bottom of my heart! :)
Daniel Schubert [ aka Gen.Kenobi]

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#229 myconid

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Posted 17 June 2012 - 02:56 AM

View PostGen.Kenobi, on 16 June 2012 - 10:52 PM, said:

Thank you from the bottom of my heart! :)
You're very welcome! :)

Now trying to get the mapping stuff cleaned up. Here's a peek (NB: automatically generated normal/height maps are pretty bad, but hopefully you get an idea about what's possible).
Posted Image

Edit: I know about the seam. I must have broken something while cleaning up the normal mapping. Will look into it.
Edit2: Never mind. I win the stupid mistake prize.

Edited by myconid, 17 June 2012 - 03:24 AM.

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#230 myconid

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Posted 17 June 2012 - 07:25 PM

Final patch for model normal/parallax/specular/emissive mapping should be dropping tomorrow. I somehow managed to mess up my git-svn setup, so the patch will also include patches #1493 and #1497, sorry! :oops:

Testing specularity now. Here are a couple more pics: The first one uses greyscale specularity to model the marble, the second uses colour specularity to model the metallic parts on the columns. They look better in motion...

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#231 Pureon

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Posted 17 June 2012 - 07:31 PM

Fantastic images (y)
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#232 Gen.Kenobi

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Posted 17 June 2012 - 07:46 PM

Amazing!
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#233 zoot

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Posted 18 June 2012 - 12:51 AM

What is needed to get some of this into A11? I have some time at a mediocre PC this week.

#234 historic_bruno

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Posted 18 June 2012 - 12:52 AM

Very nice :)

View Postzoot, on 18 June 2012 - 12:51 AM, said:

What is needed to get some of this into A11? I have some time at a mediocre PC this week.

At the moment, we want to review patches for http://trac.wildfire...com/ticket/1493 and http://trac.wildfire...com/ticket/1497 which I believe are prerequisites for some of the enhancements.
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#235 myconid

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Posted 18 June 2012 - 01:21 AM

View Postzoot, on 18 June 2012 - 12:51 AM, said:

What is needed to get some of this into A11? I have some time at a mediocre PC this week.
Every bit of testing counts. Once I release the patch, please give it a try and give me some feedback
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#236 myconid

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Posted 18 June 2012 - 01:25 AM

View Posthistoric_bruno, on 18 June 2012 - 12:52 AM, said:

Very nice :)

At the moment, we want to review patches for http://trac.wildfire...com/ticket/1493 and http://trac.wildfire...com/ticket/1497 which I believe are prerequisites for some of the enhancements.
Thanks. Yes, those need reviewing, though don't commit them just yet because they'll also be included in this patch (without changes AFAIK).

Edited by myconid, 18 June 2012 - 01:27 AM.

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#237 myconid

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Posted 19 June 2012 - 02:29 AM

PATCH: Normal, parallax, specular, emissive and lightmapping (AO etc)

The attached archive contains the "final" patch/files for all the above. It's here and not on Trac because of Trac's 512k size limit.

I decided to generate the diff manually, to avoid including the two other patches in this one. While they are not explicitly included, they are still prerequisites.

The instructions to patch everything are a bit longish, and maybe it would have been easier if I wrote a script for it, but it's a one-off thing so I couldn't be arsed. Here goes:

Quote

1) Extract the patch archive to $patdir
2) cd to the 0ad/ directory

First we apply #1493 and #1497.

3) patch -p0 -i $patdir/cpp/dependencies/multicoord.diff
4) patch -p0 -i $patdir/cpp/dependencies/multitexture2.diff

5) copy UPDATEACTORS.sh into your 0ad/binaries/data/mods/public/art/actors directory and run it from there.

Then we apply the new patch.

6) patch -p0 -i $patdir/cpp/modelmapping.diff
7) Copy $patdir/cpp/graphics and $patdir/cpp/renderer into the 0ad source directory to merge the new files in the right directories.

Then we copy over the new shaders.

8) Copy $patdir/glsl into 0ad/binaries/data/mods/public/shaders/glsl, replacing the old files.

And finally, the config file.

9) Copy $patdir/config/default.cfg to 0ad/binaries/data/config, replacing the old file.

Update workspaces and compile. Here you need to run the game to copy over the config. If everything goes correctly, the game should run and nothing should look different than usual.

To start using the new features, go into your local.cfg file and set preferglsl and gentangents to true. (At the end of the file you'll also notice a materialmgr.quality setting. The version of the material that is loaded depends on the materialmgr.quality setting in the config (which is out of 10, float). For instance, parallax is only enabled if the config setting is >= 8. If it's smaller, the material redirects to a simpler version of itself that only contains normal mapping, which redirects to the completely basic material if the quality setting is not >= 3).

The archive contains a "demo" folder, which has some test files you can try. Copy the $patdir/demo/art directory over the game's 0ad/binaries/data/mods/public/art directory and merge them.

This will add a new model called "mars_temple2", found under "Actors (All)" in Atlas.


That's pretty much it. Good luck ;)

Attached Files


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#238 k776

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Posted 19 June 2012 - 02:39 AM

Got as far as running UPDATEACTORS.sh and I ran into this:
% ./UPDATEACTORS.sh
sed: 1: "./campaigns/flora/trees ...": invalid command code .
sed: 1: "./campaigns/flora/trees ...": invalid command code .
Probably because I'm on a Mac?

Kieran P [ aka k776 ]
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#239 myconid

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Posted 19 June 2012 - 02:44 AM

View Postk776, on 19 June 2012 - 02:39 AM, said:

Got as far as running UPDATEACTORS.sh and I ran into this:
% ./UPDATEACTORS.sh
sed: 1: "./campaigns/flora/trees ...": invalid command code .
sed: 1: "./campaigns/flora/trees ...": invalid command code .
Probably because I'm on a Mac?
Maybe (never had a Mac). You can use these files instead.

Attached Files


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#240 k776

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Posted 19 June 2012 - 02:50 AM

Compiling now. mycoid, if you have time, can you pop on IRC and I'll provide questions/feedback as I test this.

Kieran P [ aka k776 ]
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