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


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#861 wraitii

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Posted 05 August 2012 - 04:12 AM

I can run Xcode analyze (clang analyzer) and the few instruments (checking for leaks, mainly) if you want, it may help find a few stuffs.
I'm in favor of getting it in. The game is still Alpha, and testing cannot really hurt at this point.
Wraitii
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#862 wraitii

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Posted 05 August 2012 - 09:55 AM

Okay, compiled successfully merged-patch4 (what's the difference with the number 1?). had to do the changes for OS X 10.8 but that's not linked.

A small error in the terrain_common.vs , lines 64-66 should be
  #if DECAL
    v_tex.xy = a_uv0.xy;
  #else
I'd make it explicit in the config file that gentangents = true is needed when using preferglsl=true.
Smoothlos works independently of preferglsl.

No noticeable errors, everything seems to work in-game, and I ran the clang analyzer and it showed nothing that seems linked to the patch/useful.
Wraitii
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#863 myconid

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Posted 05 August 2012 - 10:58 AM

Okay, I'll commit the patches tonight. If there are mistakes, they'll show.

k776, this may affect ARB as well, as there have been a lot of changes to how things are done in the background. I'm most apprehensive about the changes having been tested quite extensively in GLSL mode but almost not at all in ARB mode.

Echelon9, wraitii, thanks for the suggestions and for testing.
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#864 myconid

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Posted 05 August 2012 - 11:03 AM

View Postwraitii, on 05 August 2012 - 09:55 AM, said:

Okay, compiled successfully merged-patch4 (what's the difference with the number 1?). had to do the changes for OS X 10.8 but that's not linked.
I'm rebasing stuff straight into the patches, so I do that as a crude way of keeping a history. Messy, but that's what I use git for. ;)

Quote

A small error in the terrain_common.vs , lines 64-66 should be
  #if DECAL
	v_tex.xy = a_uv0.xy;
  #else
The error in terrain_common.vs was actually a typo in the declaration of a_uv0. For some stupid reason I typed vec3 instead of vec2... for UVs!

Quote

I'd make it explicit in the config file that gentangents = true is needed when using preferglsl=true.
Done.

Quote

Smoothlos works independently of preferglsl.
Smoothlos may look like it works independently of preferglsl, but it actually depends on a GLSL shader that has no ARB equivalent yet, so it won't work if your GPU doesn't support GLSL.

Quote

No noticeable errors, everything seems to work in-game, and I ran the clang analyzer and it showed nothing that seems linked to the patch/useful.
Thanks, glad to hear that!
Myconid
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#865 wraitii

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Posted 05 August 2012 - 11:06 AM

The estimated feature freeze for Alpha 11 is in 3 days. Unless you won't be here tomorrow/the day after tomorrow, I'd recommend you wait a bit before committing, the ARB aspect of your patch should be tested a bit more thoroughly (hopefully graphical stuffs are usually noticeable when they go wrong).

Do you have a "complete" list of features to check? (like windy trees, specular…)
Wraitii
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#866 myconid

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Posted 05 August 2012 - 11:28 AM

Here's a few tests you can try:

Modelmapping: Look at Roman CC and Mars Temple 2 models for AO/parallax/normal/specular/emissive mapping. Look at windy trees when in the game and in Atlas after pressing "Play".

Smoothlos: Los should move smoothly around units. It should toggle correctly from the dev console. It should not be visible at all in Atlas.

Terrainmapping: "Biome alpine/Alpine cliff" uses triplanar, normal and specular mapping. "Biome desert/Desert city tile" uses a custom alphamap. "Grass/Grass1 spring fancy" uses the special grass material. "Snow/Snow grass 2" uses normal and specular mapping.

Heightmap: In atlas, File/Import heightmap. Choose an image file (not too huge!).

In the first three, also check if ARB and Fixed modes work as expected (there should be no visible changes). Pay special attention to decals, as I've had to modify those manually and since they are stored all over the place I might have missed some (I just spotted a broken decal in Campaign Test map, fixing that now).
Myconid
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#867 wraitii

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Posted 05 August 2012 - 12:01 PM

Tried all of those (but the grass. I couldn't find the proper material, perhaps you forgot to include it?). Works OK on GLSL (the trilinear mapping in particular looks magnificent). on ARB, the custom alphamap is still there but everything works. I did not notice a problem with decals.

Atlas and in-game work.

I'll try a game later on (busy with AI/unitAI stuff right now), but as far as I can tell there are no obvious bugs.
Wraitii
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Contact me: wraitii@wildfiregames.com

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#868 myconid

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Posted 05 August 2012 - 12:14 PM

I did forget to include the grass. The custom alphamaps should work in ARB mode too, come to think of it.

Grepped through all the decals again, just to make sure.

Thanks for testing! :)

Latest code: https://github.com/m...e/merged-patch5
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#869 Enrique

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Posted 05 August 2012 - 01:38 PM

View Postmyconid, on 05 August 2012 - 10:58 AM, said:

Okay, I'll commit the patches tonight. If there are mistakes, they'll show.

k776, this may affect ARB as well, as there have been a lot of changes to how things are done in the background. I'm most apprehensive about the changes having been tested quite extensively in GLSL mode but almost not at all in ARB mode.

Echelon9, wraitii, thanks for the suggestions and for testing.

This means we can test it just updating SVN? :) I want to test it and help but cannot compiling patchs :S

It's also nice to have a list with the basic tests we can perform as you did :D
The only thing I would add to that basic test list is how to switch from ARB to GLSL for more in-depth review :blush:
Thanks for your hardwork guys!
Enrique Keykens

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#870 Shield Bearer

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Posted 05 August 2012 - 02:20 PM

No, I think the patch has to be applied and then committed to the SVN trunk. Lets hope somebody does that soon :D
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#871 myconid

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Posted 05 August 2012 - 06:00 PM

View PostShield Bearer, on 05 August 2012 - 02:20 PM, said:

No, I think the patch has to be applied and then committed to the SVN trunk. Lets hope somebody does that soon :D
Actually, I have access to the internal SVN repo now, and I'm ready to commit everything. If that's what you're referring to, then expect it to be in by tomorrow evening (GMT)! I'm delaying in case someone tests the ARB mode and finds any glitches, though hopefully there won't be any.

Not sure if that repo autobuilds Windows binaries, though. I've seen the binaries in the "system" directory, but I don't know if they're kept up to date.
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#872 Loki1950

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Posted 05 August 2012 - 07:00 PM

Don't know for sure but auto build seems broken ATM that last few exe updates have been manual builds.


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#873 k776

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Posted 05 August 2012 - 09:53 PM

@myconid Looks all good from here. As long as you're available for say, an hour after committing, we can get a bunch of people to test it quickly for any obvious issues. And then reporting any smaller issues over the next day or two.

Re: Affecting ARB, any big changes like this are bound to have some issues somewhere. Again, as long as you're around the help fix any big ones soon after committing, and smaller ones the days after, shouldn't be a problem.

Re: preferglsl and gentangents, if they both have to be enabled for things to work, remove gentangents and use the same preferglsl variable. We don't want reports from people who have enabled one but not the other. I would stick the material manager settings under the preferglsl too, and comment the entire block of those settings as "## Experimental" or something similar.

And when you do commit, just remember to keep preferglsl on false for now. These big changes should be opt in until we know they are stable enough.

You have a green light for commit :-) Awesome work.

Edit: Also, before and after you commit, can you pop on IRC so we can report issues to you there in realtime? Thanks.

Go to http://webchat.quakenet.org/ and join channel #0ad-dev

Kieran P [ aka k776 ]
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#874 myconid

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Posted 05 August 2012 - 10:55 PM

Ok, I'll do that tomorrow, as it's getting pretty late here.

The gentangents option does serve a purpose, so I'll leave it in but make it even clearer that both are needed to use the new effects. My rationale:
  • Technically, tangents are not needed when GLSL is enabled but the normal/parallax materials aren't being used (i.e. when the material quality options are set low enough).
  • Tangents use extra GPU memory. Not huge amounts, just 16 bytes per model vertex, shared between all model instances. That's around 400K extra for a fairly complex model like the Roman CC. This can add up, and may cause problems for older GPUs with very limited memory - those aren't powerful enough to use the fancy materials, anyway.
  • The new effects will also get ported to ARB (wraitii has already done some work on that), so the option will be relevant there as well.

Myconid
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#875 Gen.Kenobi

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Posted 06 August 2012 - 01:50 AM

Question: Is this already documented on Trac? :P
Just wondering... hehehe
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#876 historic_bruno

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Posted 06 August 2012 - 02:20 AM

View Postmyconid, on 05 August 2012 - 12:14 PM, said:

Testing this branch on the following system: Attached File  system_info.txt   1.59K   29 downloads

With unchanged default.cfg, I get this error starting a game:
Spoiler

which is no big deal since the hardware doesn't support GLSL, though it would be nice if it didn't crash. But then I set preferglsl, gentangents, and smoothlos to false, and I get this error (with renderpath defaulting to "shader"):
Spoiler
and I get the same crash after forcing renderpath to "fixed".
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#877 myconid

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Posted 06 August 2012 - 06:38 AM

Thanks for testing! The first error is because you used smoothlos=true without GLSL support, when there is no equivalent ARB shader available (yet). Just like the GPUskinning option, it's an experimental feature that is marked "requires GLSL". That is, the crashing is by design, as the ARB part of the equation is still missing.

As for the second error, it's a real bug, but I think I know how to fix it.
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#878 wraitii

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Posted 06 August 2012 - 06:40 AM

While this may be fine for this alpha, the game really shouldn't crash when graphical options are wrong. It needs to be able to automatically switch to a usable configuration, I think.
Wraitii
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#879 myconid

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Posted 06 August 2012 - 06:49 AM

View Postwraitii, on 06 August 2012 - 06:40 AM, said:

While this may be fine for this alpha, the game really shouldn't crash when graphical options are wrong. It needs to be able to automatically switch to a usable configuration, I think.
Well, yes. That would be the plan! :P
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#880 fcxSanya

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Posted 06 August 2012 - 06:54 AM

View PostLoki1950, on 05 August 2012 - 07:00 PM, said:

Don't know for sure but auto build seems broken ATM that last few exe updates have been manual builds.
You are right, the autobuilder is broken and we need to wait for Philip's return to fix it. For now we have to do manual builds.
Alexander Olkhovskiy [ aka fcxSanya ]
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