Chernobyl Shaders - converting all shaders to Cg in work...

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Nadro
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Chernobyl Shaders - converting all shaders to Cg in work...

Post by Nadro »

Hi:) I start work on special shaders pack (in this time only opengl) "Chernobyl Shaders" for Irrlicht. I have add this shader:

Plastic in GLSL and HLSL - Done
Glittering - Done
Dust - In work...
Per-Pixel Point Light - Done
Per-Pixel Spot Light - In work...
Per-Pixel Point Directional Light - In work...
Shadow Volume - In work...
Shadow Mapping - In work...
Soft Shadow - In work...
Fur - In work...
Motion Blur - In work...
Glass - In work...
Fire - In work...
HDR - In work...
Eroded - Done
Depth of Field - In work...
NormalMapping - In work...
MultiPass (for mix effect from all shaders:)) - Done
Multi Light above 8 - Done

TechDemo smilar to Unified lighting and Shadowing from Doom 3
All shaders use Pixel Shader 1.1 and sometimes 2.0
Last edited by Nadro on Mon Sep 03, 2007 1:00 pm, edited 6 times in total.
roxaz
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Post by roxaz »

too bad my crap does not support pixel shaders.. :) anyway great project, maybe screens? :)
hybrid
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Post by hybrid »

Oh yes, screenshots would definitely make this post more worth. And a link of course :D
GuerillaSoftworks
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Post by GuerillaSoftworks »

Yes links and screenshots! :D

I really need to update my hardware. No shader support atm unfortunatly, pisses me off.
Guerilla Softworks

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Nadro
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Location: Warsaw, Poland

Post by Nadro »

OK I add archive with 3 effects (all based on example from render monkey. I can't add all Lighting in binary because I don't clean compilation, so I add application with point light tomorrow, but now I can add screen:)

PS. (~5 projects I have from ATI Render Monkey (onle the best, usefull in Irrlicht Engine), but all others shaders eg Light with Multipass etc. are shaders design by Me ;) )

This is 3 examples:
http://rapidshare.com/files/38691306/Ch ... s.rar.html

And this is screen with multi pass using point light:
Image

with Plastic:
Image

with Glittering:
Image

with Eroded:
Image


On this day it's all:)
Last edited by Nadro on Fri Jun 22, 2007 12:30 pm, edited 1 time in total.
greenya
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Post by greenya »

wow.
Nice.

I just started to dream about -- ones Irrlicht will have a collection of standard (embedded into engine (like fonts)) shaders. :roll:
GuerillaSoftworks
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Post by GuerillaSoftworks »

Very nice.

Im wondering how possible would it be to animate the errosion?
Guerilla Softworks

New Guerilla Softworks website under construction - http://guerillasoftworks.awardspace.com
olivehehe_03
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Post by olivehehe_03 »

Nooooooo! The examples won't work for me, console says I don't have a good enough version of openGL....I blame you Windows Vista :evil:
Tell me what you cherish most. Give me the pleasure of taking it away.
Dorth
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Post by Dorth »

since you work with rendermonkey and mostly the default set ( glitter and all), could you at the same time provide the DirectX ones too please? They are a little bit more + that way Irrlicht is that much more compatible ;)
white tiger
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Post by white tiger »

The examples don't work for me. It says "could not be open mesh ../data/mesh/elephant.obj" and in fact this file is not in the .rar
Virion
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Post by Virion »

you rocks! :o
Nadro
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Post by Nadro »

Sorry I forgot add "data" to archive. I updeted link in my second post, now examples work :)

Of course I like OpenGL and DirectX, so I write all this shaders also in DirectX :) At night I add example with lights:)
Nadro
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Post by Nadro »

I done multi lighting using 5 passes (4 calculation on 1 pass). Of course Lighting shader is Alpha version and on this time is slow ;) In demo You Can see 13 per pixel point light (I select red circles 9 lights on the screen) and lighting room and two dwarfs. You can download demo from:
http://rapidshare.com/files/39444062/Ch ... g.rar.html

Image

I'm waiting for comments:)
BlindSide
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Post by BlindSide »

Hey since you are good at GLSL can you convert my shadow mapping shaders from HLSL to GLSL please? I will release my own shader pack very soon in HLSL so we can work together to provide solutions for both drivers.

PS: Irrlicht already has Shadow Volumes thats what stencil shadows are...But maybe it is faster in a shader?
Nadro
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Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

Post by Nadro »

OK :) I can convert Your shader:) Yes, Irrlicht stencil shadows are very slow, so I write shadow volume in GLSL shader because will be very faster:) and Irrlicht shadow has got artefact in my Radeon 9550, because node from put shadow have this shadow on Your mesh :/ I planned create shadow similar to stencil shadow volumes from Doom 3:) Yes we must add shader support for both drivers:)
Last edited by Nadro on Wed Jun 27, 2007 2:25 pm, edited 2 times in total.
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