Water Demo - Now OpenGL and DX supported
Water Demo - Now OpenGL and DX supported
Hey I made a demo for a water shader. It is slightly based off the old one by omaremad, DeusXL and sio2. But I added a few things like:
- Fresnel.
- Bumpmapping.
- Sun/Specular effect.
- Underwater caustics.
- Shallow water colour (Water shader reads from heightmap file).
Download: http://irrlichtirc.g0dsoft.com/BlindSide/WaterDemo.zip
NOTE: This new version includes both DX and OpenGL, newer NVidia cards experiencing trouble with OpenGL version should try Direct3D9.
PS: It would be cool if you can test with other (129x129) heightmap files and see what kinda of colouring effects there are in the water from this.
Cheers
- BlindSide
- Fresnel.
- Bumpmapping.
- Sun/Specular effect.
- Underwater caustics.
- Shallow water colour (Water shader reads from heightmap file).
Download: http://irrlichtirc.g0dsoft.com/BlindSide/WaterDemo.zip
NOTE: This new version includes both DX and OpenGL, newer NVidia cards experiencing trouble with OpenGL version should try Direct3D9.
PS: It would be cool if you can test with other (129x129) heightmap files and see what kinda of colouring effects there are in the water from this.
Cheers
- BlindSide
Last edited by BlindSide on Thu Nov 08, 2007 9:46 am, edited 3 times in total.
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Hi Blindside!
The output seem to have problems here. The framerate is also very low (around 70 FPS) (Probably due to the errors rendering this.)
I see only the underwater texture and "some beach". The main water texture is not displayed.
Got this from the console:
The output seem to have problems here. The framerate is also very low (around 70 FPS) (Probably due to the errors rendering this.)
I see only the underwater texture and "some beach". The main water texture is not displayed.
Got this from the console:
Code: Select all
Irrlicht Engine version 1.4beta
Microsoft Windows XP Professional Service Pack 2 (Build 2600)
Using renderer: OpenGL 2.1.1
GeForce 7600 GS/AGP/SSE/3DNOW!: NVIDIA Corporation
OpenGL driver version is 1.2 or better.
GLSL version: 1.3
Loaded texture: irrlicht2_bk.jpg
Loaded texture: irrlicht2_ft.jpg
Loaded texture: irrlicht2_rt.jpg
Loaded texture: irrlicht2_lf.jpg
Loaded texture: irrlicht2_dn.jpg
Loaded texture: irrlicht2_up.jpg
Generated terrain data (129x129) in 0.0190 seconds
Loaded texture: terrain.jpg
Loaded texture: detailmap.jpg
Loaded texture: seafloor.jpg
GLSL shader program failed to link
Vertex info
-----------
(12) : warning C7011: implicit cast from "int" to "float"
(14) : warning C7011: implicit cast from "int" to "float"
(14) : warning C7011: implicit cast from "int" to "float"
(15) : warning C7011: implicit cast from "int" to "float"
(15) : warning C7011: implicit cast from "int" to "float"
(7) : error C5108: unknown semantics "TEX5.XY" specified for "TexCoord"
Fragment info
-------------
(1) : warning C7011: implicit cast from "int" to "float"
(1) : warning C7011: implicit cast from "int" to "cfloat"
(2) : warning C7011: implicit cast from "int" to "float"
(2) : warning C7011: implicit cast from "int" to "cfloat"
(3) : warning C7011: implicit cast from "int" to "float"
(3) : warning C7011: implicit cast from "int" to "cfloat"
(4) : warning C7011: implicit cast from "int" to "float"
(4) : warning C7011: implicit cast from "int" to "cfloat"
(5) : warning C7011: implicit cast from "int" to "float"
(5) : warning C7011: implicit cast from "int" to "float"
(5) : warning C7011: implicit cast from "int" to "float"
(5) : warning C7011: implicit cast from "int" to "float"
(5) : warning C7011: implicit cast from "int" to "float"
(5) : warning C7011: implicit cast from "int" to "float"
(5) : warning C7011: implicit cast from "int" to "float"
(5) : warning C7011: implicit cast from "int" to "float"
(5) : warning C7011: implicit cast from "int" to "float"
(5) : warning C7011: implicit cast from "int" to "float"
(5) : warning C7011: implicit cast from "int" to "float"
(5) : warning C7011: implicit cast from "int" to "float"
(5) : warning C7011: implicit cast from "int" to "float"
(5) : warning C7011: implicit cast from "int" to "float"
(5) : warning C7011: implicit cast from "int" to "float"
(3) : warning C7504: OpenGL does not allow writing to input variable 'TexCoord'
(4) : warning C7504: OpenGL does not allow writing to input variable 'TexCoord'
Loaded texture: water2Normal.png
Loaded texture: terrain.bmp
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Re. WOW
Hi
Works Fine on my machine - no problem
I must say, this is quite a shader you have here. A little bit of constructive critisism though, maybe you could make it a little more wavey as i think this would make it look great.. But what do i know I could never make something like this due to my lack of understanding on Pixel shaders
really good m8 keep it up
BTW will you be releasing the code for this i would much like to study it closer - For my own understanding really.
Spec:
AMD ATHLON 64 DUAL CORE 4200+
Geforce 7600GS
1024MB DDRII Ram
500GB HDD
WINXP HOME
Works Fine on my machine - no problem
I must say, this is quite a shader you have here. A little bit of constructive critisism though, maybe you could make it a little more wavey as i think this would make it look great.. But what do i know I could never make something like this due to my lack of understanding on Pixel shaders
really good m8 keep it up
BTW will you be releasing the code for this i would much like to study it closer - For my own understanding really.
Spec:
AMD ATHLON 64 DUAL CORE 4200+
Geforce 7600GS
1024MB DDRII Ram
500GB HDD
WINXP HOME
Someone once said A Jack of all trades is a master of none.
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Yeah I am always improving it, I have only just started, and I will fix all the bugs, sorry about those. Source code will come once all bugs are fixed. I was using clipping planes until I realised they dont work on objects that have shaders applied to them, so I just faked em in the shader.
PS: Thank you for posting error messages!, christianclavet and master123467, this will help me greatly.
UPDATE: Ive fixed ATI errors (I hope.), same download link.
PS: Thank you for posting error messages!, christianclavet and master123467, this will help me greatly.
UPDATE: Ive fixed ATI errors (I hope.), same download link.
ShadowMapping for Irrlicht!: Get it here
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Same card with yours...master123467 wrote:Hmm well it wont work on my 256mb Nvidia FX5200
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All I can see is warnings, can you please paste the full error output so I can see the errors and such? Thanks
EDIT: Oh wait, is it the same thing as christian's?
EDIT: Oh wait, is it the same thing as christian's?
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Very nice, very nice. Now it compiles with no errors or anything on my ATI Raedon XPRESS 200M. I also saw no artifacts after looking at it from every angle. The only thing that sucks is it takes a some time for the refections to update compared to the terrain, so they look offset when I move the camera. But that is because my graphics card sucks, and only runs it at 9 FPS.
TheQuestion = 2B || !2B
Yes, same error with him. Is it because our cards do not support the features?BlindSide wrote:All I can see is warnings, can you please paste the full error output so I can see the errors and such? Thanks
EDIT: Oh wait, is it the same thing as christian's?
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
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I'm not sure, I thought I had fixed it earlier (When I fixed the ATI errors.). You do not have the same cards but you do have the same drivers. The shader compiler is part of the drivers not the card itself. If you can post me the driver version I will update to this version and try to fix it on my Nvidia card.
EDIT: Actually I will just use the latest drivers because thats what christian is using.
EDIT: Actually I will just use the latest drivers because thats what christian is using.
ShadowMapping for Irrlicht!: Get it here
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