Community Play 3D

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki
Soganatsu-Julien
Posts: 29
Joined: Fri Sep 21, 2012 10:18 pm

Re: Community Play 3D

Post by Soganatsu-Julien »

Hello Christian,

No plans for the moment, I have too much work to do even if I'm full-time on it ^^
But I think about November or December. The collaborative feature is a big part of development + all the tools to create animations, gameplay etc.
Also, that's sure : the rendering engine will be open source. Just the GUI will not be, because of the collaborative feature that is my added-value.
Soganatsu-Julien
Posts: 29
Joined: Fri Sep 21, 2012 10:18 pm

Re: Community Play 3D

Post by Soganatsu-Julien »

Update : CP3D now provides a HDR rendering pipeline !
Still WIP on OpenGL drivers but will be available soon

Image
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Re: Community Play 3D

Post by devsh »

whats the filter you use for the depth of field (its nice and grainy)
Soganatsu-Julien
Posts: 29
Joined: Fri Sep 21, 2012 10:18 pm

Re: Community Play 3D

Post by Soganatsu-Julien »

If you speak about the last screenshot, it's using the image-based method.
Simply combine a blurred sampler, color sampler and depth sampler

The GLSL code (my rendering engine will be open source so I can give you this code ^^)

Code: Select all

uniform sampler2D ColorSampler;
uniform sampler2D BlurredSampler;
uniform sampler2D DepthSampler;
 
float getDepth(vec2 coords) {
    vec4 texDepth = texture2D(DepthSampler, coords);
    return texDepth.r;
}
 
void main(void) {
    vec4 sharp = texture2D(ColorSampler, gl_TexCoord[0].xy);
    vec4 blur = texture2D(BlurredSampler, gl_TexCoord[0].xy);
 
    float depth = clamp(getDepth(gl_TexCoord[0].xy)*10.0, 0.0, 1.0);
 
    float fmix = 0.0;
    if (depth < 0.05)
        fmix = 1.0;
    else if(depth < 0.1)
        fmix = 20.0 *(0.1 - depth);
    else if(depth < 0.5)
        fmix=0.0;
    else
        fmix = 2.0 *(depth - 0.5);
 
    fmix = clamp(depth, 0.0, 0.90);
 
    gl_FragColor = mix(sharp, blur, fmix);
}
 
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Re: Community Play 3D

Post by devsh »

No I mean how do you make the BlurredSampler
Soganatsu-Julien
Posts: 29
Joined: Fri Sep 21, 2012 10:18 pm

Re: Community Play 3D

Post by Soganatsu-Julien »

The blur shader is shared between the image-based and object-based method so it's complicated to give you only the shader
Then, I'll try to clean it give you the shader's code son
Soganatsu-Julien
Posts: 29
Joined: Fri Sep 21, 2012 10:18 pm

Re: Community Play 3D

Post by Soganatsu-Julien »

Soganatsu-Julien
Posts: 29
Joined: Fri Sep 21, 2012 10:18 pm

Re: Community Play 3D

Post by Soganatsu-Julien »

Screenshot for fun !
Image
netpipe
Posts: 670
Joined: Fri Jun 06, 2008 12:50 pm
Location: Edmonton, Alberta, Canada
Contact:

Re: Community Play 3D

Post by netpipe »

did you get further with this ?
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
Post Reply