Advanced Effects
Re: Advanced Effects
1. "Last of the old Architecture"
This tries to get Screen Space Reflection working on a Screen Quad.
(it is actually good if you find the right settings with certain key-presses)
There is a lot more to the project than what is rendered.
(a lot of answers on Deferred Rendering etc)
Here it is.. https://drive.google.com/open?id=1YQBx7 ... ygQ7rHr117
(I discovered that my old VC Version may have messed with my shaders so compile your own)
Also keep in mind that I recompiled Irrlicht for 8 images for "some" projects.
The dll's and exe's are included..
This tries to get Screen Space Reflection working on a Screen Quad.
(it is actually good if you find the right settings with certain key-presses)
There is a lot more to the project than what is rendered.
(a lot of answers on Deferred Rendering etc)
Here it is.. https://drive.google.com/open?id=1YQBx7 ... ygQ7rHr117
(I discovered that my old VC Version may have messed with my shaders so compile your own)
Also keep in mind that I recompiled Irrlicht for 8 images for "some" projects.
The dll's and exe's are included..
Re: Advanced Effects
2. "Water and Lens Flare"
Not only water and lens flare but also a lot of
different Post Processing shaders here. (check the controlls)
Also features FXAA which is quite interesting.
Outlining and Embossing etc of images features often in computer vision!
Screen quad rendering is where it's at.
Here it is.. https://drive.google.com/open?id=1tGEMD ... -Zj49H2SmK
Not only water and lens flare but also a lot of
different Post Processing shaders here. (check the controlls)
Also features FXAA which is quite interesting.
Outlining and Embossing etc of images features often in computer vision!
Screen quad rendering is where it's at.
Here it is.. https://drive.google.com/open?id=1tGEMD ... -Zj49H2SmK
Re: Advanced Effects
3. "Solsirs"
These are Special Specular Occluding Image Maps that help
the renderer avoid rendering Specular Highlights on surfaces
where they clearly don't belong. (very difficult problem)
Doom 2016 may have solved this problem but Eternal should have!
Here it is.. https://drive.google.com/open?id=1ffXyF ... 8ToIgQ5vBv
These are Special Specular Occluding Image Maps that help
the renderer avoid rendering Specular Highlights on surfaces
where they clearly don't belong. (very difficult problem)
Doom 2016 may have solved this problem but Eternal should have!
Here it is.. https://drive.google.com/open?id=1ffXyF ... 8ToIgQ5vBv
Re: Advanced Effects
4. "Reflection"
Jimmy Beyerly wrote the original code.
It gets a cube-map from a single image.
Here it is.. https://drive.google.com/open?id=1aVJTx ... UXMuSQ-odk
Jimmy Beyerly wrote the original code.
It gets a cube-map from a single image.
Here it is.. https://drive.google.com/open?id=1aVJTx ... UXMuSQ-odk
Re: Advanced Effects
4. "Langenhoven's Island"
From an old game this scene is blurred using the depth buffer.
(lots can be discussed here, but check the shaders out)
Here it is.. https://drive.google.com/open?id=1guJfY ... dTY8-q5822
More coming..
From an old game this scene is blurred using the depth buffer.
(lots can be discussed here, but check the shaders out)
Here it is.. https://drive.google.com/open?id=1guJfY ... dTY8-q5822
More coming..
Re: Advanced Effects
5. "BSP Levels Quake III"
This one's a bit big.
It's a collection of Quake III Irrlicht fly-throughs.
There is also some levels designed by various guys back in the day when
when Quake Level Design and Lan Parties were all the rage!
Here it is.. https://drive.google.com/open?id=156EZX ... xlfmW606ju
This one's a bit big.
It's a collection of Quake III Irrlicht fly-throughs.
There is also some levels designed by various guys back in the day when
when Quake Level Design and Lan Parties were all the rage!
Here it is.. https://drive.google.com/open?id=156EZX ... xlfmW606ju
Re: Advanced Effects
6. "BSP Levels Wolfenstein RTCW"
This one's a bit big too.
It's a collection of Wolfenstein Irrlicht flythroughs.
Here it is.. https://drive.google.com/open?id=1kb52Q ... DGGIEzoaBn
This one's a bit big too.
It's a collection of Wolfenstein Irrlicht flythroughs.
Here it is.. https://drive.google.com/open?id=1kb52Q ... DGGIEzoaBn
Re: Advanced Effects
7. "Fog Shader Control"
This one lets you controll a kind of layered fog.
Look at the code and notes in the source files for which buttons does what.
Earlier programs need button taps instead of just holding down.
Here it is.. https://drive.google.com/open?id=1wmCg1 ... u2Cd6pCJXN
This one lets you controll a kind of layered fog.
Look at the code and notes in the source files for which buttons does what.
Earlier programs need button taps instead of just holding down.
Here it is.. https://drive.google.com/open?id=1wmCg1 ... u2Cd6pCJXN
Re: Advanced Effects
8. "Oak Forest"
Here is is a little outdoor scene with Light-mapping for shadows and ambient occlusion.
Many of these have other things as well that concerns shaders.
Also some earlier projects has glsl and hlsl shaders.
Here it is.. https://drive.google.com/open?id=1nh_g3 ... DdWrlabKdH
Here is is a little outdoor scene with Light-mapping for shadows and ambient occlusion.
Many of these have other things as well that concerns shaders.
Also some earlier projects has glsl and hlsl shaders.
Here it is.. https://drive.google.com/open?id=1nh_g3 ... DdWrlabKdH
Re: Advanced Effects
9. "Post Processing on a Screenquad"
This applies various Post Processing shaders on a screenquad rendered to.
See the note for controls.
Here it is.. https://drive.google.com/open?id=1bjeWw ... 9mzIFsK2dE
Stay Safe and stay off the streets!
This applies various Post Processing shaders on a screenquad rendered to.
See the note for controls.
Here it is.. https://drive.google.com/open?id=1bjeWw ... 9mzIFsK2dE
Stay Safe and stay off the streets!
Re: Advanced Effects
was the http://s000.tinyupload.com/?file_id=181 ... 6751490240 ssao demo in the google drive too , old link seems to be broken.
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
-- https://github.com/netpipe/Luna Game Engine Status 95%
Re: Advanced Effects
Yes.
Last edited by Vectrotek on Fri May 08, 2020 6:00 pm, edited 1 time in total.
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Re: Advanced Effects
Some amazing work done here Vectrotek - nice one!
Even though Irrlicht is a bit old now, CopperCube still has a bit of life left in it.
Would you or anyone here like to improve CopperCube source code at all - would be so good if you could....
I have been adding in bits of things but shaders are not my strong point.
If some of these cool effects could be added as post processing would really be great.
Nikolaus has added the ability to load custom binaries into CC from any compiled source code having new functionality.
Seems some of the demos had depth buffer info I think so if we could get that into PP we can do some new cool things like proper torch effect with bright vignette centre adjusted for depth (I tried and failed).
There are a lot of other PP effects we could add in maybe like SSAO, FFAA (CopperCube cant use Antialiasing with PP).
Someone uploaded the source here: https://github.com/BronzeCube/CopperCube
My itchio channel: https://itch.io/dashboard
and YouTube: https://www.youtube.com/@saturn7_dev
Even though Irrlicht is a bit old now, CopperCube still has a bit of life left in it.
Would you or anyone here like to improve CopperCube source code at all - would be so good if you could....
I have been adding in bits of things but shaders are not my strong point.
If some of these cool effects could be added as post processing would really be great.
Nikolaus has added the ability to load custom binaries into CC from any compiled source code having new functionality.
Seems some of the demos had depth buffer info I think so if we could get that into PP we can do some new cool things like proper torch effect with bright vignette centre adjusted for depth (I tried and failed).
There are a lot of other PP effects we could add in maybe like SSAO, FFAA (CopperCube cant use Antialiasing with PP).
Someone uploaded the source here: https://github.com/BronzeCube/CopperCube
My itchio channel: https://itch.io/dashboard
and YouTube: https://www.youtube.com/@saturn7_dev