whater shader alpha release

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omaremad
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whater shader alpha release

Post by omaremad »

hello

iv been making a water shader and here is the prototype
it requires pixel shader2
and is written in hlsl(dx9)

see the screens
http://irrlicht.sourceforge.net/phpBB2/ ... &start=105


and here is the file containg 3 diffrent versions of the shader
http://www.savefile.com/filehost/files.php?fid=3043056
Saku
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Post by Saku »

Wow that looks really great!
Just too bad its only for DX9 with shader2 :( Is there any chance that this could work without those?
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omaremad
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Post by omaremad »

i wonder if i covert it to asbemler iif it woild work for dx8 and opengl
Saku
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Post by Saku »

I dont know much about neither HLSL or assembly but my guess would be that your HLSL uses some hardware on your 3D-card to do those special calculations of the shaders (my guess being in the shader2 part ;) ) The result being some code that is hardware dependant so I dont really think its that easy to convert :(
My thought were something like to do a software shader also. What i mean is lke in Irrlicht were you can either have your hardware calc. you 3D stuff or your software.
The result being some code producing about the same result just a little slower.

I hope I explained my thoughts right here :?

Any questions just ask :)
Call me Wice, Miami Wice!
omaremad
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Post by omaremad »

yeah i think i can covert it to a software version if irrlicht as a pixel buffer
omaremad
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Post by omaremad »

sorry to say this but im dropping this project since i cant improve it (unless i get a reply from niko to my email)

you can still download the source and binary

but dont expect any improvements bye
bitplane
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Post by bitplane »

aw :(
I can't see it because my card doesnt have render to texture, but please don't give up on the shaders - you're a pioneer around here!
Instead i hope you move on to other things (bloom, heat blur ;))
omaremad
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Post by omaremad »

i would continue if any gives me a few clues on how to load sevral textures

by that i mean the real shader experts

(2 i know of)

a portugese guy made a night vision shader for irrlicht (cant remember his name or link 2 him cant find the thread quitw old ver0.71)
ronnin//not sure if i spelt it right sorry :oops: (glow shader)

or ofcourse niko :wink:

btw i found a simple toon shader for glsl but i dont know anything abut it
:(

thank for your comments i will try to pm the eexperts if i can spell their name sright(sorry about that)
Electron
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Post by Electron »

i would continue if any gives me a few clues on how to load sevral textures
Are u asking about textures in Irrlicht or in HLSL?
In HLSL and Cg u access a texture with

Code: Select all

sampler2D texture : TEXUNIT0
or TEXUNIT1, or whatever texture unit the texture is in

but that may not be what u're asking, so explain ur question more if I gave a completely irrelevant answer
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.

Crucible of Stars
omaremad
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Post by omaremad »

thanx for your support

already tried that and irrlicht doesnt recogonise it :cry: :cry:

i tried every thing

all i want is to combine this with a reflection to make this

Image

Image

which would prevent me from doing this
Image
katoun
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Post by katoun »

Irrlicht need a rework at shader farmework.
It is not that easy to use and not that powerfull.
It realy need a remake on the render framework:
-a new material renderer with layers better defined.
-a better buffer framework with more flexibility.
-a driver framework that has more functions(some functions have been added like AA) and let you combine various effects.
-to define a render area(like a monitor or just a part of it, like a texture or a part of a texture-for decalls).Render areas resive info from a camera like perspective retio ,with,height ,FOV , and other.
-textures that can accept a normat texture or an animation(fom a gif or a movie of from a camera-RTT or can accept layers of shaders combined with textures, ...)

+

very important :
The engine must be configurable by sending parameters to it:
by direct send, inside the program you are writing or by files that conteins configuration data.
So you must be able to configure allmost everithing from resolution, bit depth, refresh rate,directory where textures are,directory where models are , to
materials atached to the model(like how many layers they use and what contains each layer:like what taxture or what shader or what animation and what tipe of material :Solid -Solid with Alpha,dose is have reflaction and refraction any way done by shaders too, but a data base with some good materials would realy be very usefull and you would have just to select the one it sute you well or create one.)

Well Irrlicht is still young and hase a lot to go untill a non beta release, but I think Niko should consider conseeving a more powerfull and intuitive framework or if it hase not that much time to accept one framework made by the comunity(offcourse I think he should first anounce the comunity that he
:D makes a contest:"The best framework for Irrlicht" and the winer gets his name along Niko's in the sourse files, and that might be fare enought).
Kat'Oun
Cleves
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Post by Cleves »

omaremend, I tought maybe this can help you:
http://www.facewound.com/tutorials/shader1/
Maybe you can do some more cool effects. Great work btw :D
omaremad
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Post by omaremad »

i learnt hlsl from there :lol:
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