(C++)Irrlicht 1.1 : Fake Glow,Dream and Night Vision
-
- Competition winner
- Posts: 95
- Joined: Wed Nov 30, 2005 8:53 am
- Location: France : midi pyrénées
(C++)Irrlicht 1.1 : Fake Glow,Dream and Night Vision
Hello,
I have made a small library effect for irrlicht 1.1.
Just a simple Fake Glow,Fake dream and Fake night vision effects.
It work only with CameraSceneNodeFPS.
I think it has some errors in the code because i learn C++.
But the result and the idea are here.
Render without Effect :
Render with fake Night Vision :
Render with fake Glow :
Render with fake Dream Filter :
And here you can get the C++ code and binary for windows
HERE
Bye.
I have made a small library effect for irrlicht 1.1.
Just a simple Fake Glow,Fake dream and Fake night vision effects.
It work only with CameraSceneNodeFPS.
I think it has some errors in the code because i learn C++.
But the result and the idea are here.
Render without Effect :
Render with fake Night Vision :
Render with fake Glow :
Render with fake Dream Filter :
And here you can get the C++ code and binary for windows
HERE
Bye.
Last edited by Simson on Sun Feb 18, 2007 2:19 am, edited 1 time in total.
-
- Posts: 326
- Joined: Wed Dec 14, 2005 10:08 pm
You have just inspired me to adjust stuff in my shader!, i found the Dream filter method can be used for some kind of volumetric lighting/ light shards if applied to only bright pixels, kind of like a Nehe tutorial, however i found your effect to be more impressive. Nice work i am particularly surprised you didnt use shaders but the effect is nicer in the end. I hope you can com up with more cool stuff.
I really like the effects, and it makes a nice and easy way to get them without having to get into any shaders.
However, with the multiple full screen quads for the dreamFilter, for instance, the fill rate and blending can really kill the FPS.
EDIT: Omar, these same blurring/glowing effects can be done with a shader and a single screen quad. And it's a little faster, because you are sampling the texture multiple times and rendering one full screen quad, rather than offsetting and rendering multiple full-screen quads.
However, with the multiple full screen quads for the dreamFilter, for instance, the fill rate and blending can really kill the FPS.
EDIT: Omar, these same blurring/glowing effects can be done with a shader and a single screen quad. And it's a little faster, because you are sampling the texture multiple times and rendering one full screen quad, rather than offsetting and rendering multiple full-screen quads.
3-ways.
Have two sets of textures, 1 normal and one night vision(which would be precalculated making the bright parts exponentially brighter than the normal parts. Apply a green screen quad.
Just increase the gamma value, apply screen quad.
Have night vision lightmaps which have more contrast than a normal lightmap and then use additive lightmap blending, apply green quad.
Have two sets of textures, 1 normal and one night vision(which would be precalculated making the bright parts exponentially brighter than the normal parts. Apply a green screen quad.
Just increase the gamma value, apply screen quad.
Have night vision lightmaps which have more contrast than a normal lightmap and then use additive lightmap blending, apply green quad.
I think this is great stuff, I really wasn't trying to be negative. It's actually very cool to be able to get it done without shaders, every implementation I've looked into says you've required shaders. I see why now, but it's still very cool. I definitely was not trying to be negative about this at all.Simson wrote:Thanks all
There is some bugs, but i work to correct the code.
Spintz: for the shader i know they can increase speed but i'm newbie with c++ and irrlicht... in first time, i prefer limit myself without shader .
Bye.
-
- Competition winner
- Posts: 95
- Joined: Wed Nov 30, 2005 8:53 am
- Location: France : midi pyrénées
Yes Spintz, i know you are not negative .
I have tested my code with the SVN version of irrlicht, and ... It's me or in the 1.1 version the FOV of camera it's buggy ?
Before for getting the size of the quad, i have tested with pythagore and for irrlicht 1.1 that doesn't work.
Now with the SVN version that work perfect ...
I have tested my code with the SVN version of irrlicht, and ... It's me or in the 1.1 version the FOV of camera it's buggy ?
Before for getting the size of the quad, i have tested with pythagore and for irrlicht 1.1 that doesn't work.
Now with the SVN version that work perfect ...