You are an experienced programmer and have a problem with the engine, shaders, or advanced effects? Here you'll get answers. No questions about C++ programming or topics which are answered in the tutorials!
I'm posting this because it might inspire some Irrlicht users
and also because I really need critique and errors pointed out.
It was compiled with VC 10.
Note: When you want to post your project in VC 10 form, there
are lots of unnecessary LARGE files generated by the IDE.
I tried to delete these while having the project still open-able
after download.
The main thing here is NON LINEAR PP BASED EFFECTS..
Non Linear Effects allows you to render to many buffers and
then to feed those buffers into many different Screen Quad Based
Shaders..
Now, these shaders can be divided into two main categories:
"Geometry Shaders": These render the geometry of objects in a way
that allows you to control what happens on the surface of the rendered
polygons. These shaders are useful for things like Raw Diffuse, Depth etc..
"Screen Quad Shaders": Also known as Post Processing Shaders, these use
the images rendered by the Geometry shaders to get extra effects to the final
frame buffer..
CANDY CODE:
This is just a version of the code using a special "colouring scheme" for my own easy reading..
These "*.odt" files are verbatim copies of the "*.CPP" and "*.H" files included in
the project (just syntax cols added).
You don't need to do anything with them as it is still an experimental thing, but if you look at them
before delving into the code itself you'll definitely have a clearer understanding of what the code
does..
It shares a lot of things I've posted in previous posts so look at those and the code
of this project to see what the keys do to control things..
Use 0 to toggle between PP mode and Normal Mode..
When in PP Mode use "F1" to toggle between Linear Effects and NON-Linear effects..
Non linear effects is cooler and uses you buffers in a more flexible way, but Linear Effects,
in this case has some cool PP shaders not used in the Linear Effect System..
The Main Shader "Shaders\_GLSL_\002_POST_PROC_NL_FX\GL_0420_FRAG_PP_SSAO_INTERNAL_DEPTH.glsl"
uses keys T,F,Y,G,U,H,I,J,O,K,P and L to control SSAO parameters..
You can see these values changeing in a small GUI when you hit "V"..
I could really write a whole lot more on what happens here but I just don't have the time.
But if you have any questions (or critique) PLEASE let me know..
Last edited by Vectrotek on Sun Dec 25, 2016 5:29 pm, edited 2 times in total.
Yes the shader uses depth to "Fog" out the background, but no LOD takes place (good idea though).
It uses that same depth to control the strength of a V and H pass.
A few "inter buffer renders" takes place before the final frame buffer render.
Sorry that the project is so big, it is the model for the island..
It's got some useful concepts in there and the render you see is actually only once effect
of many that can be achieved..
If you get how buffers are used in the program then you can do much more!
The "Non Linear Effect" Island project in the "previous post" is now much smaller..
!! NOW THIS ZIPPED PROJECT WEIGHS ONLY 12 Megs! (fixed all the PNGs in the ISLAND model and sky is now not totally covered by fog) http://s000.tinyupload.com/?file_id=022 ... 8739974274
(if you recompile make sure you replace the posted DLL with your own DLL)
BUT WAIT.. below is an EVEN SMALLER version (5.7 Megs) with all the meat and potatoes but with a much simpler model (no more island)..