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(C++)Irrlicht 1.1 : Fake Glow,Dream and Night Vision

Posted: Tue Oct 03, 2006 6:33 am
by Simson
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 :
Image

Render with fake Night Vision :
Image

Render with fake Glow :
Image

Render with fake Dream Filter :
Image

And here you can get the C++ code and binary for windows
HERE

Bye.

Posted: Tue Oct 03, 2006 10:19 am
by andrei25ni
:shock:

Super, downloading now... :D


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After download :
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It's just great. I like the night-vision effect. Great work.

Posted: Tue Oct 03, 2006 10:49 am
by Halan
why doesnt it work with the normal camarascenenode :(

Posted: Tue Oct 03, 2006 10:57 am
by Simson
It's limited at Camera FPS because my level in maths is low and i don't know how to get the camera rotation.
If you find the solution, don't hesitate to post the code :).

Posted: Tue Oct 03, 2006 11:28 am
by stodge
Wow! I like the fake dream filter - very nice!

Posted: Tue Oct 03, 2006 12:43 pm
by RapchikProgrammer
wow! Love the filters, downloading em rit now! Hope they work on dx too cause i hav seen some similar shaders before on the forums but required ogl! :(!

Posted: Tue Oct 03, 2006 7:21 pm
by dawasw
Simson I love you :*, will u marry me ?

This is the definately best effect scene node made so far.

It works extremely fast and the quality is excellent.

150 ~250 fps on gf6600 gt & 2 ghz + amd.

You're my hero, thank you for this.

Posted: Tue Oct 03, 2006 7:23 pm
by omaremad
The Dream filter looks really nice, kind of like prince of persia, ill download this it looks fun.

Posted: Tue Oct 03, 2006 7:30 pm
by omaremad
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.

Posted: Tue Oct 03, 2006 7:31 pm
by Spintz
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.

Posted: Tue Oct 03, 2006 8:31 pm
by Simson
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.

Posted: Tue Oct 03, 2006 8:36 pm
by hybrid
Does anyone know of a night vision effect without shaders and without RTT?

Posted: Tue Oct 03, 2006 8:39 pm
by omaremad
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.

Posted: Tue Oct 03, 2006 8:44 pm
by Spintz
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.
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.

Posted: Wed Oct 04, 2006 7:39 am
by Simson
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 ...