Island Demo

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sio2
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Island Demo

Post by sio2 »

I've released another demo, based on the IrrSpintz version of Irrlicht. Get it here: http://sio2.g0dsoft.com.

Image

I'm only half done with this (the HDR is disabled, for example). I'm hitting limits even with Spintz's fine engine...

Readme from the demo:
Island Demo (Part 1) for the IrrSpintz 3D Engine
================================================

Email : sio2 'at' users.sourceforge.net
Website : http://sio2.g0dsoft.com

This is a demo of an ocean scene. The scene consists of: a cube-mapped sky incorporating a pixel-shaded sun, a shader-based ocean incorporating refraction and pixel-based sun reflection, and an island model lit with fixed-function lighting. The fixed-function lighting is updated with the direction of the sun, which moves around the sky (currently in a non sun-like manner).

This is Part 1. The demo will be updated as extra functionality is added to the IrrSpintz 3D engine.

Usage
=====
WASD keys or arrow (cursor) keys to move camera.
Move mouse to orientate camera.
Alt-F4 or Escape key to exit.

Requirements
============
Drivers:
Latest DirectX 9.0b drivers [www.microsoft.com/directx],
Latest DirectX9 drivers for your graphics hardware [from your HW vendor].

Graphics hardware with:
Vertex Shader 2.0 support, or better
Pixel Shader 2.0 support, or better.
Support for render-to-texture (for the refraction effect).

Notes
=====
1. This demo may require the Visual Studio 2005 Redistributable Files installed on your machine. These can be obtained from http://www.sio2.g0dsoft.com in the "Misc" section in "Downloads".
2. This demo models only a single "patch" of ocean. Enhancements will be made as the 3D engine matures.
3. Underwater volumetric effects not yet incorporated.

Credits
=======
1. Water (ocean) shader is a modified version the Ogre shader (which is, in turn, based on an nVidia shader).
2. Skycube and island model is by Claes Johanson.
3. IrrSpintz 3D Engine : http://irrspintz.sourceforge.net
4. The Irrlicht 3D Engine is based in part on the work of the Independent JPEG Group, the zlib, and libpng.
lantis
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Post by lantis »

Nice ;)
Sio2 you plane make its and other your shaders open source?
Halan
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Post by Halan »

reminds me of some watershader ive seen somewhere on the net ;)

nich work keep goin!

greets,
Halan
Phant0m51
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Post by Phant0m51 »

Man, you keep making beautiful stuff like this and you're going to get snatched up by Bethesda or Monolith studios. Looks great!
BlindSide
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Post by BlindSide »

Wow I remember this shader, did you manage to port the whole thing to irrlicht? Awesome :D
sio2
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Post by sio2 »

As I mention in the readme, it's the water shader from Ogre (which they in turn got from nVidia). I added refraction and pixel-shader Sun reflections. I also had to debug it - the Sun reflections were not matching up with the sky!

Once I've added floating-point rendertarget support to IrrSpintz I can re-enable the HDR
cphk
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Post by cphk »

The sky and island look like this one:
http://graphics.cs.lth.se/theses/projects/projgrid/
AlexL
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Post by AlexL »

Also mentioned in the read me, those are the same sky boxes and island meshes :wink:

Great job on this one sio2, I enjoy seeing you work here :) Any chance, have you thought of also adding in reflection to the shader? I haven't worked a whole great deal with shaders, and what little work I have done wasn't used with Irrlicht, so I'm not sure if it is even capable at this time; was just a thought ;)
sio2
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Post by sio2 »

AlexL wrote:Also mentioned in the read me, those are the same sky boxes and island meshes :wink:

Great job on this one sio2, I enjoy seeing you work here :) Any chance, have you thought of also adding in reflection to the shader? I haven't worked a whole great deal with shaders, and what little work I have done wasn't used with Irrlicht, so I'm not sure if it is even capable at this time; was just a thought ;)
Part 2 will have reflections and HDR. I already have HDR "working" but the lack of precision in RGB8 rendertargets hurts. I'm adding float rendertargets to IrrSpintz - this will help my HDR greatly.

I have 13 renders - reflection, refraction and nine HDR passes. Oh, and I guess the final composition, so that's 14 rendertarget operations. 8)
omaremad
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Post by omaremad »

And there comes the thin line between waiting for another pass or justing doing it in the same pass. I think my fixed point HDR ran at 5 RTT's including one for the softshadows for the whole scene. I Guess you can have a 1 dimensional guassian blur per pass and do two passes (2 RTT) or do a two dimensional per pass one for one pass (1 RTT) i think the whole do it in another pass thing was due to low shader models not having enough instructions for the loop unrolling. Not sure which method is faster on todays cards.


Anyway why all the HDR passes, i mean even the hardware texture filtering will blur things too much after a few passes. or is it because of the fp textures? (i think i heard that fp textures (or is it vtf's cant use hardware texture filtering))
"Irrlicht is obese"

If you want modern rendering techniques learn how to make them or go to the engine next door =p
noreg
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Post by noreg »

Nice assembly. Sky and meshes from there, ocean shader from ogre. Where did you get the code from? I mean you did very little on that one, so you must have a reason to only show off instead of opening it.
sio2
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Post by sio2 »

noreg wrote:I mean you did very little on that one.
Geez, you must be joking! :roll:

Even if that were true, is there not value in showing what the Irrlicht (IrrSpintz) engine can do? (that's a rhetorical question).

Since my work is so simply cut-n-paste you can all go and implement this stuff yourself - you don't need my source code. :P
BlindSide
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Post by BlindSide »

Actually it is some work, and also kind of fun, implementing things from other places in irrlicht. I implemented the cel shader from ogre and I had to change some things for it to work with irrlicht, it is not as easy as it seems. ESPECIALLY for a complex shader like this one, you will need to be very experienced and rewrite some bits for it to work with irrlicht. (Though I think the added features in irrSpintz made this a little easier.)

Nevertheless, noreg, I recommend you try to implement something this complex first, I think you will find it is both a fun, and challenging experience.
omaremad
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Post by omaremad »

Well not every demo has to be realllly complex you know. I think sio put the nesccessary stuff in the credits.

However i do agree with this statement:
opening it
These demos are kinda useless if you dont let non shader people benifit and learn from them ( the only one here learning is you), i mean closed source api's or games are fine because you can use them or enjoy them, but this is diffrent.
"Irrlicht is obese"

If you want modern rendering techniques learn how to make them or go to the engine next door =p
BlindSide
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Post by BlindSide »

omaremad you used to make some really nice demos yourself, you must be quite busy lately...

And yeah id love to see the source code for some of these sio2 :D
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