Horde3D

Next-Generation Graphics Engine
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PostPosted: 24.02.2009, 05:35 
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Joined: 08.05.2007, 07:34
Posts: 12
First of all, I have followed this engine's development over the years, and I have always been a fan :) Recently, I took it upon myself to help out someone try to land a potential gig, I looked to this Engine, I started diving back into things, and have learned a lot in a couple days, I find myself now, needing to clear one more hurdle, before I can get into the clear.

I'm familiar with Deferred rending, and troubles that arise with alpha channels, and Anti-Aliasing, generally in the past, I would just draw these in a pass outside the main Deferred loop, the downside of course, is no lighting, it's a trade-off I'm willing to live with. So I have my sample scene loaded, and with some simple geometry, a new character, and some clipmaps, ironically the clip-maps appear to work, I wish I knew a way to adjust the alpharef, as the clips seem very harsh, almost to a 1bit level. I'm ok generally with the look of this for now, all is going well, and I have a table that I want to be transparent, via the alpha channel, 50% or whatever, as well as a water surface. I'm a bit puzzled why the table surface, isn't working 100% opaque, where as the clips are working, I'm guessing there are some alpha-blend states someplace, but I really don't know where to look. I'll keep digging, as my time frame slowing begins to close, I'm seeking help in anyway possible.

Thanks


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PostPosted: 24.02.2009, 22:17 
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Joined: 10.09.2006, 15:52
Posts: 1217
I think you need to get a bit more concrete if you expect help :)


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PostPosted: 25.02.2009, 02:27 
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Joined: 08.05.2007, 07:34
Posts: 12
I'm crashing through this engine trying to learn as much as I can, so I can support the artist I'm working with. I got some art from him, a world which, I exported with Collada(shocker), and later managed to get it into the editor, and get it into the engine, everything seems to work, I have a couple minor issues in regards to clip-mapped alpha for tree's, shrubs, etc(not too worried). The one issue I can't seem to solve is I can't get a flat alpha'd plane to display, such that you can see through(like a window).

Currently I'm using the forward pipeline, I created a new shader, and applied it via the editor, I'm able to see results, say if I assign a flat color to the shader, say in the ambient pass. Since the Ambient pass is the initial pass, I wanted to wait until later on(until everything was drawn) draw a TRANSLUCENT pass, with just the alpha stuff. Now to my question:

1. What determines, or how do I set things(max/material), so they get drawn in the TRANSLUCENT pass of the shader?


Again, I'm trying to draw a window/glass table with alpha.


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PostPosted: 25.02.2009, 02:48 
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Joined: 22.11.2007, 17:05
Posts: 707
Location: Boston, MA
tihare wrote:
1. What determines, or how do I set things(max/material), so they get drawn in the TRANSLUCENT pass of the shader?
Use a shader with only a TRANSLUCENT pass. Whatever passes are present in the shader, will be run when the matching pass is drawn in the pipeline config.

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Tristam MacDonald - [swiftcoding]


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PostPosted: 25.02.2009, 04:18 
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Joined: 08.05.2007, 07:34
Posts: 12
swiftcoder wrote:
tihare wrote:
1. What determines, or how do I set things(max/material), so they get drawn in the TRANSLUCENT pass of the shader?
Use a shader with only a TRANSLUCENT pass. Whatever passes are present in the shader, will be run when the matching pass is drawn in the pipeline config.



Thanks for the reply, I did try this, and it doesn't seem to be executing my Context("TRANSLUCENT");

Code:
<!-- Forward Shading Pipeline -->
<Pipeline>
   <CommandQueue>
      <Stage id="Geometry" link="globalSettings.material.xml">
         <ClearTarget depthBuf="true" colBuf0="true" />
         
         <DrawGeometry context="AMBIENT" class="~Translucent" />
         <DoForwardLightLoop class="~Translucent" />
         
         <DrawGeometry context="TRANSLUCENT" class="Translucent" />
      </Stage>
      
      <Stage id="Overlays">
         <DrawOverlays context="OVERLAY" />
      </Stage>
   </CommandQueue>
</Pipeline>

<Shader>
  <Context id="TRANSLUCENT">
     <VertexShader>
      <InsCode code="utilityLib/vertCommon.glsl" />
      <DefCode>
        <![CDATA[
            uniform vec3 viewer;
            attribute vec2 texCoords0;
            attribute vec3 normal;
            varying vec3 tsbNormal;
            varying vec4 pos, vsPos;
            varying vec2 texCoords;
         
            void main( void )
            {
               // Calculate normal
               tsbNormal = calcWorldVec( normal );
            
               // Calculate world and view space positions
               pos = calcWorldPos( gl_Vertex );
               vsPos = calcViewPos( pos );
               
               // Calculate texture coordinates and clip space position
               texCoords = texCoords0;
               gl_Position = gl_ModelViewProjectionMatrix * pos;
            }
         ]]>
      </DefCode>
    </VertexShader>

    <FragmentShader>
      <InsCode code="utilityLib/fragLighting.glsl" />
      <DefCode>
        <![CDATA[
            uniform sampler2D tex0;
            varying vec3 tsbNormal;
            varying vec4 pos, vsPos;
            varying vec2 texCoords;
            
            void main( void )
            {
               vec4 albedo = texture2D( tex0, texCoords );
                 //if( albedo.a < 0.5 ) discard;
               
                 gl_FragColor.r = 1.0;
            }
         ]]>
      </DefCode>
    </FragmentShader>
  </Context>
</Shader>


Obviously this isn't finalized, just want to make sure this is working before I continue, I figured I would at least see the the objects mapped with the shader, but I don't see them.


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PostPosted: 25.02.2009, 05:11 
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Joined: 08.11.2006, 03:10
Posts: 384
Location: Australia
tihare wrote:
IWhat determines, or how do I set things, so they get drawn in the TRANSLUCENT pass of the shader?
...it doesn't seem to be executing my Context("TRANSLUCENT");

In the pipeline, the line instructing Horde to render TRANSLUCENT objects also specifies a material class:
<DrawGeometry context="TRANSLUCENT" class="Translucent" />

This means your material also needs to specify the right class. The start of your material file should look like:
<Material class="Translucent">


[EDIT]
Also note that the pipeline instructions for the AMBIENT and LIGHTING passes exclude the "Translucent" material class:
<DrawGeometry context="AMBIENT" class="~Translucent" />
<DoForwardLightLoop class="~Translucent" />


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PostPosted: 25.02.2009, 06:09 
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Joined: 08.05.2007, 07:34
Posts: 12
You made my day, thanks a ton :) I can't believe I overlooked that.


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