View topic - Normal Maps / Depth Maps - Testers Needed! V1.0



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PostPosted: 05 Jul 2009, 04:31 
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Yeah, it's been working on 8+ series nVidia for awhile now. Needed to get it running on ATi too, which is now accomplished.

Still haven't solved the self-shadow part yet. Got a shader running that will display the shadowmap, but it's still not working right with normalmaps.


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PostPosted: 05 Jul 2009, 08:40 
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OK... got self-shadowing working. It has some issues with moire, but I'm not sure how much of that is the shader, and how much of it's Spring's borked shadow volume becoming really visible.

It's not quite right, basically, but it's a step forwards nonetheless.

Would like testing again, V0.7 is being released.

Please tell me if it's broken anything new.


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PostPosted: 05 Jul 2009, 09:46 
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tested 0.7: (i think?) you really need to label your files with version numbers argh.

Loading LuaRules
gf1 = LuaRules/Gadgets/glsl_lighting.lua
gf1 = LuaRules/Gadgets/unit_normalmap_shader_gadget_sur.lua
gf2 = LuaRules/Gadgets/glsl_lighting.lua
gf2 = LuaRules/Gadgets/unit_normalmap_shader_gadget_sur.lua
Loaded gadget: GLSL Lighting <glsl_lighting.lua>
Loaded gadget: unit_normalmap_shader_tst.lua <unit_normalmap_shader_gadget_sur.lua>
gf1 = LuaRules/Gadgets/glsl_lighting.lua
gf1 = LuaRules/Gadgets/unit_normalmap_shader_gadget_sur.lua
gf2 = LuaRules/Gadgets/glsl_lighting.lua
gf2 = LuaRules/Gadgets/unit_normalmap_shader_gadget_sur.lua
GLSL Light Shader Succeeded
Loaded gadget: GLSL Lighting <glsl_lighting.lua>
[unit_normalmap_shader:Initialize] shader1 compilation failed
Vertex info
-----------
(43) : warning C7050: "gl_TexCoord[3].xy" might be used before being initialized

Fragment info
-------------
(85) : warning C7011: implicit cast from "float" to "vec3"
(6) : error C5041: cannot locate suitable resource to bind parameter "cdES"
(7) : error C5041: cannot locate suitable resource to bind parameter "cdTS"
Loaded gadget: unit_normalmap_shader_tst.lua <unit_normalmap_shader_gadget_sur.lua>
Loading LuaGaia
Loading LuaUI

i still get the normal map despite the errors though.


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PostPosted: 05 Jul 2009, 10:04 
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Shader1's the fancy version. I can't even verify it compiles right now.

Did you see shadows?

Also, I think I found out one of the issues with the shadows, but it's engine-side. I'll talk to Kloot.


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PostPosted: 05 Jul 2009, 10:12 

Joined: 29 Nov 2008, 23:55
heres a example on my ati x1950 on with medium shadows and water at reflective+refractive settings

between version 06 and 07 i didnt see any difference

i noticed this interesting effect wobbling around the surface of the spheres when you have water in its background


Attachments:
arghs happy rotating balls v7.jpg [94.48 KiB]
Downloaded 50 times
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PostPosted: 05 Jul 2009, 10:19 
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I don't see any shadows in that screenshot. Make sure to enable shadows with /shadows 1.

And yeah, there is weirdness with water. But ... hell, there's weirdness with water4 even with the old ARB shaders. I don't know why, and it makes very little sense, frankly.


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PostPosted: 05 Jul 2009, 10:29 
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i got shadows on the landscape from the balls, but no selfshadowing


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PostPosted: 05 Jul 2009, 10:31 

Joined: 29 Nov 2008, 23:55
yes i forgot the important part : there is no selfshadow


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PostPosted: 05 Jul 2009, 10:32 
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Interesting. Let's see if this fixes that. v0.8 is now available.

I have to sleep now.


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PostPosted: 06 Jul 2009, 21:46 
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V0.9 Released. Fixes several little things.


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PostPosted: 06 Jul 2009, 22:36 

Joined: 27 Jun 2009, 00:32
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I get some "flickering" shadows on the spheres themselves and I want to ask if this still is a general problem or might be something specific:

http://www.file-upload.eu/download-1746454/Normal-Mapping-Test.avi.html


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PostPosted: 06 Jul 2009, 23:15 
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I have observed that Units in motion aren't having their shadowmaps updated correctly (it's like they're being rotated to a different matrix, or something).

This is apparently an engine bug- I've seen it on the regular, non-shader Units as well, now that I know what I'm looking for. It's just less apparent with the regular shadows, because of a couple of things that were done to reduce moire.

I've made a post about it.

V1.0 is almost done. Yup... going to Beta status after that.

I should put up some screens, showing how cool Chickens look with normalmaps. I have maybe half of the World Builder stuff normalmapped now- P.U.R.E.'s stuff will take longer.


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PostPosted: 06 Jul 2009, 23:22 

Joined: 27 Jun 2009, 00:32
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Allright - as a sidenote you might want to add some kind of shader LOD that either does provide less precise results or entirely shuts off at a respecitve viewing distance. Might be a bit early to talk about this but if there's a need for any basis inside the shaders it should be done now rather than later... :-)

This certainly would help improve performance either in heavy scenes or on slow computers. It also would make it possible to generate a dynamic detail level depending on e.g. the fps...


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PostPosted: 06 Jul 2009, 23:53 
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Well... I could do LODs for the shader itself, and cut it down. But if you can run the shader at all, you probably have hardware where it's nearly free to run vs. the ARB shader, on your graphics card.

Most of the cost of any Lua shader is CPU-side, and no matter what Unit shader you run, you can't avoid that overhead.

The key, going forward, is to develop a system like LUPS, where it's managed, so that multiple shaders can be run on a given Unit simultaneously without adding a lot of CPU cost. That's the biggest issue with this demo- the lighting system eats CPU, and so does the Unit shader.

V1.0 (beta) has been reached. I finally fixed teamcolor, I think.

ImageClick to enlarge. Even rudimentary normalmapping like this (I did this in maybe 10 minutes of airbrush grayscale) can make a big difference. This shot highlights the feel, but to be frank a lot of it's stuff you see when the units are in motion- the difference in lighting is a really big deal then.


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PostPosted: 07 Jul 2009, 00:36 
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Master-Athmos wrote:
I get some "flickering" shadows on the spheres themselves and I want to ask if this still is a general problem or might be something specific:

http://www.file-upload.eu/download-1746454/Normal-Mapping-Test.avi.html

Argh wrote:
I have observed that Units in motion aren't having their shadowmaps updated correctly (it's like they're being rotated to a different matrix, or something).

from what i see your shadow texcoords are totally broken -> check how the shadow is correctly projected to the ground and your incorrect selfshadowing.


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PostPosted: 07 Jul 2009, 00:53 
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It works just fine, when Units stop moving, or when I pause the game.


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PostPosted: 07 Jul 2009, 02:13 
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k tested it myself and don't get those projection errors Athmos get. So it seems to be the default ati wtf ^^


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PostPosted: 07 Jul 2009, 06:35 
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Woot!

I got proof that the shadows are an engine bug, not a shader bug!

Image
Here is the same object, moving, without the GLSL shader... and the very same shadow bug! You'll have to look closely, but you can see that the shadow is being projected onto the model geometry to the upper-left, whereas the shadow is towards the lower right!


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PostPosted: 07 Jul 2009, 08:43 
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Joined: 14 Nov 2007, 01:03
Location: Wroclaw, POLAND
GF7800 GT
Drivers 185.85
ok

http://img182.imageshack.us/i/screen068.png/


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PostPosted: 07 Jul 2009, 09:37 
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ATI Radeon HD 3200
driver: 8.561.0.0 (Catalyst 08.12)

The shaders not only do not crash - they even work on a low-end ATI notebook grafics card. Good work - Sir!

Image


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