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M Benesi
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« Reply #90 on: December 08, 2015, 12:09:35 AM » |
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Wow... the glass look is cool.
You just copy the coloring to DE-Kn and fiddle with transparency?
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Crist-JRoger
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« Reply #91 on: December 08, 2015, 07:03:33 AM » |
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Yes, just copied your code. There is no transparency in DE-raytracers. Yet  It's optical illusion )
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M Benesi
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« Reply #92 on: December 09, 2015, 02:47:40 AM » |
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Cool. Transparency is on the list then..
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3dickulus
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« Reply #93 on: December 09, 2015, 03:06:41 AM » |
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I've made a few adjustments in the texture loading code, was RGB only but really simple to make it RGBA, with DEPTH_TO_ALPHA you could store the depth values in the texture and easily read them in you fragment code  or just use it for masking or overall translucency  , currently only possible in the linux version until I sort out EXR load on windows, but still... could make it possible for png format files?
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M Benesi
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« Reply #94 on: December 09, 2015, 05:34:30 AM » |
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dunno.. Something I just noticed is that I can only load one sampler2d (texture) at a time. I'm working on implementing a heightmap (beyond what I already will attach to this post) function to use textures, per Crist's request, and when I try to load a second texture, it says it can't find it... anyway, that's for the future.  For now, I need to work on creating the right map for the textures, since I removed the one map that would work ( https://en.wikipedia.org/wiki/UV_mapping) and need to reimplement it so it works better for CJR.
It'll be cooler when it's done. UPDATE... after first 3 downloads hMapType 0, with iteration =1 will let you play around with a height map a bit. Need to fix it up a bit, of course, but this is a basic version for you CJ. With the skull from M3D for a heightmap:
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« Last Edit: December 09, 2015, 06:08:42 AM by M Benesi »
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3dickulus
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« Reply #95 on: December 09, 2015, 06:10:31 AM » |
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dunno.. Something I just noticed is that I can only load one sampler2d (texture) at a time.
IBL-Raytracer.frag:uniform sampler2D Background; file[Ditch-River_2k.hdr] IBL-Raytracer.frag:uniform sampler2D Specular; file[Ditch-River_2k.hdr] IBL-Raytracer.frag:uniform sampler2D Diffuse; file[Ditch-River_Env.hdr] this one seems to work with 3 ? ( + front and backBuffer makes 5) when parsing the source at build time a list is created of texture names -> texture IDs as each is loaded, filenames w/o full path are expected to be in Examples/Include/ folder IBL-Rt functions as expected so not sure if I can help. (unless this does)
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Crist-JRoger
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« Reply #96 on: December 09, 2015, 06:23:11 AM » |
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M Benesi, thank you very much! Can't wait for going home, I'll try to play with it on i3 hd2500 
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M Benesi
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« Reply #97 on: December 09, 2015, 06:26:34 AM » |
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Don't know what is going on: Setting texture to: C:/Documents and Settings/Amintor/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/glitter_glow_texture_ix_by_hauntingmewithstock.jpg Setting texture to: C:/Documents and Settings/Amintor/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/original.jpg Camera: Use W/S to fly. 1/3 adjusts speed. Q/E rolls. Click on 3D window for key focus. See Help Menu for more. Created front and back buffers as RGBA32F Maximum texture size: 8192x8192 Could not locate sampler2D uniform: htex Found texture in cache: C:/Documents and Settings/Amintor/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/glitter_glow_texture_ix_by_hauntingmewithstock.jpg Could not locate sampler2D uniform: htex Found texture in cache: C:/Documents and Settings/Amintor/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/glitter_glow_texture_ix_by_hauntingmewithstock.jpg Compiled script in 2266 ms.
I'll mess around and let you know what turns up. In other news, it's easy to beat on a Menger: 
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3dickulus
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« Reply #98 on: December 09, 2015, 06:44:43 AM » |
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there are spaces in the path name "C:/Documents and Settings..." try moving Fragmentarium-1.0.13-Qt_5_3_2_MinGW folder to the root of the drive C:/Fragmentarium-1.0.13-Qt_5_3_2_MinGW and rename the files in the sampler2D sliders accordingly... or in the sampler2D declaration in the frag file Qt is supposed to handle file naming conventions across platforms, maybe I should add some quotes to the name string. this doesn't affect frag files as the default bulb is in "Historical 3D Fractals" folder but sampler might be picky? just a hunch  cool 1000th post uhm, yeah that's probably not it, should go to sleep now... post me the frags and I'll see if it's something with the parser.... 
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« Last Edit: December 09, 2015, 06:51:52 AM by 3dickulus, Reason: snoozing... »
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M Benesi
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« Reply #99 on: December 09, 2015, 07:43:46 AM » |
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happy 1000th...  I'll try different paths tomorrow or the next day. I tried it with complete paths, it still finds the one, but doesn't find the other. Both of the textures are in the same directory.... Tried loading them both from the raytracer, still dropped the one texture. Tried using the same texture for both... still dropped the one. So... meh. Don't check it tonight, but you can just add a uniform shader2d blah; file[...] to a frag, and it tells me it can't find it after I pick a texture and do a build. The texture doesn't even have to point to anything.
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« Last Edit: December 09, 2015, 07:53:46 AM by M Benesi »
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3dickulus
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« Reply #100 on: December 09, 2015, 03:11:29 PM » |
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add another sampler2D... not foundadd entry for sampler to preset... not foundactually use it in code... found  if something is declared but not used it gets optimized out of the source by the GPU compiler, Fragmentarium parser is unaware of GPU compiler optimizations so... declaration only is not enough, it needs to actually get used, hmmm a little sleep does wonders  edit: at least I think that's what's going on because ... int l = shaderProgram->uniformLocation(textureName); if (l != -1) { // found named texture in shader program .... } else WARNING("Could not locate sampler2D uniform: " + textureName); will perhaps update the error message... if foundInSource && !foundInProgram = found unused sampler ... to reflect this
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Crist-JRoger
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« Reply #101 on: December 09, 2015, 07:22:53 PM » |
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First results on fast raytracer 1-clean, 2-height map , 3-height map with other detail and fudgefactor  testing with DE-Kn in process  too much variables, i think a half is enough ) M Benesi, bumpmapping could just repeat texture - so maybe for this process needs one tab with texture parameters? But this script really interesting for play. As far as I understand, you want make distortion offset by other texture?
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M Benesi
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« Reply #102 on: December 10, 2015, 12:43:02 AM » |
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add another sampler2D... not foundadd entry for sampler to preset... not foundactually use it in code... found  if something is declared but not used it gets optimized out of the source by the GPU compiler, Fragmentarium parser is unaware of GPU compiler optimizations so... declaration only is not enough, it needs to actually get used, hmmm a little sleep does wonders  edit: at least I think that's what's going on because ... int l = shaderProgram->uniformLocation(textureName); if (l != -1) { // found named texture in shader program .... } else WARNING("Could not locate sampler2D uniform: " + textureName); will perhaps update the error message... if foundInSource && !foundInProgram = found unused sampler ... to reflect this Ha. Yeah- a different error message would have made it a bit more clear. So, my solution is to "use" the sampler after loading it so it is persistent. It seems to work! Updated heightmap a bit... fixed it so the add-in at the end adds to all of z... anyway, old bad code is commented out. Time to walk dog! Another beaten Menger:
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M Benesi
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« Reply #103 on: December 10, 2015, 02:42:18 AM » |
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First results on fast raytracer
1-clean, 2-height map , 3-height map with other detail and fudgefactor testing with DE-Kn in process  too much variables, i think a half is enough ) M Benesi, bumpmapping could just repeat texture - so maybe for this process needs one tab with texture parameters? I was thinking about various ways to do that. Not sure if I want to get rid of the extra variables either- they are used for other stuff, not for the basic bumpmap though. Might split up the "bumpmap" stuff to a different tab, and then the other options in their own tab to clean it up a bit. But this script really interesting for play. As far as I understand, you want make distortion offset by other texture?
I wanted to be able to use different textures for the heightmaps...
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M Benesi
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« Reply #104 on: December 10, 2015, 03:08:50 AM » |
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All right. Now I can load both textures, it doesn't say it dropped one, but if you load a second texture for the heightmap, it drops the coloring texture!@$!@$#!@#$!@$
If you build when both textures are yellow (highlights them yellow when you're supposed to do a rebuild), you can use both textures.
It's easier, obviously, with the second texture in the textures tab. I'm thinking about having a separate textures tab in the raytracer for all of the textures to be loaded at once (coloring texture, heightmap texture, marquee texture** implemented later....).
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« Last Edit: December 10, 2015, 03:49:45 AM by M Benesi »
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