Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby Skinnytorus » Friday, 23.May 2014, 17:25

Oh, man! You did it! \:D/
So far so good. Testing...
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby CybeREX » Friday, 23.May 2014, 17:45

I wounder can we create something like this underwater caustic in wz4? And this cool water too? (its custom pixel shader code?)
WebGL underwater example

PS. ikam, hhmm... something strange happen with my build of wz4... remember your made volume fog with mask? before I only can see something like "G" texture was projected on surface, but with your build I can now see volume fog...
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby ikam » Friday, 23.May 2014, 18:01

Yop

here a proto that support 16 light per env for testing purposes.
We need to test about performances and if there isn't no regression with complex material, because I changed the size of an important parameter in the pixel shader.
If it is ok and performances are good, we can set 16 as new value.
Attachments
werkkzeug4.zip
(1.63 MiB) Downloaded 292 times
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby ikam » Friday, 23.May 2014, 18:05

CybeREX wrote:I wounder can we create something like this underwater caustic in wz4? And this cool water too? (its custom pixel shader code?)
WebGL underwater example

PS. ikam, hhmm... something strange happen with my build of wz4... remember your made volume fog with mask? before I only can see something like "G" texture was projected on surface, but with your build I can now see volume fog...


1/ It use many complex techniques to achieve thatn you can't do exactly the same in wz4, but you can approch it. take a look to :
viewtopic.php?f=43&t=1300&hilit=pool

2/ can you send me your example, thanks.
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby Skinnytorus » Friday, 23.May 2014, 18:14

ikam
Applying Multiply by 4 two times results in shader error (all turns red and I have to flush shaders). Is that normal?
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby Skinnytorus » Friday, 23.May 2014, 18:17

Anyways, I think it might wise to make a switch in wz4 options (or document options?): 8 or 16 lights per Environment. What do you think?
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby ikam » Friday, 23.May 2014, 18:22

1/ example ? (remmeber the crash with 4+ light that have shadows enabled, it is another bug..., disable shadows)
2/ not possible, it's static parameters defined at compilation.
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby Skinnytorus » Friday, 23.May 2014, 18:32

1) here
2) That's too bad. Doubling lights per environment's gonna make pixel shader check all the 16 lights (no matter how many are used) every frame, right?
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test_mul_light3.wz4
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby ikam » Friday, 23.May 2014, 18:49

1/ ok it's a problem with the multiplied spot lights exclusvly, i'll check that.
2/ no, shader doesn't check all lights every frame, only active lights. But there is for sure some place in the c++ code where it check for all 16 lights. But with firsts tests, it doesn't seems to change a lot perf. On my computer I tested a old complex scene, with both version and I only lost 4-5 fps... need to try with others scenes.
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby Skinnytorus » Friday, 23.May 2014, 19:08

That's a shame I don't have any really heavy scenes... But anyways, if that's a small impact on performance in your scenes, then apply the hack. We will test that for a while and then come up with the final verdict.
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby ikam » Friday, 23.May 2014, 19:57

Skinnytorus: i fixed the prob with multilied spotlight.
I commited changes on github.
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby Skinnytorus » Friday, 23.May 2014, 20:07

OK. I'll see what I can do testing that. And by the way, why
MM_MaxParaPS = 88,
and not 96?
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby ikam » Friday, 23.May 2014, 20:13

it seem sufficiant to contain all parameters for now (I'm not sure how to compute the exact value, but lesser value can result bad shader (painted red) with 16 active lights)
Let's see for while, if needed I will adjust this value.
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby Skinnytorus » Friday, 23.May 2014, 20:17

OK. Any luck with 4+ lights and shadow?
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby ikam » Friday, 23.May 2014, 20:18

Not yet...

so I think ModLight2 is useless now.
I will delete it.
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