Aktuelle Zeit: 11.12.2024, 03:46

Alle Zeiten sind UTC + 1 Stunde




Ein neues Thema erstellen Auf das Thema antworten  [ 4 Beiträge ] 
Autor Nachricht
 Betreff des Beitrags: Mentall Mill [gelöst]
BeitragVerfasst: 29.07.2008, 16:55 
Offline
Benutzeravatar

Registriert: 17.02.2008, 14:08
Beiträge: 125
Hi,

ich bin ja schon eine gewisse Zeit mit Shadern beschäftigt. Letzens bin ich auf Mentall Mill gestoßen. Schönes Programm eigentlich, aber wie kann ich exportierte Shader (GLSL) in Irrlicht nutzen? Ich meine selbstgeschriebene Shader benutze ich schon länger, aber der exportierte Code überfordert mich dann doch etwas, vor allem weil es keine uniforms gibt, die ich als Schnittstellen verwenden kann.

Also falls jemand Erfahrung hat: plz halp! ;)

MfG
FTC

_________________
Cold-Death
Magnon


Zuletzt geändert von FreetimeCoder am 10.09.2008, 19:28, insgesamt 3-mal geändert.

Nach oben
 Profil  
 
 Betreff des Beitrags: Re: Mentall Mill
BeitragVerfasst: 29.07.2008, 19:46 
Offline
Moderator
Benutzeravatar

Registriert: 15.04.2007, 20:20
Beiträge: 505
Wohnort: Reelsen
Paste mal so einen generierten Shader.

_________________
Meine Gameengine :)
Bild


Nach oben
 Profil  
 
 Betreff des Beitrags: Re: Mentall Mill
BeitragVerfasst: 30.07.2008, 11:04 
Offline
Benutzeravatar

Registriert: 17.02.2008, 14:08
Beiträge: 125
Als da wären:

Die Orginale:
Vertexshader
Code:
/******************************************************************************
* The following code was generated by the mental mill(R)                     *
*                                                                            *
* Copyright 1986-2007 by mental images GmbH, Fasanenstr. 81, D-10623         *
* Berlin, Germany. All rights reserved.                                      *
******************************************************************************/


varying vec3 position;
varying vec3 normal;

void main()
{
   gl_Position = ftransform();
   position = (gl_ModelViewMatrix * gl_Vertex).xyz;
   normal = gl_NormalMatrix * gl_Normal;

   gl_FrontColor = vec4(1.0);
   gl_BackColor  = vec4(0.0);
}


PixelShader
Code:
/******************************************************************************
* The following code was generated by the mental mill(R)                     *
*                                                                            *
* Copyright 1986-2007 by mental images GmbH, Fasanenstr. 81, D-10623         *
* Berlin, Germany. All rights reserved.                                      *
******************************************************************************/

//
// The state structure is used internally within the fragment shader to
// commonly used values.
//
struct State
{
   vec4 tex_coord[4];
   vec3 tex_tangent[1];
   vec3 tex_binormal[1];
   float refracted_ior;
   float incident_ior;
   vec3 origin;
   vec3 position;
   vec3 normal;
   vec3 motion;
   vec2 raster;
   vec3 direction;
   float ray_length;
   float dot_nd;
   mat3 tangent_space[1];
   float importance;
   vec3 texture_du[256];
   vec3 texture_dv[256];
   vec4 volume_input;
   vec3 light_position;
   vec3 light_direction;
   vec3 light_to_surface;
   float light_distance;
   float light_dotnl;
   int light_type;
   float light_spread;
   float light_spread_cos;
   float light_distance_limit;
};

//
// Values for the light_type parameter of light shaders
//
const int LIGHT_POINT    = 0;
const int LIGHT_SPOT     = 1;
const int LIGHT_INFINITE = 2;
const int LIGHT_PLANAR   = 3;

//
// The light iterator structure holds the return values resulting from
// evaluating a light.
//
struct Light_iterator {
   vec3 point;
   vec3 direction;
   float distance;
   float dot_nl;
   vec4 contribution;
   vec4 raw_contribution;
   vec4 shadow;
   int count;
};

struct Ray {
   vec3 origin;
   vec3 direction;
};

vec4 illumination(float ndotl,float ndoth,float m);

float log10(float x);
vec2 log10(vec2 x);
vec3 log10(vec3 x);
vec4 log10(vec4 x);

float modf(float a,out float b);
vec2 modf(vec2 a,out vec2 b);
vec3 modf(vec3 a,out vec3 b);
vec4 modf(vec4 a,out vec4 b);

float round(float x);
vec2 round(vec2 x);
vec3 round(vec3 x);
vec4 round(vec4 x);

float saturate(float x);
vec2 saturate(vec2 x);
vec3 saturate(vec3 x);
vec4 saturate(vec4 x);

void sincos(float x,out float s,out float c);
void sincos(vec2 x,out vec2 s,out vec2 c);
void sincos(vec3 x,out vec3 s,out vec3 c);
void sincos(vec4 x,out vec4 s,out vec4 c);

mat2 transpose(mat2);
mat3 transpose(mat3);
mat4 transpose(mat4);
float determinant(mat3);
float determinant(mat4);

void mi_component_illumination_base(
   vec4 msl_ambient_color,
   float msl_ambient_scalar,
   vec4 msl_diffuse_reflectance_color,
   vec4 msl_diffuse_color,
   float msl_diffuse_scalar,
   vec4 msl_specular_reflectance_color,
   vec4 msl_specular_color,
   float msl_specular_scalar,
   out vec4 msl_sum,
   out vec4 msl_ambient,
   out vec4 msl_diffuse,
   out vec4 msl_specular)
{
   msl_sum = vec4(0, 0, 0, 0);
   msl_ambient = vec4(0, 0, 0, 0);
   msl_diffuse = vec4(0, 0, 0, 0);
   msl_specular = vec4(0, 0, 0, 0);
   msl_ambient = ((msl_ambient_color * vec4(msl_ambient_scalar)));
   msl_sum += msl_ambient;
   vec4 msl_0 = msl_diffuse_reflectance_color * msl_diffuse_color;
   msl_diffuse += ((msl_0 * vec4(msl_diffuse_scalar)));
   msl_sum += msl_diffuse;
   vec4 msl_1 = msl_specular_reflectance_color * msl_specular_color;
   msl_specular += ((msl_1 * vec4(msl_specular_scalar)));
   msl_sum += msl_specular;
   msl_sum.a = 1.0;
   msl_ambient.a = 1.0;
   msl_diffuse.a = 1.0;
   msl_specular.a = 1.0;
}


vec4 mi_ashikhmin_shirley_diffuse(
   vec3 msl_lightDir,
   vec3 msl_eyeDir,
   vec3 msl_n,
   vec4 msl_Rd,
   vec4 msl_Rs)
{
   float msl_f1 = 1.0 - ((0.5 * dot(msl_lightDir,msl_n)));
   float msl_f2 = 1.0 - ((0.5 * (-dot(msl_eyeDir,msl_n))));
   float msl_d = ((((28.0 / ((23.0 * 3.14159265358979323846)))) * ((1.0 - pow(msl_f1,float(5)))))) * ((1.0 - pow(msl_f2,float(5))));
   vec4 msl_0 = vec4(1.0, 1.0, 1.0, 1.0);
   vec4 msl_1 = saturate(((msl_0 - msl_Rs)));
   vec4 msl_2 = msl_Rd * msl_1;
   return msl_2 * vec4(msl_d);
}


vec4 mi_ashikhmin_shirley_specular(
   float msl_shininess_u,
   float msl_shininess_v,
   vec3 msl_lightDir,
   vec3 msl_eyeDir,
   vec3 msl_n,
   vec3 msl_u,
   vec3 msl_v,
   vec4 msl_Rd,
   vec4 msl_Rs)
{
   vec3 msl_h = normalize(((msl_lightDir - msl_eyeDir)));
   float msl_kh = abs(dot(msl_eyeDir,msl_h));
   float msl_hv = dot(msl_h,msl_v);
   float msl_hu = dot(msl_h,msl_u);
   float msl_hn = dot(msl_h,msl_n);
   float msl_nk1 = abs(dot(msl_n,msl_lightDir));
   float msl_nk2 = abs(dot(msl_n,msl_eyeDir));
   float msl_c = sqrt(((((msl_shininess_u + 1.0)) * ((msl_shininess_v + 1.0))))) / ((8.0 * 3.14159265358979323846));
   float msl_exponent = ((((((msl_shininess_u * msl_hu)) * msl_hu)) + ((((msl_shininess_v * msl_hv)) * msl_hv)))) / ((1.0 - ((msl_hn * msl_hn))));
   vec4 msl_0 = vec4(1.0, 1.0, 1.0, 1.0);
   vec4 msl_1 = saturate(((msl_0 - msl_Rs)));
   float msl_2 = pow(max(1.0 - msl_kh,0.0),float(5));
   vec4 msl_3 = msl_1 * vec4(msl_2);
   vec4 msl_fresnel = msl_Rs + msl_3;
   float msl_4 = ((msl_c * pow(msl_hn,msl_exponent))) / ((msl_kh * max(msl_nk1,msl_nk2)));
   return vec4(msl_4) * msl_fresnel;
}


float mi_SQR(
   float msl_x)
{
   return msl_x * msl_x;
}


vec4 mi_cooktorr_specular(
   vec3 msl_di,
   vec3 msl_dr,
   vec3 msl_n,
   float msl_roughness,
   vec4 msl_ior)
{
   vec4 msl_result;
   vec4 msl_F,msl_g;
   vec3 msl_fhalf;
   float msl_nh,msl_nv,msl_nl,msl_vh,msl_nh2,msl_m2,msl_t;
   float msl_D,msl_G,msl_c,msl_otherterms,msl_expo;
   msl_fhalf = ((msl_dr - msl_di));
   msl_fhalf = normalize(msl_fhalf);
   msl_nh = dot(msl_n,msl_fhalf);
   msl_result.rgba = vec4(0, 0, 0, 0);
   if (msl_nh > 0.0)
   {
      msl_nl = dot(msl_n,msl_dr);
      msl_nv = (-dot(msl_n,msl_di));
      msl_vh = (-dot(msl_di,msl_fhalf));
      msl_nh2 = ((msl_nh * msl_nh));
      msl_m2 = ((msl_roughness * msl_roughness));
      msl_expo = ((((msl_nh2 - float(1))) / ((msl_nh2 * msl_m2))));
      msl_D = ((exp(msl_expo) / ((((((((float(4) * 3.14159265358979323846)) * msl_m2)) * msl_nh2)) * msl_nh2))));
      msl_G = ((((((2.0 * msl_nh)) * min(msl_nv,msl_nl))) / msl_vh));
      msl_G = min(msl_G,1.0);
      msl_c = dot(msl_dr,msl_fhalf);
      msl_t = ((msl_ior.r < float(1)) ? float(1) : float(msl_ior.r));
      msl_g.r = sqrt(((((((msl_t * msl_t)) + ((msl_c * msl_c)))) - float(1))));
      msl_t = ((msl_ior.g < float(1)) ? float(1) : float(msl_ior.g));
      msl_g.g = sqrt(((((((msl_t * msl_t)) + ((msl_c * msl_c)))) - float(1))));
      msl_t = ((msl_ior.b < float(1)) ? float(1) : float(msl_ior.b));
      msl_g.b = sqrt(((((((msl_t * msl_t)) + ((msl_c * msl_c)))) - float(1))));
      msl_F.r = ((((((0.5 * mi_SQR(((msl_g.r - msl_c))))) / mi_SQR(((msl_g.r + msl_c))))) * ((float(1) + ((mi_SQR(((((msl_c * ((msl_g.r + msl_c)))) - float(1)))) / mi_SQR(((((msl_c * ((msl_g.r - msl_c)))) + float(1))))))))));
      msl_F.g = ((((((0.5 * mi_SQR(((msl_g.g - msl_c))))) / mi_SQR(((msl_g.g + msl_c))))) * ((float(1) + ((mi_SQR(((((msl_c * ((msl_g.g + msl_c)))) - float(1)))) / mi_SQR(((((msl_c * ((msl_g.g - msl_c)))) + float(1))))))))));
      msl_F.b = ((((((0.5 * mi_SQR(((msl_g.b - msl_c))))) / mi_SQR(((msl_g.b + msl_c))))) * ((float(1) + ((mi_SQR(((((msl_c * ((msl_g.b + msl_c)))) - float(1)))) / mi_SQR(((((msl_c * ((msl_g.b - msl_c)))) + float(1))))))))));
      msl_otherterms = ((msl_G != 0.0) ? ((((msl_D * msl_G)) / ((((3.14159265358979323846 * msl_nv)) * msl_nl)))) : ((msl_D / ((3.14159265358979323846 * msl_nl)))));
      msl_result = ((msl_F * vec4(msl_otherterms)));
   }
   return msl_result;
}


float mi_falloff(
   vec3 msl_direction,
   vec3 msl_normal,
   float msl_amount)
{
   float msl_f;
   float msl_0 = dot(-msl_direction,msl_normal);
   msl_f = ((msl_0 < 0.000000) ? 0.000000 : ((1.000000 < msl_0) ? 1.000000 : msl_0));
   msl_f = ((1.0 - pow(msl_f,1.0 / msl_amount)));
   return msl_f;
}


float mi_orennayar_diffuse(
   vec3 msl_lightDir,
   vec3 msl_eyeDir,
   vec3 msl_n,
   vec3 msl_tangent,
   float msl_diffuse_deviation)
{
   float msl_sigma2 = msl_diffuse_deviation * msl_diffuse_deviation;
   float msl_A = 1.0 - ((msl_sigma2 / ((2.0 * ((msl_sigma2 + 0.33))))));
   float msl_B = ((0.45 * msl_sigma2)) / ((msl_sigma2 + 0.09));
   float msl_cosThetaI = dot(msl_lightDir,msl_n);
   float msl_cosThetaO = -dot(msl_eyeDir,msl_n);
   float msl_sinThetaI = sqrt(max(0.0,1.0 - ((msl_cosThetaI * msl_cosThetaI))));
   float msl_sinThetaO = sqrt(max(0.0,1.0 - ((msl_cosThetaO * msl_cosThetaO))));
   float msl_cosPhiI = dot(msl_lightDir,msl_tangent);
   float msl_cosPhiO = -dot(msl_eyeDir,msl_tangent);
   float msl_sinPhiI = sqrt(max(0.0,1.0 - ((msl_cosPhiI * msl_cosPhiI))));
   float msl_sinPhiO = sqrt(max(0.0,1.0 - ((msl_cosPhiO * msl_cosPhiO))));
   float msl_maxcos = max(0.0,((msl_cosPhiI * msl_cosPhiO)) + ((msl_sinPhiI * msl_sinPhiO)));
   float msl_sinAlpha,msl_tanBeta;
   if (msl_cosThetaI > msl_cosThetaO)
   {
      msl_sinAlpha = msl_sinThetaO;
      msl_tanBeta = ((msl_sinThetaI / msl_cosThetaI));
   }
   else
   {
      msl_sinAlpha = msl_sinThetaI;
      msl_tanBeta = ((msl_sinThetaO / msl_cosThetaO));
   }
   float msl_0 = ((msl_A + ((((((msl_B * msl_maxcos)) * msl_sinAlpha)) * msl_tanBeta)))) / 3.14159265358979323846;
   return (msl_0 < 0.000000) ? 0.000000 : ((1.000000 < msl_0) ? 1.000000 : msl_0);
}


float mi_phong_specular(
   vec3 msl_lightDir,
   vec3 msl_eyeDir,
   vec3 msl_n,
   float msl_specular_shininess)
{
   float msl_0 = 2. * (-dot(msl_eyeDir,msl_n));
   vec3 msl_1 = vec3(msl_0) * msl_n;
   vec3 msl_refl = msl_1 + msl_eyeDir;
   float msl_h = dot(msl_refl,msl_lightDir);
   return ((pow(max(msl_h,0.),msl_specular_shininess) * ((msl_specular_shininess + 2.)))) / ((2.0 * 3.14159265358979323846));
}


float mi_ward_anisglossy(
   vec3 msl_di,
   vec3 msl_dr,
   vec3 msl_n,
   vec3 msl_u,
   vec3 msl_v,
   float msl_shiny_u,
   float msl_shiny_v)
{
   vec3 msl_h;
   float msl_cosr,msl_cosi,msl_shiny_u2,msl_shiny_v2;
   float msl_hn,msl_hu,msl_hv,msl_expo;
   float msl_result = float(0);
   msl_cosr = dot(msl_dr,msl_n);
   msl_cosi = (-dot(msl_di,msl_n));
   if (((msl_cosi * msl_cosr)) >= 0.0001)
   {
      msl_shiny_u2 = ((msl_shiny_u * msl_shiny_u));
      msl_shiny_v2 = ((msl_shiny_v * msl_shiny_v));
      msl_h = ((msl_dr - msl_di));
      msl_h = normalize(msl_h);
      msl_hn = dot(msl_h,msl_n);
      msl_hn *= msl_hn;
      if (msl_hn > 1.0)
      {
         msl_hn = 1.0;
      }
      msl_hu = dot(msl_h,msl_u);
      msl_hu *= msl_hu;
      msl_hv = dot(msl_h,msl_v);
      msl_hv *= msl_hv;
      if (msl_hn >= ((0.0001 * ((((msl_hu * msl_shiny_u2)) + ((msl_hv * msl_shiny_v2)))))))
      {
         msl_expo = (((-((((msl_hu * msl_shiny_u2)) + ((msl_hv * msl_shiny_v2))))) / msl_hn));
         msl_result = ((((((exp(msl_expo) * msl_shiny_u)) * msl_shiny_v)) / ((((sqrt(((msl_cosi * msl_cosr))) * 4.0)) * 3.14159265358979323846))));
      }
   }
   return msl_result;
}


vec4 rgb_to_hsv(
   vec4 msl_rgb)
{
   vec4 msl_result;
   float msl_channelMin,msl_channelMax,msl_delta;
   msl_channelMin = min(msl_rgb.r,min(msl_rgb.g,msl_rgb.b));
   msl_channelMax = max(msl_rgb.r,max(msl_rgb.g,msl_rgb.b));
   msl_result.b = msl_channelMax;
   msl_delta = ((msl_channelMax - msl_channelMin));
   if (msl_channelMax != float(0))
   {
      msl_result.g = ((msl_delta / msl_channelMax));
   }
   else
   {
      msl_result.g = float(0);
      msl_result.r = float((-1));
      return msl_result;
   }
   if (msl_rgb.r == msl_channelMax)
   {
      msl_result.r = ((((msl_rgb.g - msl_rgb.b)) / msl_delta));
   }
   else
   {
      if (msl_rgb.g == msl_channelMax)
      {
         msl_result.r = ((float(2) + ((((msl_rgb.b - msl_rgb.r)) / msl_delta))));
      }
      else
      {
         msl_result.r = ((float(4) + ((((msl_rgb.r - msl_rgb.g)) / msl_delta))));
      }
   }
   msl_result.r *= float(60);
   if (msl_result.r < float(0))
   {
      msl_result.r += float(360);
   }
   return msl_result;
}


vec4 hsv_to_rgb(
   vec4 msl_hsv)
{
   vec4 msl_result;
   int msl_i;
   float msl_f,msl_p,msl_q,msl_t;
   if (msl_hsv.g == float(0))
   {
      float msl_0 = msl_hsv.b;
      msl_result = vec4(msl_0, msl_0, msl_0, msl_0);
      return msl_result;
   }
   msl_hsv.r /= float(60);
   msl_i = (int (floor(msl_hsv.r)));
   msl_f = ((msl_hsv.r - float(msl_i)));
   msl_p = ((msl_hsv.b * ((float(1) - msl_hsv.g))));
   msl_q = ((msl_hsv.b * ((float(1) - ((msl_hsv.g * msl_f))))));
   msl_t = ((msl_hsv.b * ((float(1) - ((msl_hsv.g * ((float(1) - msl_f))))))));
   if((msl_i == 0))
   {
      msl_result.r = msl_hsv.b;
      msl_result.g = msl_t;
      msl_result.b = msl_p;
   }
   else
   if((msl_i == 1))
   {
      msl_result.r = msl_q;
      msl_result.g = msl_hsv.b;
      msl_result.b = msl_p;
   }
   else
   if((msl_i == 2))
   {
      msl_result.r = msl_p;
      msl_result.g = msl_hsv.b;
      msl_result.b = msl_t;
   }
   else
   if((msl_i == 3))
   {
      msl_result.r = msl_p;
      msl_result.g = msl_q;
      msl_result.b = msl_hsv.b;
   }
   else
   if((msl_i == 4))
   {
      msl_result.r = msl_t;
      msl_result.g = msl_p;
      msl_result.b = msl_hsv.b;
   }
   else
   {
      msl_result.r = msl_hsv.b;
      msl_result.g = msl_p;
      msl_result.b = msl_q;
   }

   return msl_result;
}


varying vec3 position;
varying vec3 normal;

//
// The following are free parameters of the shader
// that should be set by the application at runtime.
//
uniform float msl_Component_falloff_1_amount;

//
// The following are parameters representing non-varying state variables
// referenced by the shader. These should be set by the application at runtime.
// Note that vector parameters should be provided in camera space.
//
uniform mat4 object_to_camera;
uniform mat4 camera_to_object;

//
// The following functions are generated from the MetaSL implementation of
// the shaders that are part of the compiled shader graph.
//

void Component_falloff_1_Component_falloff_main(
   float msl_amount,
   State state,
   out vec4 msl_result)
{
   {
      float msl_falloff = mi_falloff((state.direction),(state.normal),msl_amount);
      msl_result = vec4(msl_falloff, msl_falloff, msl_falloff, 1.0);
   }
}


//
// The following method is the root function of the shader graph
//
vec4 Component_falloff_1_eval(State state)
{
   vec4 msl_result;
   Component_falloff_1_Component_falloff_main(msl_Component_falloff_1_amount,(state),msl_result);
   return msl_result;
}

//
// This function is the main method of the fragment shader. It initializes the
// values in the state structure that are used by nodes in the shader graph
// and produces the final result of the shader.
//
void main()
{
   State state;
   state.position = position;
   state.normal = normalize(normal);
   state.direction = normalize(state.position);
   gl_FragColor = Component_falloff_1_eval(state);
}


und der von mir gesäuberte Pixelshader:
Code:
/******************************************************************************
* The following code was generated by the mental mill(R) (and cleand up by me :P) *
*                                                                            *
* Copyright 1986-2007 by mental images GmbH, Fasanenstr. 81, D-10623         *
* Berlin, Germany. All rights reserved.                                      *
******************************************************************************/

varying vec3 position;
varying vec3 normal;

struct State
{
   vec4 tex_coord[4];
   vec3 tex_tangent[1];
   vec3 tex_binormal[1];
   float refracted_ior;
   float incident_ior;
   vec3 origin;
   vec3 position;
   vec3 normal;
   vec3 motion;
   vec2 raster;
   vec3 direction;
   float ray_length;
   float dot_nd;
   mat3 tangent_space[1];
   float importance;
   vec3 texture_du[256];
   vec3 texture_dv[256];
   vec4 volume_input;
   vec3 light_position;
   vec3 light_direction;
   vec3 light_to_surface;
   float light_distance;
   float light_dotnl;
   int light_type;
   float light_spread;
   float light_spread_cos;
   float light_distance_limit;
};

float mi_falloff(
   vec3 msl_direction,
   vec3 msl_normal,
   float msl_amount)
{
   float msl_f;
   float msl_0 = dot(-msl_direction,msl_normal);
   msl_f = ((msl_0 < 0.000000) ? 0.000000 : ((1.000000 < msl_0) ? 1.000000 : msl_0));
   msl_f = ((1.0 - pow(msl_f,1.0 / msl_amount)));
   return msl_f;
}

void Component_falloff_1_Component_falloff_main(
   float msl_amount,
   State state,
   out vec4 msl_result)
{
   {
      float msl_falloff = mi_falloff((state.direction),(state.normal),msl_amount);
      msl_result = vec4(msl_falloff, msl_falloff, msl_falloff, 1.0);
   }
}

vec4 Component_falloff_1_eval(State state)
{
   vec4 msl_result;
   Component_falloff_1_Component_falloff_main(0.5,(state),msl_result);
   return msl_result;
}

void main()
{
   State state;
   state.position = position;
   state.normal = normalize(normal);
   state.direction = normalize(state.position);
   gl_FragColor = Component_falloff_1_eval(state);
}


Wups xD Noch während ich diese Zeilen schrieb hab ich das Problem schon gelöst lol.
(Hab dann den "gesäuberten" Shader korrigiert und auch die uniforms gefunden. (Komischerweiße arbeitet Strg+F nicht immer korrekt oO)

MfG
FTC

_________________
Cold-Death
Magnon


Nach oben
 Profil  
 
 Betreff des Beitrags: Re: Mentall Mill [gelöst]
BeitragVerfasst: 16.08.2008, 18:14 
Offline
Benutzeravatar

Registriert: 17.02.2008, 14:08
Beiträge: 125
Ok, neues Problem, ich denk dafür muss ich keinen neuen Thread aufmachen oder?

Also ich hab ein "simples" Phongshading gemacht, aber es funktioniert nicht. Es wird nicht beleuchtet. Es wird einfach nur grau bzw mit der Farbe von der uniform scene_ambient dargestellt.

Sooo, das ist der Shader... Ich habe zwar im Mental Mill Forum gefragt aber dort wurde mein Post irgendwie nicht angenommen..

Also damit man sich jetzt nicht dumm sucht, hier der ausschnitt für die Beleuchtung:
Code:
void Illumination_phong_1_Light_point_main(
   vec4 msl_color,
   float msl_intensity,
   float msl_distance_falloff_exponent,
   float msl_distance_falloff_start,
   float msl_distance_falloff_limit,
   float msl_distance_scale,
   State state,
   out vec4 msl_result,
   out vec4 msl_light_shadow)
{
   {
      float msl_0 = (((state.light_distance) / ((msl_distance_scale - msl_distance_falloff_start)))) / ((msl_distance_falloff_limit - msl_distance_falloff_start));
      float msl_d = (msl_0 < 0.000000) ? 0.000000 : ((1.000000 < msl_0) ? 1.000000 : msl_0);
      float msl_f = 1.0 / ((1.0 + pow(msl_d,msl_distance_falloff_exponent)));
      vec4 msl_1 = msl_color * vec4(msl_intensity);
      msl_result = ((msl_1 * vec4(msl_f)));
      msl_light_shadow = (vec4(1.0));
      msl_result *= vec4(3.14159265358979323846, 3.14159265358979323846, 3.14159265358979323846, 3.14159265358979323846);
   }
}


Ich hoff mal jemand kann mir helfen :)

MfG
FTC


Dateianhänge:
callback.cpp [4.82 KiB]
850-mal heruntergeladen
fragment_shader.txt [19.67 KiB]
867-mal heruntergeladen
Dateikommentar: vertex shader
vertex_shader.txt [724 Bytes]
845-mal heruntergeladen

_________________
Cold-Death
Magnon


Zuletzt geändert von frodenius am 05.09.2008, 17:12, insgesamt 1-mal geändert.
zu viel bytes als dass es jmd gelesen hätte
Nach oben
 Profil  
 
Beiträge der letzten Zeit anzeigen:  Sortiere nach  
Ein neues Thema erstellen Auf das Thema antworten  [ 4 Beiträge ] 

Alle Zeiten sind UTC + 1 Stunde


Wer ist online?

Mitglieder in diesem Forum: 0 Mitglieder und 0 Gäste


Du darfst keine neuen Themen in diesem Forum erstellen.
Du darfst keine Antworten zu Themen in diesem Forum erstellen.
Du darfst deine Beiträge in diesem Forum nicht ändern.
Du darfst deine Beiträge in diesem Forum nicht löschen.
Du darfst keine Dateianhänge in diesem Forum erstellen.

Suche nach:
Gehe zu:  
cron
Powered by phpBB® Forum Software © phpBB Group
Deutsche Übersetzung durch phpBB.de