Offline Light Propagation Volumes

Materials, textures, lighting, postfx
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68 posts Page 6 of 7
jay1ne
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by jay1ne » Wed Apr 22, 2015 8:22 pm
Just curious has anyone ported this to deffered lighting (default per pixel) successfully yet?
I played with it in deffered shading and I feel it would be a great addition to the main repo, granted anyone being successfully at the port..
LukasPJ
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by LukasPJ » Thu Apr 23, 2015 12:05 am
jay1ne wrote:Just curious has anyone ported this to deffered lighting (default per pixel) successfully yet?
I played with it in deffered shading and I feel it would be a great addition to the main repo, granted anyone being successfully at the port..

Seems like deferred shading is already in there or am I misunderstanding something?
jay1ne
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by jay1ne » Thu Apr 23, 2015 12:23 am
Yeah the branch is based in deferred shading, so if you compile it from or port to a project default its set to deferred shading. I've been trying to get it working in the default per pixel lighting but been running into issues..Everything compiles ok but crashes whenever I load a mission. Andrew said it should work in per pixel but I'm having a hardtime tracking down all the stuff I need and then changing the areas that are written for deferred shading and change it back to per pixel..If anyone has successfully done this please help me out, been wrestling with it for a few days..
LukasPJ
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by LukasPJ » Thu Apr 23, 2015 1:42 am
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jay1ne
I meant that deferred shading is already in stock aka main repo.
jay1ne
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by jay1ne » Thu Apr 23, 2015 2:36 am
If im not mistaken I believe it per pixel.. At least up to 3.6...I had a few custom shaders done and I was told it was per pixel. I know andrew and azarael completed a verison of the engine based on shading but to my knowledge I dont think the main branch did.
Azaezel
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by Azaezel » Thu Apr 23, 2015 4:39 am
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LukasPJ
: Afraid not. Opengl, Linux, and Mac support are taking too long for review to add more to the pile for 3.7, so the deferred lighting stage was put off till 3.8 (not sure where the second stage'll fit in given the backwards compatibility breaks for sanity's sake. probably 4.0)

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jay1ne
: deferred shading does not require the material per-pixel flag because it is using a per-pixel lighting buffer as an inherent part of the process, and shifts that calculation out of the per-material shaders and into the general-use lighting ones. LPV leverages that additional buffer.

Does that clarify things?
andrewmac
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by andrewmac » Thu Apr 23, 2015 1:00 pm
Deferred lighting and shading (and even forward) are all per-pixel lighting techniques so I don't know why anyone is throwing around that term.

Offline LPV just renders into the lighting buffer that's used in both deferred lighting and shading, there's no reason Offline LPV wouldn't work in deferred lighting.
jay1ne
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by jay1ne » Thu Apr 23, 2015 1:47 pm
Azaezel, Yep pretty much summed it up! Andrew, I understand they are all part of the per pixel technique they are all different type of render at least to my understanding. As you said offline isn't just limited too shading. My issue is that I'm having a hard time tracking down all the change made to have it working in the default (since you don't like the term deferred ) lighting.
Honestly if it's working and working right there shouldn't be any reason why it shouldn't be added to the main repo..IJS

That why I was attempt to get it working in the default lighting so people can pick their poison..Some may prefer shading and other lighting this way a person can pick what they are more familiar with.

I feel somewhat comfortable working in code now but if I can be given a list or something to help me see all the changes then it would help me figure out what I did wrong.

As I mentioned I have it compiling but it crashes upon load any level..The breakpoint or crash points to \source\materials\matinstance.cpp(521,0): {Fatal} - Not init'ed!
and another points to shaders/common/lighting/advanced/vectorLightP.hlsl(263,11): error X3013: 'autogenCondition_bde4cbab': function does not take 6 parameters
Failed to initialize material 'AL_VectorLightMaterial'

When I took a look at the line the last one pointed to. I think it was pointing to the return AL_DeferredOutput(lightColorOut, colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);

I took a look at the original vector code and that wasn't in there..So it make me think is this for deferred shading, If so what would I need to put in to get it back to lighting? if anyone could help me out it would be great!
andrewmac
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by andrewmac » Thu Apr 23, 2015 2:27 pm
jay1ne wrote:As I mentioned I have it compiling but it crashes upon load any level..The breakpoint or crash points to \source\materials\matinstance.cpp(521,0): {Fatal} - Not init'ed!
and another points to shaders/common/lighting/advanced/vectorLightP.hlsl(263,11): error X3013: 'autogenCondition_bde4cbab': function does not take 6 parameters
Failed to initialize material 'AL_VectorLightMaterial'


Vector lights weren't changed for offlineLPV. You're porting changes from deferred shading into deferred lighting. You're going outside of the scope of the changes for OfflineLPV. Honestly dude, maybe you should just wait for Az or someone else to do it. You can't just blindly copy files from A to B and hope it works in this case. You have to analyze what's been changed and do a proper port (hence the term porting).
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