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6itru

Member Since 05 Mar 2012
Offline Last Active Mar 15 2013 12:37 PM

Topics I've Started

Deferred Shading - strange results

15 November 2012 - 03:01 PM

Hi!
Im trying to get a simple deferred shading working.
I have GBuffer with 3 textures ( image, position, normal ).
Image :
http://c.wrzuta.pl/w...shading_gbuffer
Normal :
http://c.wrzuta.pl/w...shading_gbuffer
Position:
http://c.wrzuta.pl/w...shading_gbuffer
I'm trying to compute point light ( when i was used directional light i almost work ) like that :
// Fragment Shader //
#version 330 core
out vec4 outputColor;
in block
{
vec2 TexCoord;
vec3 Normal;
} In;
uniform sampler2D gDiffuseSampler;
uniform sampler2D gPositionSampler;
uniform sampler2D gNormalSampler;
uniform vec3 lightPosition;
uniform vec3 lightColor;
uniform float lightRadius;
void main()
{
vec4 image = texture( gDiffuseSampler, In.TexCoord );
vec4 position = texture( gPositionSampler, In.TexCoord );
vec4 normal = texture( gNormalSampler, In.TexCoord );

vec3 lightDir = lightPosition - position.xyz ;
  
		normal = normalize(normal);
		lightDir = normalize(lightDir);

float att = clamp(1.0f-length(lightDir)/lightRadius,0.0,1.0);
float diff = max(dot(normal,lightDir), 0);

outputColor = att * vec4(diff * lightColor,1.0);
}
i'm binding it on fullscreen quad.
Result :
http://c.wrzuta.pl/w...50a554e2/result
It is looking like "camera is center of point light ;| dafuq? i write about ten different shaders ;| on every the same - "camera is point light center", if you set camera closer to object, light get stronger ;o? i dont know, what im doing wrong. Sorry for my bad english.
I will by grateful for your help.

Stupid problem with texture coords;

10 March 2012 - 06:15 PM

Hi!
Its agin me:P
I rewrite my engine to opengl 3.3.
I try to load models ( im using assimp )
But i have strange problem with texcoords :D i get this :
Posted Image
:P Its looks like theres no texcoords? wtf? xd

It's should look like this :
http://www.turbosquid.com/3d-models/free-obj-mode-palm-trees/490485

( Every model look the same ( texcoords))

my Vertex Shader:
#version 150
uniform mat4 Matrix;
in vec4 Position;
in vec2 in_TexCoord;
out vec2 out_TexCoord;
void main()
{
out_TexCoord = in_TexCoord;
gl_Position = Matrix * Position;
}
my Fragment Shader:
#version 150
uniform sampler2D tex;
out vec4 out_Color;
in vec2 out_TexCoord;
void main()
{
out_Color = texture(tex, out_TexCoord);
}

I think loading model code is good because its working before on opengl 2.x ;P

Sorry for my stupid question :P
Thanks for help! :P
Grettings from 6itru.

Looking for the engine to the game ;P

06 March 2012 - 01:26 PM

Hi there!
Im writting here because i have a problem.
One day i decided to stop writting my engine ( OpenGL + GLSL ) and start to write game. ( I already have GDD ( Game Design Document )) I need just good engine.
My engine isnt good enought to write game on it.
So, there was problem. I cant find any good, free engine in the web.
I have one basic requirement. It must be free for commercial production. ( Renderer DX/OpenGL It doesnt matter for me.)
Maybe you know some free engines?
I would by grateful.
If i post it in wrong section please move it.
Grettings from 6itru. -> Sorry for my bad english im from Poland(yes yes country of idiots and noobs).

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