• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
amnesiasoft

GLSL Textures

2 posts in this topic

Well, I wrote a nice little terrain texturing shader in HLSL (it's not great, but give me a break, it's my first attempt at one :P). Unfortunately, I now need it in HLSL, I've tried tweaking it to be Cg compatible and compiling with the GLSL profiles. That failed miserably. So I went and ported it manually (which wasn't actually too bad). Now the problem is, the textures don't show up at all. The original HLSL code is (ignore the highlighting):
//---------------------------------
// Projection Matrices and stuff...
//---------------------------------
float4x4 world : WorldViewProjection;

//---------------------------------
// User definable parameter
//---------------------------------
float HighAltDef <
	string UIName = "High Altitude";
	string UIWidget = "slider";
	float UImin = 0;
	float UImax = 50;
	float UIstep = 0.1;
> = 25;

float HighFringeSize <
	string UIName = "High Fringe Size";
	string UIWidget = "slider";
	float UImin = 0;
	float UImax = 25;
	float UIstep = 0.1;
> = .5;

float LowFringeSize <
	string UIName = "Low Fringe Size";
	string UIWidget = "slider";
	float UImin = 0;
	float UImax = 25;
	float UIstep = 0.1;
> = .5;

float Tiles <
	string UIName = "Tile";
	string UIWidget = "slider";
	float UImin = 0;
	float UImax = 32;
	float UIstep = 0.1;
> = 1;

float3 LightPos : POSITION <
	string UIName = "Light Position";
	string object = "spotlight";
> = {-150, 0, 50};

float3 LightColor <
	string UIName = "Light Color";
	string UIWidget = "color";
> = {1, 1, 1};

//---------------------------------
// Textures
//---------------------------------
texture highAlt;
texture lowAlt;
texture fringeTex;

//---------------------------------
// Texture Samplers
//---------------------------------
sampler2D high = sampler_state {
	texture = (highAlt);
	mipfilter = linear;
	minfilter = linear;
	magfilter = linear;
};

sampler2D low = sampler_state {
	texture = (lowAlt);
	mipfilter = linear;
	minfilter = linear;
	magfilter = linear;
};

sampler2D fringe = sampler_state {
	texture = (fringeTex);
	mipfilter = linear;
	minfilter = linear;
	magfilter = linear;
};

//---------------------------------
// Application->Vertex Pipeline
//---------------------------------
struct a2v {
	float4 position : POSITION0;
	float3 normal : NORMAL;
	float2 uv : TEXCOORD0;
};

//---------------------------------
// Vertex Pipe to Pixel Pipe
//---------------------------------
struct v2p {
	float4 position : POSITION;
	float4 pos : TEXCOORD0;
	float3 normal : TEXCOORD1;
	float2 uv : TEXCOORD2;
	float height : TEXCOORD3;
};

//---------------------------------
// Pixel Pipe to Frame
//---------------------------------
struct p2f {
	float4 color : COLOR;
};

//---------------------------------
// Vertex Shader
//---------------------------------
void vs(in a2v IN, out v2p OUT) {
	// Output Position
	OUT.position = mul(IN.position, world);
	OUT.pos = OUT.position;
	
	// Normal transfer
	OUT.normal = IN.normal;
	
	// Output Texture Coordinates
	OUT.uv = IN.uv;
	
	// Store vertex height
	OUT.height = IN.position.y;
}

//---------------------------------
// Pixel Shader
//---------------------------------
void ps(in v2p IN, out p2f OUT) {
	if(IN.height > HighAltDef) {
		float fringepoint = clamp((IN.height - HighAltDef) / HighFringeSize, 0, 1);
		OUT.color = tex2D(high, IN.uv * Tiles) * fringepoint + tex2D(fringe, IN.uv * Tiles) * (1 - fringepoint);
	} else {
		float fringepoint = clamp((HighAltDef - IN.height) / LowFringeSize, 0, 1);
		OUT.color = tex2D(low, IN.uv * Tiles) * fringepoint + tex2D(fringe, IN.uv * Tiles) * (1 - fringepoint);
	}
	
	// Per-Pixel lighting
	float3 pworld = mul(IN.pos, world).xyz;
	float3 normal = mul(IN.normal, world).xyz;
	float3 light = normalize(LightPos - pworld);
	float intense = clamp(dot(normal, light), 0, 1);
	float4 color = float4(LightColor * intense, 1);
	color.rgb += 0.5;
	
	OUT.color *= color;
}

//---------------------------------
// Techniques
//---------------------------------
technique Textured {
	pass p0 {
		vertexshader = compile vs_1_1 vs();
		pixelshader = compile ps_2_0 ps();
	}
}
The GLSL version I've created is as follows: Vertex
varying float height;
varying vec3 normal;
varying vec4 pos;

void main() {
	height = gl_Vertex.y;
	normal = gl_Normal;
	pos = gl_Vertex;
	gl_Position = ftransform();
}
Fragment
uniform float HighAltDef;
uniform float Tiles;
uniform float HighFringeSize;
uniform float LowFringeSize;
uniform vec3 LightPos;
uniform sampler2D high;
uniform sampler2D low;
uniform sampler2D fringe;
uniform vec3 LightColor;

varying float height;
varying vec3 normal;
varying vec4 pos;

void main() {
	if(height > HighAltDef) {
		float fringep = clamp((height - HighAltDef) / HighFringeSize, 0.0, 1.0);
		gl_FragColor = texture2D(high, gl_TexCoord[0].st * Tiles) * fringep + texture2D(fringe, gl_TexCoord[0].st * Tiles) * (1.0 - fringep);
	} else {
		float fringep = clamp((HighAltDef - height) / LowFringeSize, 0.0, 1.0);
		gl_FragColor = texture2D(low, gl_TexCoord[0].st * Tiles) * fringep + texture2D(fringe, gl_TexCoord[0].st * Tiles) * (1.0 - fringep);
	}
	
	vec4 WorldPos = pos * gl_ModelViewProjectionMatrix;
	vec3 light = normalize(LightPos - WorldPos.xyz);
	float intense = clamp(dot(normal, light), 0.0, 1.0);
	vec4 color = vec4(LightColor * intense, 1);
	color.rgb += 0.5;
	
	gl_FragColor *= color;
}
I assume I must be doing something wrong in the Fragment shader because I end up with a shaded red block of land. I can't see anything that could be wrong, but this is only the second day I've done anything with shader writing. Thanks.
0

Share this post


Link to post
Share on other sites
Add this line to your vertex shader otherwise the tex coords are undefined.

gl_TexCoord[0] = gl_MultiTexCoord0;


0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0