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DallyLama

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About DallyLama

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  1. Simple question, does the D3DXintersect() runs on the GPU or on the CPU?
  2. DallyLama

    Drawing the inside of a cube

    shader code attached im trying to make deferred shading so ill just attach the lighting pass fragment shader... #define MAX_LIGHTS 20 #define COSSPOTCUTOFF 0.988 // cos(pi/12) uniform vec3 lightDirection[MAX_LIGHTS]; //uniform vec3 spotDirection[MAX_LIGHTS]; uniform vec3 lightColor[MAX_LIGHTS]; uniform int maxLights; uniform sampler2D Env,normalTex,posTex; varying vec2 vTexCoord; const vec4 red = vec4(1.0, 0.0, 0.0 ,1.0); const vec4 blue = vec4(0.0, 0.0, 1.0 ,1.0); const vec4 green = vec4(0.0, 1.0, 0.0 ,1.0); void main(void) { vec3 v_eyePosition = vec3(0.0,0.0,-25.0); // sampling the pre made textures //vec3 normal = texture2D( normalTex, vTexCoord ).xyz; vec4 t = texture2D( normalTex, vTexCoord ); t =( t*2.0)-vec4(1.0,1.0,1.0,1.0); // transforming back to the normal range vec3 normal = t.xyz; vec4 pos = texture2D( posTex, vTexCoord ); pos = (pos*2.0) - vec4(1.0,1.0,1.0,1.0); vec4 texColor = texture2D( Env, vTexCoord )*1.5; vec4 diffuse; vec4 color = vec4(0.1, 0.1, 0.1, 1.0); //this is the ambient term vec4 specular; normal = normalize(normal); vec3 eyeVector = normalize((pos*10.0).xyz - v_eyePosition); float p = 0.0; vec4 dif; for (int i = 0; i < maxLights; i++) { //i =; vec3 lightDir = (pos*10.0).xyz - (lightDirection*20.0); float NdotL = -dot(normalize(-lightDirection),normal); //p = NdotL; if (NdotL > 0.0) { float spotEffect = dot(normalize(-lightDirection), normalize(lightDir)); if (spotEffect > COSSPOTCUTOFF) { //attanuation factors spotEffect = pow(spotEffect, 80.0); float att = spotEffect / (0.02 * length(lightDir)); p = att; vec3 ref = reflect(normalize(lightDir), normal); diffuse = NdotL*vec4(lightColor,1.0); //diffuse term float RdotE = max(dot(-normalize(ref), eyeVector),0.0); specular = pow(RdotE, 35.0)*vec4(lightColor,1.0); //specular term color += att * (diffuse + specular); dif = color; } } } gl_FragColor = texColor*color; } just to explain the array lightDirection is actually the positions of the spotlights, and all the spot direction are the direction between the position and the origin
  3. DallyLama

    Drawing the inside of a cube

    Cant Say I have, but since my view frustrum span from [-4,4]x[-4,4] I believe it should be. But i will check the math nevertheless.
  4. DallyLama

    Drawing the inside of a cube

    Quote:I see you're rotating the camera to see the edges/corners, don't you? No this is dead code mAngle is set to 0. Quote:Could you post your shader code? I will post them up later today not near my computer. Quote:Your first wall is placed at positive z (VAL) and its normals also point in positive z direction (0,0,1). The opposite wall is located at negative z (M_VAL) and its normals all point to negative z (0,0,-1). I reverse the normal in the fragment shader... again later today I'll post my shders.
  5. DallyLama

    Drawing the inside of a cube

    Quote:Do you mean you see the walls, just not the corners/edges? If so, did you enable lighting? Yes that is exactly what I mean. I do my lightning inside the fragment shader, I don't use any of the GLstates or predefined attributes, I pass it all manually! Quote:how are you rdrawing the cube? reversing the direction you pass the vertices in (or indices if your doing it that way) will change the faces to point inwards instead of outwards. As I said before I do my own attributes calculation's that means normal's too, And no cullMode is enabled at least I hope so. does openGL does defualt culling? Quote:If your cube looked flattened then it could be either of the following. (1) The vertices are defined properly. (2) The projection matrix is not defined properly. here is the definition of my projection matrix and the definition of the cube: //the cube: #define VAL 1.0 #define M_VAL -VAL glBindTexture(GL_TEXTURE_2D, texture[0]); float cube_position[]= { M_VAL, M_VAL, VAL , VAL , M_VAL, VAL , M_VAL, VAL , VAL , VAL , M_VAL, VAL , VAL , VAL , VAL , M_VAL, VAL , VAL , M_VAL, VAL , VAL , VAL , VAL , VAL , M_VAL, VAL , M_VAL, VAL , VAL , VAL , VAL , VAL , M_VAL, M_VAL, VAL , M_VAL, M_VAL, VAL , M_VAL, VAL , VAL , M_VAL, M_VAL, M_VAL, M_VAL, VAL , VAL , M_VAL, VAL , M_VAL, M_VAL, M_VAL, M_VAL, M_VAL, M_VAL, M_VAL, M_VAL, VAL , M_VAL, M_VAL, M_VAL, M_VAL, VAL , VAL , M_VAL, M_VAL, VAL , M_VAL, VAL , M_VAL, M_VAL, VAL , VAL , M_VAL, VAL , VAL , M_VAL, M_VAL, VAL , VAL , VAL , VAL , M_VAL,M_VAL, VAL , VAL , M_VAL, VAL , VAL , VAL , M_VAL, M_VAL, M_VAL, M_VAL, M_VAL, VAL , M_VAL, VAL ,M_VAL, M_VAL, M_VAL, VAL , M_VAL, VAL , VAL , M_VAL, VAL , M_VAL }; float cube_normal[]= { 0, 0, 1.0f, 0, 0, 1.0f, 0, 0, 1.0f, 0, 0, 1.0f, 0, 0, 1.0f, 0, 0, 1.0f, 0, 1.0f, 0, 0, 1.0f, 0, 0, 1.0f, 0, 0, 1.0f, 0, 0, 1.0f, 0, 0, 1.0f, 0, 0, 0, -1.0f, 0, 0, -1.0f, 0, 0, -1.0f, 0, 0, -1.0f, 0, 0, -1.0f, 0, 0, -1.0f, 0, -1.0f, 0, 0, -1.0f, 0, 0, -1.0f, 0, 0, -1.0f, 0, 0, -1.0f, 0, 0, -1.0f, 0, 1.0f, 0, 0, 1.0f, 0, 0, 1.0f, 0, 0, 1.0f, 0, 0, 1.0f, 0, 0, 1.0f, 0, 0, -1.0f, 0, 0, -1.0f, 0, 0, -1.0f, 0, 0, -1.0f, 0, 0, -1.0f, 0, 0, -1.0f, 0, 0, }; float cube_uvs[] = { M_ONE, M_ONE, ONE , M_ONE, M_ONE, ONE, ONE , M_ONE, ONE , ONE, M_ONE, ONE, M_ONE, M_ONE, ONE , M_ONE, M_ONE, ONE, ONE , M_ONE, ONE , ONE, M_ONE, ONE, M_ONE, M_ONE, ONE , M_ONE, M_ONE, ONE, ONE , M_ONE, ONE , ONE, M_ONE, ONE, M_ONE, M_ONE, ONE , M_ONE, M_ONE, ONE, ONE , M_ONE, ONE , ONE, M_ONE, ONE, M_ONE, M_ONE, ONE , M_ONE, M_ONE, ONE, ONE , M_ONE, ONE , ONE, M_ONE, ONE, M_ONE, M_ONE, ONE , M_ONE, M_ONE, ONE, ONE , M_ONE, ONE , ONE, M_ONE, ONE, }; // the projection matrix void gl2_projection(float* mat, float n, float r, float t, float f) { gl2_identity(mat); mat[0] = n/r; mat[5] = n/t; mat[10] = -(f+n)/(f-n); mat[11] = -(2*f*n)/(f-n); mat[14] = -1; mat[15] = 0; } //drawing function //defining the transformations gl2_identity(projection_matrix); gl2_identity(modelview_matrix); gl2_projection(projection_matrix, 0.1, 2.0, 2.0 , 5.0); gl2_rotate(modelview_matrix,mAngle,1.0f,1.0f,1.0f); MulMatrix(projection_matrix,modelview_matrix,mvp_matrix); glViewport(0,0,480,800); // passing all the necessary attributes to the sahders... //drawing int mFirstIndex = 0; int mStripCount = 12; for(int i = 0; i < mStripCount; i++) { glDrawArrays(GL_TRIANGLE_STRIP, mFirstIndex, 3); mFirstIndex += 3; } And to all of you great thanks
  6. Hello All, I'm kinda a beginner in openGL and I'm trying to draw the inside of a room using openGLES, what I've done so far was that... I create a cube [-1,1]x[-1,1]x[-1,1] and since on my platform I don't have support for most of the openGL API i created my own projection Matrix. Using only my projection Matrix (built like every other openGL matrices) assuming the camera is in the origin and glViewport i rendered the cube, but it looks horrible I only see one wall and it is all flattened, it doesn't have that nice 3D feel to it. I did switch the normals so it will look on the inside but I feel like im doing something fundamentally wrong... Any tips, ideas tutorial or links pointing to the right direction will be gladly Appreciated. Thx all.
  7. DallyLama

    FBO question

    Ok thanks all
  8. DallyLama

    FBO question

    this means that FragData[] is vec4 type?
  9. Hello All, I have a simple FBO question. I'm trying to implement a deferred shading using openGL. my question is this, if I attach to the FBO, in Color_attachment0, a Texture using the API line glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_FORMAT,480,800,0,GL_RED,GL_FLOAT,NULL); This is done in order to render the Z-Buffer to a texture. In the fragment shader how do I output a single float to the image? does gl_fragColor is the same type has the texture format bound to the RT? Also if I later want to sample from that texture, does texture2D return type, is the format of the texture? If not, how do I change the type of the output of the fragment shader? Thanks all
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