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  1. JorenJoestar

    Tone Mapping

    I wonder (just a thought) if moving towards a more perceptually uniform color space could help ? Something like HSLuv: http://www.hsluv.org/comparison/ https://programmingdesignsystems.com/color/perceptually-uniform-color-spaces/
  2. JorenJoestar

    Fifth Engine

  3. Thank you guys! You are super kind everyone
  4. Hey there! Big update! I am probably the only one - but I can't find a search/find in the forums anymore ? What am I missing ? (Using Chrome)
  5. That works, thanks a lot!  
  6. Sadly glGetUniformLocation gives me a different number, that's why the confusion! :/
  7. Hello everyone,    I am trying to search the binding index of a uniform image2D into a compute shader. If I have this kind of syntax:   layout(rgba16f, binding=0) readonly uniform image2D tex0; and I use   glBindImageTexture(0, ...) it works of course. But I can't find any proper way of finding the binding point. glGetUniformLocation does not work of course, but I can't find a method to get the binding. I would like not to have to explicitly write the binding point in the shader and in the cpu code, but just reflect it! Any ideas? Thank you a lot!
  8. JorenJoestar

    Graphics programming language

    In my opinion it really depends what you want to express with the language.   If you want to describe a rendering pipeline (that FINALLY with Vulkan/Dx12 is stateless) then it's one thing. If you want to describe different rendering configuration, is another. If you want a api-agnostic way of issuing drawing command, then is another thing. For the full frame definition...you need to express the dependencies of a frame.   Buffer/Textures are the main ones. From a drawing/compute point of view, you are writing into a buffer. Who needs that buffer then dictates the order.   This is an old concept but it could be a starting point! There is also someone that did some work on that:   https://www.gamedev.net/blog/1930/entry-2262315-designing-a-high-level-render-pipeline-part-3-a-visual-interface/   I personally use this separation since quite a while (explicit render pipelines, stages and their dependency), and you can describe everything more easily. Vulkan finally has the RenderPass for it!     Also, into writing a custom language, I suggest you to look into Antlr (version 4):   It's a library to create a lexer and a parser from a grammar:   http://www.antlr.org/ https://github.com/antlr/grammars-v4   Version 4 is pretty solid and they improved a lot the expressiveness of their language.   So for example, with your language you can generate c++ code quite easily once you have a tree of resources you need to draw!
  9. JorenJoestar

    Vulkan programming guide

    I would suggest this tutorial instead:   https://vulkan-tutorial.com/   I liked it a lot, and gives you a good understanding of the basic Vulkan knowledge.
  10. JorenJoestar

    Horizon:zero Dawn Cloud System

    Another interesting part of the system is the weather simulation. I found that a good way to handle cloud formation/dissipation and movement is using Cellular Automata as Dobashi tried:   http://evasion.imag.fr/~Antoine.Bouthors/research/dea/sig00_cloud.pdf A very brief summary of the paper is this: https://graphics.stanford.edu/courses/cs348b-competition/cs348b-05/clouds/index.html   A working implementaton is here: https://software.intel.com/en-us/articles/dynamic-volumetric-cloud-rendering-for-games-on-multi-core-platforms   All the simulation is a 3D grid, and it can be used to generate the weather map. Accumulating cloudiness on the y-axis could create the cloudtype parameter, and if over a certain threshold the coverage too. Probably another pass could see spots areas with taller clouds (maybe doing a downscaled version of the simulation map) to check precipitation values.   Just a train of thoughts!
  11. JorenJoestar

    Horizon:zero Dawn Cloud System

    You can also find both the complete source code from Bitsquid here: http://bitsquid.blogspot.com/2016/07/volumetric-clouds.html   Or a more working version that you can try on Unity here: http://kode80.com/blog/2016/04/11/kode80-clouds-for-unity3d/index.html   The unity package contains everything, from source code to editing the weather maps.   These could be a good peek into this technique! And again, thanks to Andrew that shared his (their) tech with us!
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