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    tritonas00
    @tritonas00
    Pavel Rojtberg
    @paroj

    Trying to bring this https://www.shadertoy.com/view/MdXyzX in and run it, then convert it to OGRE glsl

    shadertoy only uses a fragment shader, the vertex input is always a fullscreen quad. If you expand the "Shader Inputs" panel, it will tell you which "param_named_auto" in Ogre speak it uses

    also found this https://www.ultraengine.com/community/topic/12989-ocean-shader/

    there they integrate it as a postprocessing effect - in Ogre that would be a Compositor. Not sure this is the best route for RoR, as your rendering needs to be designed to accommodate that

    tritonas00
    @tritonas00
    ok thanks for the info! everything there are supported in Ogre?
    Pavel Rojtberg
    @paroj
    tritonas00
    @tritonas00
    ror already has hydrax, but its old tech, heavy and glitchy
    i would really like to replace all water options with one simple nice looking shader
    and we need to reduce cg, another old tech
    and also the sky, its so ugly lol
    tritonas00
    @tritonas00
    i think a nicer sky, water, ogre 13, rtss, pssm3, per pixel lightning and small amount of hdr from the compositor will improve the overall situation
    maybe pbr also, for vehicles
    Pavel Rojtberg
    @paroj

    i would really like to replace all water options with one simple nice looking shader

    I think you need to look into water via postprocessing then. It seems to be the modern way and you could just grab the shadertoy sample that way: https://www.gamedev.net/articles/programming/graphics/rendering-water-as-a-post-process-effect-r2642/

    SNiLD
    @SNiLD

    and also the sky, its so ugly lol

    Do you use SkyX in RoR? I think the sky/clouds provided by that are quite nice.

    FillipMatthew
    @FillipMatthew
    Hi guys, I just updated Ogre from vcpkg. What happened to Ogre::Viewport::setRenderQueueInvocationSequenceName? What is the alternative if there is one? It was quite useful for turning on/off groups for different viewports.
    9 replies
    Kévin Alexandre Boissonneault
    @KABoissonneault
    Hello, newcomer here. Is there a portable way to get a native handle to a TextureGpu? If not, should I cast the TextureGpu to its derived class (ex: D3D11TextureGpu) for the current render system and get it there?
    For the full context, I'm trying to use Ogre to load textures that I'm going to render in Dear ImGui - I don't know if anyone's gone through that before. My images are PNGs which I have loaded in an Ogre resource group, and I'm uploading them to a TextureGpu through Image2
    3 replies
    Kévin Alexandre Boissonneault
    @KABoissonneault
    Then again, I realize I'm not quite sure how to access RenderSystem_Direct3d11 symbols directly. I'm not linking its import library statically, the DLL is entirely loaded dynamically by Ogre
    Seems like I can get the ID3D11Resource* through getCustomAttribute. I guess I just need to figure out if I can get the ID3D11ShaderResourceView* from that
    Kévin Alexandre Boissonneault
    @KABoissonneault
    Also, if I have a DescriptorSetTexture, the mRsData will be an array of ID3D11ShaderResourceView*, so I could get it from there, if I had a DescriptorSetTexture
    tritonas00
    @tritonas00
    @paroj is there any chance to see something like ogre-next atmosphere component or global illumination or a nice ocean in ogre1x in the future?
    also whats the state of HDR currently?
    years ago it didn't look good, anything changed on that area?
    i will give it try when finish PSSM3 in our Ogre 13 port branch
    Pavel Rojtberg
    @paroj

    is there any chance to see something like ogre-next atmosphere component or global illumination or a nice ocean in ogre1x in the future?

    all of this is just about writing/ copying some shaders to do it. However, there are no concrete plans to do any of these. The closest would be probably Image Based Lighting which can work with an environment map probe and simulate indirect lighting. I have plans to add this at some point

    also whats the state of HDR currently?

    see the HDR sample. It has the basic building blocks in place. However you dont just add HDR on top (like the sample does). You need to build your whole pipeline around that. Lights need to be created with HDR in mind. If done properly, you dont see it unless you switch indoor/ outdoor scenes. If you see it, its done wrong and you actually could just use some bloom shader.

    redhatdragon
    @redhatdragon
    For ogre-next is there any guides on building ogre-next and ogre-next-deps and using them through cmake with add_subdirectory? To avoid manually having to copy DLLs for every given platform. Ooooh reading the linux build instructions might apply for windows in this context need to test.
    redhatdragon
    @redhatdragon
    Hmm darn. I don't see an add_library in ogre-next's root cmakelists.txt meaning...... using add_subdirectory and target_link_libraries with this isn't possible?
    redhatdragon
    @redhatdragon
    Also if there's an ogre-next gitter or it's rude of me to come here and assume both are supported here am sorry for that.
    Pavel Rojtberg
    @paroj
    currently there is none, but given that it becomes difficult to both users to digest the information in this channel, I just created one https://gitter.im/OGRECave/ogre-next
    both users of ogre and ogre-next
    FillipMatthew
    @FillipMatthew

    Hi guys,
    I'm trying to use a compositor + textured material for rendering video to a viewport.
    I have 2 issues. One being that the viewport background colour is not rendered unless I create a blank scene with a camera to link the viewport to.
    Also it seems that the compositor can't render unless at least one render group is rendered (bit of speculation from my testing).

    Any idea how to get around this? Or perhaps an efficient way to render a dynamic texture to the viewport?

    12 replies
    Petr Ohlídal
    @only-a-ptr
    @paroj Hello, I just built OGRE 13.5 fresh with cmake ... -D "CMAKE_BUILD_TYPE=Debug", then built all as Debug in my VisualStudio 2022, started SampleBrowser and got this assert triggered: OGRECave/ogre@e4c82fe. I checked OgreMain settings and it indedd builds with /fp:fast - I'm assuming the build script should be updated to use /fp:precise for debug.
    1 reply
    I tried setting /fp:precise manually for OgreMain and rebuilding it. Then everything worked OK.
    Is there a way to override this setting using cmake?
    1 reply
    tritonas00
    @tritonas00

    @paroj i'm trying to enable RTSS on terrain material without TerrainMaterialGenerator(A)
    is this a valid way to get it?

    TerrainGroup::TerrainIterator it = terrn_mgr->m_geometry_manager->getTerrainGroup()->getTerrainIterator();
    while (it.hasMoreElements())
    {
        Ogre::Terrain* t = it.getNext()->instance;
    
        std::cout << t->getMaterial() << std::endl;
        std::cout << t->getMaterialName() << std::endl;
    }

    seems legit

    0x5564339d5a80
    OgreTerrain/3851280928
    29 replies
    problem is, when i enable RTSS on it, it either crashes or does nothing
    tritonas00
    @tritonas00
    Ogre::RTShader::ShaderGenerator* mShaderGenerator = Ogre::RTShader::ShaderGenerator::getSingletonPtr();
    mShaderGenerator->createShaderBasedTechnique(*t->getMaterial(), Ogre::MaterialManager::DEFAULT_SCHEME_NAME, Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME);
    this does nothing, RTSS doesn't pick it up
    tritonas00
    @tritonas00
    no RTSS: using .... for OgreTerrain/3851280928 in log
    tritonas00
    @tritonas00
    @paroj i moved RoR to TerrainMaterialGeneratorA so we have RTSS PSSM3 in the Terrain. It works. Just noticed that it has its own pssm settings https://github.com/OGRECave/ogre/blob/master/Components/Terrain/src/OgreTerrainMaterialGeneratorA.cpp#L284-L286 which are different from ours https://github.com/tritonas00/rigs-of-rods/blob/ogre13/source/main/gfx/ShadowManager.cpp#L61-L66
    The only way to apply our settings in OgreTerrainMaterialGeneratorA is copy the files (cpp/h) locally, use that and edit?
    6 replies
    tritonas00
    @tritonas00
    Or we can get the instance somehow?
    tritonas00
    @tritonas00
    We experimenting with PBR mats in Ogre 13
    Before:
    screenshot_2022-11-26_22-02-36_1.png
    After:
    image.png
    tritonas00
    @tritonas00
    having success converting some shadertoy shaders to Ogre
    tritonas00
    @tritonas00
    screenshot_2022-11-30_01-44-30_1.png
    ok maybe overkill for RoR lol
    tritonas00
    @tritonas00
    Some questions about it, how to make the shader animate?
    For example this https://www.shadertoy.com/view/4tdSWr
    Probably something to do with iTime?
    Also how about iResolution?
    1 reply
    Here is the converted version for Ogre