Depth-Of-Field / Ambient Occlussion
Re: Depth-Of-Field / Ambient Occlussion
Someone already asked about the Ambient Occlusion. SSAO uses a compositor and in PB 5.2 there is a bug when calling a compositor.
I already posted it in the bugs section. So, In time I'm sure it will be tracked down.
I'm not sure about the Depth of Field, but at first glance it looks like it uses a compositor too. If I have time later I might be able to take a quick look at it.
I already posted it in the bugs section. So, In time I'm sure it will be tracked down.
I'm not sure about the Depth of Field, but at first glance it looks like it uses a compositor too. If I have time later I might be able to take a quick look at it.
Re: Depth-Of-Field / Ambient Occlussion
Compositor work fine hereSamuel wrote:SSAO uses a compositor and in PB 5.2 there is a bug when calling a compositor.
I already posted it in the bugs section. So, In time I'm sure it will be tracked down.
Now CreateCompositorEffect () needs a cameraID() (in previous versions it was a camera's number).
Please correct my english
http://purebasic.developpez.com/
http://purebasic.developpez.com/
Re: Depth-Of-Field / Ambient Occlussion
Thanks for pointing that out Comtois. I switched them to CameraID() and my compositors run fine now.
Alexi, I'm going to work on the SSAO example later. I'll post it If I can get it running properly.
Alexi, I'm going to work on the SSAO example later. I'll post it If I can get it running properly.
Re: Depth-Of-Field / Ambient Occlussion
In Ogre has effects such as Depth of Field and HDR. I tried to use them from the Ogre SDK, but they do not work .
I mean, I was unable to make them work .
Can anybody help with this ?
I mean, I was unable to make them work .
Can anybody help with this ?
'Happiness for everybody, free, and no one will go away unsatisfied!'
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
- Bananenfreak
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- Posts: 519
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Re: Depth-Of-Field / Ambient Occlussion
You created a compositor; Here are good compositors:
https://www.gitorious.org/ogre3d/mainli ... compositor
https://www.gitorious.org/ogre3d/mainli ... compositor
Last edited by Bananenfreak on Fri Dec 26, 2014 9:33 am, edited 1 time in total.
Re: Depth-Of-Field / Ambient Occlussion
This is script from the Ogre SDK . It only works part of the compositors .
Comtois posted above those which work . But I need the ones that don't work : Depth of Field and HDR .
They are in the list of the compositors (in Ogre SDK) but not working .
I want to blur the far background .

Comtois posted above those which work . But I need the ones that don't work : Depth of Field and HDR .
They are in the list of the compositors (in Ogre SDK) but not working .
I want to blur the far background .

'Happiness for everybody, free, and no one will go away unsatisfied!'
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
Re: Depth-Of-Field / Ambient Occlussion
I have collected all the files that where reference to Bloom (surely a bunch of unnecessary files)
from the Ogre SDK and was able to get this effect to work )


P.S. Sorry, I forgot. Here scripts for Bloom :
https://www.dropbox.com/s/2l2x9p0xjjzxe ... r.rar?dl=0
from the Ogre SDK and was able to get this effect to work )


P.S. Sorry, I forgot. Here scripts for Bloom :
https://www.dropbox.com/s/2l2x9p0xjjzxe ... r.rar?dl=0
'Happiness for everybody, free, and no one will go away unsatisfied!'
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
Re: Depth-Of-Field / Ambient Occlussion
The HDR compositor is a little more complex compared to the other samples that come with OGRE.
If you look within the HDR compositor script near the top you'll find "compositor_logic HDR" which is a framework that allows complex compositors to receive callbacks with information for setting up the compositor.
Ogre's page on this is here.
This is also the same for a couple other compositors like heat vision and Gaussian blur.
As far as I can tell this means the compositors that use this framework will not run in Purebasic.
The compositors would each need to be rewritten to avoid this framework which might end up being a lot of work.
As for the Depth of field I managed to get it running, but it doesn't seem to work correctly.
In order to get it to run I had to uncomment the compositor script which makes me believe there may be something wrong with this compositor. They may have just commented it out until the problem is fixed.
If you want the example I got running I can post it for you later.
If you look within the HDR compositor script near the top you'll find "compositor_logic HDR" which is a framework that allows complex compositors to receive callbacks with information for setting up the compositor.
Ogre's page on this is here.
This is also the same for a couple other compositors like heat vision and Gaussian blur.
As far as I can tell this means the compositors that use this framework will not run in Purebasic.
The compositors would each need to be rewritten to avoid this framework which might end up being a lot of work.
As for the Depth of field I managed to get it running, but it doesn't seem to work correctly.
In order to get it to run I had to uncomment the compositor script which makes me believe there may be something wrong with this compositor. They may have just commented it out until the problem is fixed.
If you want the example I got running I can post it for you later.
Re: Depth-Of-Field / Ambient Occlussion
Samuel
HDR I don't need now - Bloom is quite enough.
But the DOF would be useful. If you can make it work - it will be good.
HDR I don't need now - Bloom is quite enough.
But the DOF would be useful. If you can make it work - it will be good.
'Happiness for everybody, free, and no one will go away unsatisfied!'
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
- Bananenfreak
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- Posts: 519
- Joined: Mon Apr 15, 2013 12:22 pm
Re: Depth-Of-Field / Ambient Occlussion
@AndyLy:
Thank you for sharing this. I tried to use those OGRE compositors, but not even one is loading correct -.-
Thank you for sharing this. I tried to use those OGRE compositors, but not even one is loading correct -.-
Re: Depth-Of-Field / Ambient Occlussion
Bananenfreak
You know that you need to have dll file from Nvidia to make it work?
You know that you need to have dll file from Nvidia to make it work?
'Happiness for everybody, free, and no one will go away unsatisfied!'
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
- Bananenfreak
- Enthusiast

- Posts: 519
- Joined: Mon Apr 15, 2013 12:22 pm
Re: Depth-Of-Field / Ambient Occlussion
Yes, an installed CG-Kit
EDIT: What PB-Version do you use? I use PB 5.30 and it can´t load:
EDIT: What PB-Version do you use? I use PB 5.30 and it can´t load:
Code: Select all
StdQuad_vp.programRe: Depth-Of-Field / Ambient Occlussion
PB 5.31What PB-Version do you use?
'Happiness for everybody, free, and no one will go away unsatisfied!'
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
SMsF town: http://www.youtube.com/watch?v=g6RRKYf_Pd0
SMf locations module (Ogre). Game video: http://www.youtube.com/watch?v=ZlhBgPJhAxI
- Bananenfreak
- Enthusiast

- Posts: 519
- Joined: Mon Apr 15, 2013 12:22 pm
Re: Depth-Of-Field / Ambient Occlussion
I don´t understand it. Where´s the Problem?
Also, even without real existing compositordata, PB creates an compositor --> IMA on End or FreeEffect()!
Also, even without real existing compositordata, PB creates an compositor --> IMA on End or FreeEffect()!
Code: Select all
EnableExplicit
Define.f KeyX, KeyY, MouseX, MouseY
Define nx.f, nz.f, Boost.f = 1.5, Yaw.f, Pitch.f
Define.i Quit, boden, effect
#kam_0 = 0
#window = 0
#plane = 0
#planent = 0
If InitEngine3D(#PB_Engine3D_DebugLog | #PB_Engine3D_EnableCG)
Add3DArchive(#PB_Compiler_Home + "Examples/3D/Data/Textures", #PB_3DArchive_FileSystem)
Add3DArchive(#PB_Compiler_Home + "Examples/3D/Data/Scripts", #PB_3DArchive_FileSystem)
Add3DArchive(#PB_Compiler_Home + "Examples/3D/Data/Models", #PB_3DArchive_FileSystem)
Add3DArchive("Bloom", #PB_3DArchive_FileSystem)
Add3DArchive("/", #PB_3DArchive_FileSystem)
Parse3DScripts()
InitSprite()
InitKeyboard()
InitMouse()
OpenWindow(#window, 0, 0, 1800, 1000, "Compositortest", #PB_Window_ScreenCentered)
OpenWindowedScreen(WindowID(#window), 10, 10, 2000, 2000, 0, 10, 10, #PB_Screen_SmartSynchronization)
WorldShadows(#PB_Shadow_TextureAdditive, 200, RGB(255 * 0.2, 255 * 0.2, 255 * 0.2), 4096)
AmbientColor(RGB(255 * 0.2, 255 * 0.2, 255 * 0.2))
LightDirection(CreateLight(#PB_Any, RGB(250, 250, 250), 0, 0, 0, #PB_Light_Directional), -0.5, -0.4, -0.6)
WorldShadows(#PB_Shadow_Additive, 500, RGB(255 * 0.2, 255 * 0.2, 255 * 0.2), 4096)
ScaleEntity(CreateEntity(#PB_Any, MeshID(LoadMesh(#PB_Any, "tudorhouse.mesh")), #PB_Material_None, 0, 27.5, 0), 0.05, 0.05, 0.05, #PB_Relative)
ScaleEntity(CreateEntity(#PB_Any, MeshID(LoadMesh(#PB_Any, "ninja.mesh")), #PB_Material_None, 30, 0, 30), 0.05, 0.05, 0.05, #PB_Relative)
CreatePlane(#plane, 100, 100, 100, 100, 100, 100)
boden = GetScriptMaterial(#PB_Any, "Scene/GroundBlend")
CreateEntity(#planent, MeshID(#plane), MaterialID(boden), 0, 0, 0)
EntityRenderMode(#planent, 0)
;-Camera
CreateCamera(#kam_0, 0, 0, 100, 100)
MoveCamera(#kam_0, 20, 20, 20, #PB_Absolute)
CameraLookAt(#kam_0, 20, 20, 20)
CameraRange (#kam_0, 2, 5000)
CameraFOV (#kam_0, 90)
CameraBackColor(#kam_0, RGB(50, 40, 200))
;-Effect
effect = CreateCompositorEffect(#PB_Any, CameraID(#kam_0), "Bloom")
Debug effect
Repeat
Repeat
Until WindowEvent() = 0
If ExamineMouse()
Yaw = -MouseDeltaX() * 0.05
Pitch = -MouseDeltaY() * 0.05
EndIf
If ExamineKeyboard()
If KeyboardPushed(#PB_Key_Up)
MoveCamera(0, 0, 0, -1 * Boost)
ElseIf KeyboardPushed(#PB_Key_Down)
MoveCamera(0, 0, 0, 1 * Boost)
EndIf
If KeyboardPushed(#PB_Key_Left)
MoveCamera(0, -1 * Boost, 0, 0)
ElseIf KeyboardPushed(#PB_Key_Right)
MoveCamera(0, 1 * Boost, 0, 0)
EndIf
EndIf
RotateCamera(0, Pitch, Yaw, 0, #PB_Relative)
RenderWorld()
FlipBuffers()
Until KeyboardPushed(#PB_Key_Escape) Or Quit = 1
Else
MessageRequester("Error", "The 3D Engine can't be initialized", 0)
EndIf
FreeEffect(#PB_All)
EndRe: Depth-Of-Field / Ambient Occlussion
The error is from Ogre not Purebasic. It's just reporting that it can't find one of the vertex programs that's called from within the material script.Bananenfreak wrote: I use PB 5.30 and it can´t load:Code: Select all
StdQuad_vp.program
You need to make sure all the required files for the compositor are available otherwise you will get this kind of error.
Here are all the required files and the cg.dll which is needed to run them.
This compositor can be easily converted to HLSL if you want to exclude the dll, but that will remove opengl compatibility.
Bloom.zip
