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Posts posted by Paul Thomas
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Under each topic description it says "Open to the public."
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lol, Mack, you should be a forum moderator.
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File Name: Radial Blur and Radial Masked Blur
File Submitter: Eternal Crisis
File Submitted: 23 Dec 2009
File Category: Materials
Resolution: 512x512
Free for use with any Leadwerks Engine game or project.
Directions for Framewerk with engine version 2.8:
Field filter_radialblur:TShader Field filter_radialmaskedblur:TShader Field radialblur_enabled:Int = False Field radialblur_blur:Float = 0.0070 Field radialmaskedblur_enabled:Int = False Field radialmaskedblur_mask:TTexture Field radialmaskedblur_opacity:Float = 1.0 Field radialmaskedblur_blur:Float = 0.0075
Within the Draw method:
If radialblur_enabled DrawEffectRadialBlur(postbuffer[1-cb].colorbuffer[0]) EndIf If radialmaskedblur_enabled DrawEffectRadialMaskedBlur(postbuffer[1-cb].colorbuffer[0]) EndIf
The methods:
Method DrawEffectRadialBlur(colortexture:TTexture) If Not filter_radialblur filter_radialblur = LoadShader("abstract::radialblur.vert","abstract::radialmaskedblur.frag") SetShader(filter_radialblur) SetShaderFloat(filter_radialblur, "blur", radialblur_blur) colortexture.bind(0) DrawFlippedImage(colortexture) EndMethod Method DrawEffectRadialMaskedBlur(colortexture:TTexture) If Not filter_radialmaskedblur filter_radialmaskedblur = LoadShader("abstract::radialmaskedblur.vert","abstract::radialmaskedblur.frag") If Not radialmaskedblur_mask radialmaskedblur_mask = LoadTexture("abstract::radialmask_full.dds") SetShader(filter_radialmaskedblur) SetShaderFloat(filter_radialmaskedblur, "opacity", radialmaskedblur_opacity) SetShaderFloat(filter_radialmaskedblur, "blur", radialmaskedblur_blur) colortexture.bind(0) radialmaskedblur_mask.bind(1) DrawFlippedImage(colortexture) EndMethod
This effect doesn't play nicely while submerged, so it's best to disable the effect when you're submerged, and turn it back on (if it was on when going submerged) when you're no longer submerged.
For the radialmaskedblur you can change the radialmaskedblur_mask texture to use different effects. The zip file provides six different textures that will provide the blur within specific locations. Feel free to play around with them and/or make your own.
If anyone makes any improvements to the shader or improvements with the shader in combination with framewerk, please let me know.
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http://leadwerks.com/werkspace/index.php?app=downloads&showfile=37
I meant to release this a while ago, sorry about that. Instructions are in the "readme.txt" file included in the rar.
This should only be used if you have experience working with Framewerk source (specifically the Renderer).
Edit: Moved to the Downloads section.
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If you keep up with the payments, lol.
I'm just playing anyways. It's pathetically dumb to download the hacked version of LE and go to the forums expecting some help.
Edit: And ironically I just finished eating a turkey sandwich.
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Lmao, you could rent the 60" flat screen TV from Rent-A-Center
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Try
skycam.ClearMode = CameraClearMode.Depth;
In Framewerk there is also a ClearBuffer(BUFFER_DEPTH) before "World.Current = background" and after the background "World.Render()"
See if it helps?
I really need to download your headers and try this out. I really like the syntax flow.
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For the actual red radius that follows the terrain?
BlitzMax
In loop somewhere:
pick = camerapick(camera, vec3(mousex(), mousey(), 1000.0), 0, 0) if pick <> null and tterrain(pick.entity) createradiusmesh(tterrain(pick.entity), pick.position.x, pick.position.y, pick.position.z) endif
The above could be simplified, it was final code after testing purposes, but never polished up.
function createradiusmesh(terrain:tterrain, x:float, y:float, z:float) if radiusmesh freeentity(radiusmesh) radiusmesh = createmesh() entitycolor(radiusmesh, vec4(1.0, 0.0, 0.0, 1.0)) radiussurface = createsurface(radiusmesh) for local i:int = 1 to 360 local px:float = x + cos(i) * radius local pz:float = z + sin(i) * radius local h:float = terrainelevation(terrain, pz, px) addvertex(radiussurface, vec3(px, h, pz)) next radiussurface.mode = GL_LINE_LOOP updatemesh(radiusmesh) entityshadowmode(radiusmesh, false) endfunction
Again, can be polished up, and you need a tmesh/tsurface for the above. I'm not really sure how to do this with the current C# headers, have to still try the header out, just haven't had the time.
Code above was also rewritten for this forum instead of copy and pasted, so there could be mistakes but it looks correct.
And thanks
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Was about to say the same.
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Hmm
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lol. I'd like to mimic most of the 2.28 sandbox and then continue to build it to be more targeted for my project. Yes, I'm reinventing the wheel, but I can't build upon the LE sandbox. Project targeted features such as changing the time of day, visual cloud layer manipulation, eventually weather, and so forth.
If the original LE sandbox was a module or available for purchase, that would be fantastic, but at the moment I'll have to work on this enough to fit my projects needs.
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Yeah, going to start experimenting with TerrainElevation instead, since using TerrainElevation was the only way to make my radius tool work correctly (drawn based on terrain height). I have a fairly smooth terrain editor so far, but I still have to work on providing radius (inner and outer). My calculations at the moment are way off.
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Now that I'm done feeling stupid, here it is, after I realized no math was really required.
Gather terrain resolution from your sandbox scene or use createterrain.
local pick:tpick local grid:tvec3 local height:float local terrain:tterrain if mousehit(1) pick = camerapick(camera, vec3(mousex(), mousey(), 1000.0), 0, 0) if pick <> null and tterrain(pick.entity) terrain = tterrain(pick.entity) grid = pick.position grid.x = grid.x + ((-terrainResolution / 2) + terrainResolution) grid.z = grid.z + ((-terrainResolution / 2) + terrainResolution) height = terrainheight(terrain, grid.z, grid.x) setterrainheight(terrain, grid.z, grid.x, height + 0.001) endif endif
That will edit the terrain while playing around with your program.
Or
terrain.resolution
For BlitzMax
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AMD is going to support PhysX, had seen them announce that somewhere.
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Reminds me of a feature request; a mini-map to quickly move from one side to another.
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I'm using BlitzMax, but will eventually use C# once everything is finalized on that end. However, I'll be using both languages, since I'm building my editor in BlitzMax, and I don't feel like starting that over.
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Almost. I'll probably have it completed here in just a few, and I'll post up an example. Wanted to mess with terrain editing while "in-game" and it's going well, just have to finalize some of the math. Grid x=0, y=0 works fine, except that I have the y backwards, same with Grid x=128, y=128 (on a 128x128 terrain). Grid x=0, y=128 and Grid x=128, y=0, I have backwards, lol. So click 0, 128 raises the terrain over at 128, 0.
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Never mind, just takes some math.
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Anyone know how to get terrain grid points from a camera pick?
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Still trying to figure out how to get the terrain grid points from a camera pick position. Still messing around with it, lol. No, in a program, not within the editor.
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Sorry, I should have updated my post, I tried camerapick once I gave up on cameraproject. Thanks for replying though man.
Performance boost and multithreading
in Suggestion Box
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What kind of performance hit do you get when loading a L4D map into Hammer?