I’ve got issues with sky since 2 days. Ocean and ground are now rendered using fragment shaders, space too. But between those two borders, sky layers were still rendered with this old fixed GPU pipeline… which started to irritate me widely. A few months ago I had the exact opposite feeling: that’s definitively just impossible to design with both techniques in mind. I decided to process to fixed pipeline’s funeral and convert almost everything to shaders. I’ll work much more quietly with only one single philosophy!
Work in progress picture: now working on a complete set of textures for the ground. I’m defining areas of forest, grassy lowland, desert… for planets. But I’m quite sure that the main part of players won’t request to set up their own colony on a hostile designed zone. Who want a city mired in swamps? I need nice balanced landscapes… and I haven’t found this yet… 😉
This time, I’m sure. I’ve got my ultimate fractal compositor. So far, it was quite nice but, somehow, facing a feeling of repeatition while traveling accross the planet. Stereotypic fractal landscape… everywhere. Like crossing again and again the same mountain!?
[nerd mode: ON] I was listening to music… when I get a thought about disharmonic sounds. Obvious!!!
My fractal layers aren’t synchronized anymore, I’ve unleashed frequencies to create kind of resonant waves. Just like soundscapes… Disharmonic fractals… It may look snobbish (hope no), very nerdy (sorry), complex (not, actually), or maybe that’s a very common thing in the world of fractal-geek-mathematician-from-hell, I dunno at all, in fact I don’t care, but…
[nerd mode: OFF] …I’m sure, I’m in love with my new landscapes 😀
Here a nice shot above the clouds, cause nothing new to show.
I’ve mainly worked today on callbacks, listeners and hardware buffers.Stuffs that don’t make a really funky day 😉 I’ve tried to improve management of the CPU/GPU struggle for power. Since the scene is heavily CPU generated, I have issues for using GPU parallelism.
Whatever… tomorrow I’ll strike back on the other side of the problem to improve RT terrain generation. I’ve got in head to be able to set the maximum specs to render you a nice video from my laptop soon!
Here’s my small changes to the Nvidia/Nfz original ocean shader. It’s now alpha based to obtain something less brightfull and shiny. The main issue is that I still don’t know exactly how I’ll create a nice transition between ocean and shores. Anyway that’s not something really essential at this time 😉
Texture splatting using my own shader program is now ready. I must confess I should have migrated to shaders a long time ago. I’m always afraid to have to deal with hardware incompatibilities, but benefits are huge. The same result (even better) with less texture units… and so programmable pipelines can be faster than fixed ones!! I realized too that I now have extra “space” to add further terrain effects on a single pass in the future.
Nothing is perfect… I’d like Nyne to be able to run on aging laptops, so I’m dealing with old shader version restrictions. But that’s still simpler than the old way. Moreover, I still have plenty of data space directly on vertex… and so more improvements to come!
Still working on my HLSL fragment program for terrain splatting. Above is my alpha map.
alpha = alpha*alpha + alpha * dupCO.r * dupCO.g ;
alpha = sqrt( alpha ) ;
alpha = clamp( alpha , 0 , 1 ) ;
Simple process with the under laying texture to avoid a too smooth texture transition. Not perfect… but it’ll be my starting point !
Up to now, splatting was achieved using the fixed-pipeline. But 1/ PSSM needs for itself 3 texture units so I won’t be able to integrate this on a one-pass texture. And 2/ Fixed and programmable pipelines can’t deal together… I have to say good-bye to my old beloved fixed texture unit functions and switch to a full vertex shaders solution. That’s life…