Deferred Rendering

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Re: Deferred Rendering

Postby Sudi » Mon Dec 03, 2012 11:06 am

Ok can't upload it right away....it doesn't work with the current irrlicht version anymore...someone changed the ILightManager interface.
Quick question for that person. The OnPreRender(array& lightList) method still is receiving the lights. Who the gently caress changed that to ISceneNode? why hiding information which i know is there? Now i have to cast the pointers? WHY??????????????
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Re: Deferred Rendering

Postby Sudi » Mon Dec 03, 2012 11:37 am

Besides just checked the download links. They still work. But yeah it doesn't work with the newest irrlicht release. It worked however with irrlicht 1.7.2
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Re: Deferred Rendering

Postby hybrid » Mon Dec 03, 2012 6:03 pm

Because the interface is not required to pass down lights. So better check the type before casting.
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Re: Deferred Rendering

Postby Sudi » Mon Dec 03, 2012 6:51 pm

But its only for Passung down lightbscenenodes....if its not change the documentation.
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Re: Deferred Rendering

Postby arnir » Fri Dec 07, 2012 10:56 am

please, can somebody re-upload the first link? thanks
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Re: Deferred Rendering

Postby JunkerKun » Mon Jan 28, 2013 6:59 pm

Can someone help me to run this under VS2010? I get this error:
1>Main.obj : error LNK2001: unresolved external symbol "class irr::video::CRenderer * __cdecl createRenderer(class irr::IrrlichtDevice *,char *)" (?createRenderer@@YAPAVCRenderer@video@irr@@PAVIrrlichtDevice@3@PAD@Z)
1>C:\Users\Джесько-Ня\Documents\Visual Studio 2010\Projects\TwiE\Release\TwiE.exe : fatal error LNK1120: 1 unresolved externals

And I'm pretty sure that I've listed the lib in linker.
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Re: Deferred Rendering

Postby chronologicaldot » Mon Jan 28, 2013 9:14 pm

@sudi - Did you ever get it fixed for irrlicht 1.8?
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Re: Deferred Rendering

Postby Otaka » Thu Jun 06, 2013 7:30 am

arnir wrote:please, can somebody re-upload the first link? thanks

I really want it too.
Please, Sudi,(or someone who have already downloaded sources and binaries with shaders) reupload this beautiful deferred renderer. Even if it doesn't work with new Irrlicht
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Re: Deferred Rendering

Postby ent1ty » Thu Jun 06, 2013 12:21 pm

Thread hijacking time! :D

If you want, you can try my deferred renderer, but it has no shadow mapping:
Image

https://bitbucket.org/entity/irrrenderer

Features
-Deferred rendering
-Normal mapping
-Parallax mapping
-Post processing(some basic effects(AA, bloom, some other stufff) included)

Under Downloads, you can download the source with a C::B project and a pre-compiled example project (irrRenderer.7z)
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
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Re: Deferred Rendering

Postby mikkis » Thu Jun 06, 2013 2:08 pm

Thank you so much!
Now I can forget my own wip defrend which doesnt work at all.

If this isnt related to orig writers code, you could make own thread about that?

Hopefully works with irr svn.
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Re: Deferred Rendering

Postby ent1ty » Thu Jun 06, 2013 2:53 pm

I guess I should, I just thought I'd add shadow mapping first but somehow i never got to it :D

Btw if you have any problems with it, I usually hang out in #irrlicht on Freenode
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

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Re: Deferred Rendering

Postby mikkis » Wed Jun 12, 2013 9:33 am

Finally I had some time to check this out.
Created new project file with visual studio 2012 and added sources there and newest irr from svn lib.

Then in ILightManagerCustom OnPreRender(irr::core::array<irr::scene::ILightSceneNode*> &lightList) I changed ILightSceneNode -> ISceneNode.

Added PostProcessing=0; line in ILightManagerCustom::ILightManagerCustom(irr::IrrlichtDevice* device) constructor.

It compiles but lights doesnt work right. And when looking gbuffer, they are upside down.

Image
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Re: Deferred Rendering

Postby ent1ty » Wed Jun 12, 2013 9:38 am

Looks like the irrlicht devs finally fixed the bug with upside down render textures, hence they are upside down in irrRenderer now. I guess you can either try to fix this yourself(the relevant code should be in the shaders somewhere) but I might have some time to fix this soon.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
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Re: Deferred Rendering

Postby ison » Thu Jul 25, 2013 10:37 pm

Anyone still has Sudi's upload? Link doesn't work anymore. Anyone knows how to fix it so it would work with Irrlicht 1.8?
Entity's deferred lighting doesn't work with Irrlicht 1.8 either, no lights are rendered.
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Re: Deferred Rendering

Postby thanhle » Fri Jul 26, 2013 6:34 am

These looks awesome.
ent1ty and Sudi why don't you guy working together and incorporate this into Irrlicht next release?

entity, how many light does your irrenderer supports?

Thanks
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