PSVSM(for XEffect)

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wiedzmin112
Posts: 30
Joined: Tue Oct 18, 2011 3:48 pm

PSVSM(for XEffect)

Post by wiedzmin112 »

Hi.
I implemented PSSM from nadro's irrCg example to XEffect.
I added PCF,VSM,alpha transparent(no only casting like normal xeffect but also with receiving) and texture support.
In a short time I will upload source.

Screen shots :) (palm generated with tree[d])
Image
Image
Image

New hard shadows :)
Image

Uploaded with ImageShack.us
(This is directional light. Light works at about 4 000 x 4 000 size of world )
It also works with xeffect post-process effect's.

DOWNLOAD http://www.situations.pl/download/PSVSM ... her112.rar

Special thanks to nadro and devsh

Sorry for my bad english because i'm using google translate
Last edited by wiedzmin112 on Thu Jan 05, 2012 8:11 pm, edited 2 times in total.
BlindSide
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Re: PSVSM(for XEffect)

Post by BlindSide »

Hey cool! Nice to see people still improving XEffects :D

Do you have a link to a demo/source or something?

Cheers,
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wiedzmin112
Posts: 30
Joined: Tue Oct 18, 2011 3:48 pm

Re: PSVSM(for XEffect)

Post by wiedzmin112 »

I'm trying to add harder shadow's.
I think that today I will upload full source code and simple demo :)
BTW.I write simple post-process fog using depth pass.
Valmond
Posts: 308
Joined: Thu Apr 12, 2007 3:26 pm

Re: PSVSM(for XEffect)

Post by Valmond »

This is really excellent, good working!

I tried to make PSSM long time ago, if I can check out your sources I might even get it to work :-)

ps. does it work with hlsl (DirectX) ?
wiedzmin112
Posts: 30
Joined: Tue Oct 18, 2011 3:48 pm

Re: PSVSM(for XEffect)

Post by wiedzmin112 »

I added download url in main post (red text).

I don't know why it's only works with OpenGL(shaders are in CG).

PS. In 15/30 minutes i'll upload new version with small demo with possibility change the perfomance
PS.2 Is there somebody here who has low poly castle model?
kazymjir
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Location: Munich, Bayern

Re: PSVSM(for XEffect)

Post by kazymjir »

Ładnie!
ent1ty
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Re: PSVSM(for XEffect)

Post by ent1ty »

Agreed, the hard shadows look really good(only need a better ground texture :P )
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

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Erelas
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Joined: Mon Apr 18, 2011 8:40 am

Re: PSVSM(for XEffect)

Post by Erelas »

Looks great! Any chance of making this work with latest Irrlicht 1.8 build which has IrrCg added in?
REDDemon
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Re: PSVSM(for XEffect)

Post by REDDemon »

is this dual paraboloid mapping ? :D anywya i find tree[d] a bit obscure
Best of all tree[d] is free to use, and you can include the trees you make in your own projects, commercial or free, as long as they are not model packs, texture packs, 3D model generators, or texture generators.
Especially regarding "3D model generators" and "texture generators". What if a game engine is generating a mesh (I.E. terrain or particles) or a texture (I.E building mipmaps)? O_O
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ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Re: PSVSM(for XEffect)

Post by ACE247 »

Tree[d] IS obscure... I find it quite impossible to use, ngplant is better, but just as weird and speedtree costs a million :)
Oh and there's still Arbaro, but I think that just wants to kill its users :lol:
mengzhu
Posts: 28
Joined: Fri Jul 17, 2009 7:00 am

Re: PSVSM(for XEffect)

Post by mengzhu »

It 's the thing I dream of..... :shock: ,I 've learned some basics shadowmaps knowledge but it's so hard to me to understand PSSM clearly and do it on Irr(though I 've downloaded many examples :mrgreen: )
wiedzmin112
Posts: 30
Joined: Tue Oct 18, 2011 3:48 pm

Re: PSVSM(for XEffect)

Post by wiedzmin112 »

Heheh - maybe today i'll send to irrlicht forum something that i'm creating now - beautyInRender .
With beautyInRender you can render your scene with:
-deffered rendering
-shadows(PSVSM)
-post processing(Motion Blur(done),Depth of Field,Bloom,Blur etc.(Work in progress)
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