Author Topic: Glib : a 3D graphics axe library  (Read 91186 times)

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Offline Sorunome

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Re: GLIB a graphics axe 3d librairy
« Reply #240 on: November 26, 2013, 03:31:20 pm »
Wow, that is pretty awesome for 6MHZ O.O

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Offline Streetwalrus

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Re: GLIB a graphics axe 3d librairy
« Reply #241 on: November 26, 2013, 03:43:48 pm »
Eyup.
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Re: GLIB a graphics axe 3d librairy
« Reply #242 on: November 26, 2013, 03:44:31 pm »
Eiyo*

You are nonstop stunning me guys! It's for when the new demo?

Offline TheMachine02

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Re: GLIB a graphics axe 3d librairy
« Reply #243 on: November 27, 2013, 10:44:38 am »
Eiyo*

You are nonstop stunning me guys! It's for when the new demo?

Well, I don't really know. I am actually working on polygon Library, maybe I will try to do a demo after  :P
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Offline TheMachine02

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Re: GLIB a graphics axe 3d librairy
« Reply #244 on: December 09, 2013, 06:39:22 am »
some test with the pxl and the geometry shader.
The first screen, I only pass one primitive (only one quad) as argument, the shader create a new piece of geometry from the one already there.


+-20fps

this is th pxl shader test, a full cube (6 quad) and in each line a pxl who get randomly off.



+-4 fps

all is at 6MHz
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Offline Sorunome

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Re: GLIB a graphics axe 3d librairy
« Reply #245 on: December 09, 2013, 08:04:31 am »
that is awesome O.O

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Offline ClrDraw

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Re: GLIB a graphics axe 3d librairy
« Reply #246 on: December 09, 2013, 11:24:12 am »
That is really cool, good work. +1
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Offline ben_g

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Re: GLIB a graphics axe 3d librairy
« Reply #247 on: December 09, 2013, 01:38:42 pm »
some test with the pxl and the geometry shader.
The first screen, I only pass one primitive (only one quad) as argument, the shader create a new piece of geometry from the one already there.


+-20fps
If you'd deform the reflection by a sine or such, you could make a water shader of this.
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Offline TheMachine02

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Re: GLIB a graphics axe 3d librairy
« Reply #248 on: December 10, 2013, 04:54:13 am »
If you'd deform the reflection by a sine or such, you could make a water shader of this.

Yes guess so. A shadow shader would not so hard to do too, though.
Anyway, I started play with the pixel shader in this area (distorsion), and here what I've got so far (yay pseudo vector slime !  :D )

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Offline Sorunome

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Re: GLIB a graphics axe 3d librairy
« Reply #249 on: December 10, 2013, 06:22:09 am »
ok, that is looking awesome o.o

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Offline DJ Omnimaga

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Re: GLIB a graphics axe 3d librairy
« Reply #250 on: December 10, 2013, 02:25:39 pm »
Wow I love it! With a very large shape, does it slow things down a lot?

Offline TheMachine02

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Re: GLIB a graphics axe 3d librairy
« Reply #251 on: December 11, 2013, 10:03:34 am »
there is very few speed loss, and even if the speed decrease more when a big shape is drawn, it's more because of the triangle routine than the pxlshader actually  :P
« Last Edit: December 11, 2013, 10:04:03 am by TheMachine02 »
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Offline TheMachine02

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Re: GLIB a graphics axe 3d librairy
« Reply #252 on: December 13, 2013, 12:19:20 pm »
some progress in the lib  :D, however I can't upload anything due to how crappy the connexion is  <_<

anyway, I sightly modified the shader, made them more secure (this one is for you matref  :P ), and a bit more powerful.
what next :
-reimplement texture (16*16) and add some new function to handle them proprely + make them even more faster (by the way, I was wondering ben_g, do you think we can do only one division per triangle ? cause right now I do one division by scanline)
-an new lib, combaining some usefull shader.
-a proper  documentation

any suggestion ?
« Last Edit: December 13, 2013, 12:20:06 pm by TheMachine02 »
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Offline ben_g

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Re: GLIB a graphics axe 3d librairy
« Reply #253 on: December 13, 2013, 12:29:10 pm »
(by the way, I was wondering ben_g, do you think we can do only one division per triangle ? cause right now I do one division by scanline)
I only did the divisions for the top 2 scanlines. The intervals that have to be added to the u and v coordinates are constant for every scanline (as long as you use affine texture mapping, instaed of persfective corrected texture mapping), so you can just re-use the results from them for every other scanline.
Oh, and the reason that I use the results from the 2nd scanline is that the first scanline is very short (often only 1 pixel), so the intervals calculated in it are often inaccurate.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline TheMachine02

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Re: GLIB a graphics axe 3d librairy
« Reply #254 on: December 13, 2013, 12:30:59 pm »
well, I'll try implement this method  :P . The speed will be a lot better then.
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