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Leadwerks materials loading


Go to solution Solved by Josh,

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  • 2 weeks later...
Posted

I am not sure what I am looking for or what appears wrong:

#include "UltraEngine.h"
#include "ComponentSystem.h"

using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    //Get the display list
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Terrain Experiment", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a world
    auto world = CreateWorld();
    world->SetAmbientLight(0);

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Create a camera
    auto camera = CreateCamera(world);
    camera->SetClearColor(0.125);
    camera->SetFov(70);
    
    auto scene = LoadScene(world, "Maps/lvl7.map");

    //Camera controls
    auto actor = CreateActor(camera);
    actor->AddComponent<CameraControls>();

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        if (window->KeyHit(KEY_SPACE))
        {
            scene = LoadScene(world, "Maps/lvl7.map");
        }

        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

 

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

It looks like these materials have a material color of (255,255,255,255) and the texture has no alpha channel, or a solid opaque alpha channel, so there is no transparency even if the material is set to display transparency.

Untitled.thumb.jpg.454fa4ff15dd4a61203cfb0d344b2971.jpg

If I set the alpha channel of the material color to 128 the material appears transparent in Ultra:

Untitled2.thumb.jpg.0f1faa027fe44b4730538a0fc4f834fe.jpg

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

Ok, so I'm guessing this was "hacked" in previous builds by the loader looking up the Alpha blend mode and assuming it should be transparent. Something must have changed since going to 1.0.1 so I brought this up as a "It was working before, and now it's not" issue. if it's a small change I need to do and will not effect the result in Leadwerks, I'll adjust.

No idea about the artifact with the ball launcher, might have to do with the spotlight.

Cyclone - Ultra Game System - Component PreprocessorTex2TGA - Darkness Awaits Template (Leadwerks)

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Posted

I think when I was previously testing it I had already set the material alpha. I also did some final adjustments to transparency, but the way it is working now appears to be correct.

Regarding the ball launcher model, I don't know what is wrong with the image above. How is it supposed to be different from that?

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

I thought that was just the environment map reflection. It behaves like a cubemap reflection, moving with the camera but not changing when the camera rotates.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

It looks like this if I turn the roughness all the way down. Maybe there is an issue with the cubemap mipmaps loaded from the scene file...

Untitled.thumb.jpg.df4e24e8290f265a8836a240c06ae06a.jpg

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

It's got to be an error in the shader because all sides of the cubemap texture look fine:

Untitled.thumb.jpg.e31071f74f1e6265fc24ca36ace8ba2f.jpg

  • Like 1

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

The problem is definitely related to the cubemap coord shifting in the lighting code:

dist = BoxIntersectsRay(vec3(-0.5f),  vec3(0.5f), orig, -reflection);
if (dist > 0.0f)
{
	cubecoord = orig - reflection * dist;
	vec4 p = Plane(localposition, localnormal);
	if (PlaneDistanceToPoint(p, cubecoord) > 0.0f)
	{
		float sinfluence = min(influence, 1.0f - probespecular.a);
		u_MipCount = textureQueryLevels(textureCubeSampler[shadowMapID]);
		lod = materialInfo.perceptualRoughness * float(u_MipCount - 1); 
		probesample = textureLod(textureCubeSampler[shadowMapID], cubecoord, lod);
		probesample.rgb = min(probesample.rgb, 2.0f);
		probespecular.rgb += probesample.rgb * probesample.a * sinfluence;
		probespecular.a += sinfluence * probesample.a;
	}
	else
	{
		probespecular = vec4(1,0,0,1);
	}
}

image.thumb.jpeg.40a475ec17485e177d365258d34bb3d4.jpeg

My job is to make tools you love, with the features you want, and performance you can't live without.

  • Solution
Posted

Okay, I removed that plane distance test and it appears to work fine. I am not sure why that was even in there. Maybe we will see a problem in the future that was supposed to solve, but I don't even know why it is in the code.

  • Like 2

My job is to make tools you love, with the features you want, and performance you can't live without.

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