New TLK resources: DRL with Bloom and GuiObjectView
by John Kabus (BobTheCBuilder) · in Torque Game Engine · 03/07/2006 (12:24 pm) · 19 replies
Hello TLK community!
Synapse Gaming is working with community members to help with TLK based resources. Today I'm happy to announce the first of these; a Dynamic Range Lighting and Bloom resource created by Jeff Raab and Alex Scarborough.
Jeff and Alex's DRL resource supports Dynamic Range Lighting (which adjusts the screen exposure based on scene lighting), Bloom, and Tone Mapping - making it a very complete resource. Even better it's extremely easy to add to your project. Awesome work guys!
Also released is a new GuiObjectView designed specifically for TLK, which provides better lighting control and env mapping.
Definitely check out these resources and let us know what you think.
If you have any ideas for TLK resources let us know!
-John Kabus
Synapse Gaming is working with community members to help with TLK based resources. Today I'm happy to announce the first of these; a Dynamic Range Lighting and Bloom resource created by Jeff Raab and Alex Scarborough.
Jeff and Alex's DRL resource supports Dynamic Range Lighting (which adjusts the screen exposure based on scene lighting), Bloom, and Tone Mapping - making it a very complete resource. Even better it's extremely easy to add to your project. Awesome work guys!
Also released is a new GuiObjectView designed specifically for TLK, which provides better lighting control and env mapping.
Definitely check out these resources and let us know what you think.
If you have any ideas for TLK resources let us know!
-John Kabus
#2
03/09/2006 (4:24 am)
Looks really cool, thank you both for the resources.
#3
I can't stop being amazed when I look at the tunnel exit from inside and everything outside is overbright, only to leave the tunnel and have the exposure automatically adjusted so things become visible. And it's all running without without requiring any kind of shader or floating point buffer support! It's as amazing as Shadow of the Colossus doing tone mapping on the PS2 (but even in SotC, the exposure ajustement wasn't this automatic).
BTW, John, I've made some changes to the DRL resource myself, to make it compatible with multiple GameTSCtrl controls on the screen (our game uses split screen multiplayer). How should I go about posting the required changes? Post them in the resource comments, on the forum, or post as a new resource?
03/15/2006 (6:07 am)
The DRL resource is completely awesome! It was up and running in our project within minutes, and after some value tweaking we got awesome effects without need to make major changes to the scene.I can't stop being amazed when I look at the tunnel exit from inside and everything outside is overbright, only to leave the tunnel and have the exposure automatically adjusted so things become visible. And it's all running without without requiring any kind of shader or floating point buffer support! It's as amazing as Shadow of the Colossus doing tone mapping on the PS2 (but even in SotC, the exposure ajustement wasn't this automatic).
BTW, John, I've made some changes to the DRL resource myself, to make it compatible with multiple GameTSCtrl controls on the screen (our game uses split screen multiplayer). How should I go about posting the required changes? Post them in the resource comments, on the forum, or post as a new resource?
#4
Awesome! Can we see a few snapshots?
Thats great, definitely post the fixes in the resource comments. Integrating those changes really depends on how heavy they are, but we're always looking for advice and help on these - thanks!
-John
03/15/2006 (8:36 am)
Hi Manoel,Awesome! Can we see a few snapshots?
Thats great, definitely post the fixes in the resource comments. Integrating those changes really depends on how heavy they are, but we're always looking for advice and help on these - thanks!
-John
#5
In shadow
Same place, looking at lit area
Split screen, two players looking at each other, one outisde and one inside a tunnel
(I couldn't post the thumbnails somehow...)
I'll post about the split-screen related changes in the resource. It isn't much, really, and it's semi-hackish.
I had to find a way to make the GameTSCtrl rectangle area be used while capturing the screen and drawing bloom, so I added a member variable to sceneGraph to hold the rectangle (it's updated by every GameTSCtrl before they render the world). This basically fixes issues when the viewport is smaller than the whole screen (the whole screen was captured, so GUI controls outside the viewport would contribute to the intensity calculation).
I also made the GameTSCtrl keep copies of the DRL variables on itself, and capture/restore those variables after/before drawing. This allows each GameTSCtrl to keep distinct DRL values, and allow each one to do their own tone mapping.
03/15/2006 (9:23 am)
Sure:In shadow
Same place, looking at lit area
Split screen, two players looking at each other, one outisde and one inside a tunnel
(I couldn't post the thumbnails somehow...)
I'll post about the split-screen related changes in the resource. It isn't much, really, and it's semi-hackish.
I had to find a way to make the GameTSCtrl rectangle area be used while capturing the screen and drawing bloom, so I added a member variable to sceneGraph to hold the rectangle (it's updated by every GameTSCtrl before they render the world). This basically fixes issues when the viewport is smaller than the whole screen (the whole screen was captured, so GUI controls outside the viewport would contribute to the intensity calculation).
I also made the GameTSCtrl keep copies of the DRL variables on itself, and capture/restore those variables after/before drawing. This allows each GameTSCtrl to keep distinct DRL values, and allow each one to do their own tone mapping.
#6
03/15/2006 (4:13 pm)
Looks awesome Manoel! If it's all right with you, I'll integrate your changes into the next version of the DRL resource. It'll be a spiffy feature.
#7
I didn't post the changes yet because I found a last minute issue when switching between single player and split screen modes. Since the GameTSCtrls in both modes have different sizes, I had to delete the DRL textures somehow before switching modes, otherwise the split screens wouldn't calculate theirs DRL values properly.
Since I had to kill off the issue quickly, and couldn't find a suitable place in the source to call resetDRL() without crashing the game, I simply exposed it as a console function and call it during disconnectCleanup(), in script.
I had to deal with a similar issue with the ScreenFX resource (we had implemented our own bloom effect and fullscreen blur after heavily modifying it), when switching resolutions, and I solved it by doing a check before rendering, to see if the update rectangle hasn't changed. If it did, I destroyed and re-created the capture textures before rendering. Something similar could be done with the DRL.
03/16/2006 (9:27 am)
Alex, do you mind if I e-mail the modified files for you to look at? I did the changes in a way to modify the original resource the less as possible, so it can probably be implemented in a more integrated way if you look at it, and it could go straight into an update.I didn't post the changes yet because I found a last minute issue when switching between single player and split screen modes. Since the GameTSCtrls in both modes have different sizes, I had to delete the DRL textures somehow before switching modes, otherwise the split screens wouldn't calculate theirs DRL values properly.
Since I had to kill off the issue quickly, and couldn't find a suitable place in the source to call resetDRL() without crashing the game, I simply exposed it as a console function and call it during disconnectCleanup(), in script.
I had to deal with a similar issue with the ScreenFX resource (we had implemented our own bloom effect and fullscreen blur after heavily modifying it), when switching resolutions, and I solved it by doing a check before rendering, to see if the update rectangle hasn't changed. If it did, I destroyed and re-created the capture textures before rendering. Something similar could be done with the DRL.
#8
Yes, a check could be made before every DRL render. It really wouldn't be too hard. We'll see how it goes though.
03/16/2006 (4:08 pm)
Go ahead and email me the code. I'll integrate it and it'll be part of the next release.Yes, a check could be made before every DRL render. It really wouldn't be too hard. We'll see how it goes though.
#9
03/20/2006 (10:24 am)
I sent it to your profile's e-mail addy.
#10
03/20/2006 (6:19 pm)
@Manoel: I haven't received it. My main email has been spotty at best as of late though. Try sending it to delerium_10101 AT yahoo.com
#11
Sorry for taking so long to reply, things have been crazy at work past weeks, the usual "deadling is approaching" stuff (BTW, the DRL stuff will be in our next game - I can't avoid just not adding it there).
04/01/2006 (3:23 pm)
Pfft, the e-mail never left my draft folder. I need more sleep. I'll re-send it on Monday.Sorry for taking so long to reply, things have been crazy at work past weeks, the usual "deadling is approaching" stuff (BTW, the DRL stuff will be in our next game - I can't avoid just not adding it there).
#12
04/04/2006 (6:10 am)
Done, I sent it to both adresses.
#13
05/04/2006 (12:27 pm)
When i use the DRL resource. Everything compile good but when launch the game and mission I see green color flashing is this normal. For me to see the mission (player, building anytthing of that nature) I have go in the console and enter this optimizeDRL(true)
#14
05/04/2006 (4:00 pm)
@Michael Prewer - If you could send me you system information and also the OpenGL extensions list from your console.log, I might be able to figure out what's going wrong.
#15
06/21/2006 (9:46 am)
What is the overhead for this resource? what impact does it have on the minimum requirements fro torque? Can a user turn it off?
#17
01/02/2007 (12:10 am)
I am not able to access the resource links even though I am a TGE 1.5 owner. Can someone please help.
#18
TGE 1.5 - Bonus Resource Bundle
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11518
01/02/2007 (4:51 am)
I am not sure if this will have what you want.TGE 1.5 - Bonus Resource Bundle
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11518
#19
01/05/2007 (9:34 pm)
Check out this thread; TLK Resources? for help gaining access to TLK resources.
Torque 3D Owner James