Game Development Community

Post-Processing Matrices and Floats

by Glen "ThaBonadingus" Reece · in Torque 3D Professional · 05/06/2010 (8:47 am) · 10 replies

I was looking around trying to find toon shadowing, and found the perfect effect from the Nvidia shader library. It's a simple "shadow only", and was based off of an anime (which is exactly what I need). I only ran into one problem...I don't know what the world matrices and other defines for Torque3D are.

So, does anyone have a list of all the matrices, floats, and other directx defines that Torque3D uses?

The shader I'm trying to convert is the Post Toon Shadow here:

http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_toonShadow

If you don't have a list, any help would be appreciated for converting this.

About the author

Christian, Star Wars fan, Expert Americanese Speaker, The Legendary Bonadingus boss monster, Frighteningly Sexy, Lover of Anime (especially Gundam), MangaPage and ItBGames Partner, and IndieOtaku Blogger.


#1
05/10/2010 (11:43 am)
@Glen - This will have some proper documentation soon, but for now look at PostEffect::_setupConstants() in engine\source\postFx\postEffect.cpp.
#2
05/10/2010 (1:36 pm)
Thanks Tom, but I'm binary only. :)
#3
05/10/2010 (1:43 pm)
I'm in the same binary boat and would appreciate some documentation.
#4
05/13/2010 (3:52 pm)
Guess I should have did a little bit finer search, as I posted the same thing here:

http://www.torquepowered.com/community/forums/viewthread/115139

I am also Binary and would like to implement this.
#5
05/13/2010 (4:46 pm)
I am also extremely interested in this topic, being only binary as well; How limited are we with what we can change? I would definitely enjoy to use some cel-shading in a game.
#6
05/13/2010 (8:05 pm)
Bill, you can use Post-Processing effects and any torque script stuff. Since I don't know Torque Script I can't tell you what all that "stuff" is, but If it requires you to edit engine source files (.h, .cpp, and the like) you can't do it.
#7
05/14/2010 (11:14 am)
Binary users should get more power (and documentations) with future versions. The TP guys are cooking up some nice stuff that'll help making things more flexible so you don't depend so heavily on source changes.
#8
05/14/2010 (1:10 pm)
Yes, I know. I'm looking forward to the new camera system and all. I'm waiting for 1.1.

I just want to know some of the basic HLSL stuff, at least enough to convert that shader...

Konrad where are you!
#9
02/15/2011 (10:10 am)
Any updates on this?
#10
12/06/2011 (3:05 pm)
I've been trying to convert a shader: http://www.garagegames.com/community/forums/viewthread/128552/1

So far I've managed to split up the functions, but I'm not 100% sure where I should go from there...would appreciate some help