Well, I got the Project Vanquish shadowing to work right with the instanced trees. It'd had been more or less working with the terrain. Turns out the problem, as I thought, was in the shadow map, or lack of resolution there of...
Sunday, August 5, 2012
On XNA and UIs
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HTML UI using Awesomium in XNA |
There really wasn't that much, a lot of half working and abandoned projects. Some nice things in C, but my preferred working environment was C#.
Wanting something a bit more useful in a complicated RPG than a simple shooter style interface, I eventually downloaded a trial of the DigitalRune UI library and fiddled with that. It worked ok... but come a year or two later when I go back to look at my project the trial key has expired, so now I can't run my old code without either getting a new key or hacking out all the UI stuff.
I decided I wasn't going down that road again, so now I was looking for a better way to do a UI.
Tuesday, July 31, 2012
Hardware Instancing with Texture Atlases
I don't know why this sprang to mind... Dr. Frank-N-Furter: "He carries the Charles Atlas seal of approval."
I've accomplished one last thing with the trees and instancing (I just got back from a week long business trip, can't you tell I've had all these ideas pent up?).
Having only one sort of tree at a time was a bit limiting, so I decided to try my hand at adding a bit of texture atlas functionality to my instancing. Never tried it before, but in theory it is pretty simple.
There was always a single texture passed in to the class that set up the instancing, now it can be an atlas instead of just an ordinary texture.
Well, it could have before, it just would have been silly as you can see above.
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Atlas texture.... without atlasing! This should be one tree. |
Having only one sort of tree at a time was a bit limiting, so I decided to try my hand at adding a bit of texture atlas functionality to my instancing. Never tried it before, but in theory it is pretty simple.
There was always a single texture passed in to the class that set up the instancing, now it can be an atlas instead of just an ordinary texture.
Well, it could have before, it just would have been silly as you can see above.
Yet More Trees!

Meanwhile, I looked into a newer version of Project Vanquish, and noted I was doing depth calculations a hair different. I changed the format of the GBuffer render targets to SurfaceFormat.Rgba64 from Color/Color/Single, to allow alpha blending (another thing I picked up from the newer versions of PV). But, that caused what looked to be clipping in the depth output at very close ranges. I was doing:
Output.Depth = Output.Position.z/Output.Position.w;
....in the vertex shader, and passing the depth as a float to the pixel shader. In Project Vanquish it passed the location to the pixel shader, then did the division there, where it was then assigned to the output. I think this must have resulted in increase precision.
That change seems to have improved the precision of the depth output. As well as getting rid of the clipping, shadows look a bit better, as you can see above. Though they still aren't quite right.
LTrees, Instanced

At any rate, it works pretty well. This is a 3x3 chunk of terrain (32x32x64 sized chunks), so this is drawing more than 9000 trees (simply set now to about 1 per cell), all at full detail and still managing ~ 30 fps. That's without any real optimization.
The shadows aren't working quite correctly with instanced item though. Dunno if I will worry about that for the time being.
I did pull some updates from the newer versions of Project Vanquish. I need to sit down and figure out if I've done something to mess up the shadows...
Thursday, July 26, 2012
The Return of LTrees

My current voxel implementation is more complicated however, and adding the intricacies of deferred rendering (I swear I will eventually get around to discussing Project Vanquish and what I've been doing with it), I'd put off re-integrating it for a while.
I've finally done that, and it was mostly easy. Generally speaking I had to change the shaders to deal with deferred rendering, adding normal and depth to the pixel shader output. I've not fiddled with getting shadows to work yet, but I can see my way through that.
There are two other real issues left. The first is alpha blending on the leaves. Alpha blending is a bit of an Achilles heel for deferred rendering setups. The funny light coloring around the leaves is due to the alpha problems. The second is that... well the naive implementation of simply drawing a lot of trees works slowly, of course.
So, I'm working to implement LTrees, but make the items themselves instanced. That will take a bit of work, so in the meanwhile, these images are what it looks like now.
Tuesday, July 10, 2012
The Grid
No, this isn't a Tron post... Heh. Anyway, a while back I read a question on (I believe it was on gamedev.StackExchange.com) about drawing a grid over terrain.
There were some questionable responses, far more complicated that it needed to be. I've implemented this quite simply in my terrain shader:
There were some questionable responses, far more complicated that it needed to be. I've implemented this quite simply in my terrain shader:
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