Wintermute Engine Forum

Wintermute Engine => Feature requests, suggestions => Topic started by: FogGobbler on December 10, 2007, 04:39:18 PM

Title: HLSL
Post by: FogGobbler on December 10, 2007, 04:39:18 PM
Hi!

Any chance that you will integrate HLSL and /or Per-Pixel lighting sometime?

Many greetings,
Oli
Title: Re: HLSL
Post by: Mnemonic on December 10, 2007, 04:45:44 PM
Yes.
Title: Re: HLSL
Post by: FogGobbler on December 10, 2007, 04:50:52 PM
Wow!  ::thumbup That´s more than great!

Cheers,  ::beer
Oli
Title: Re: HLSL
Post by: Mnemonic on December 11, 2007, 08:45:11 AM
In any case, it will be only supported by the Direct3D 9 mutation of the engine.
Title: Re: HLSL
Post by: FogGobbler on December 11, 2007, 12:51:47 PM
Yes, but that doesn´t really matter :-)
Title: Re: HLSL
Post by: DREAMWEB on December 12, 2007, 01:51:17 PM
This HLSL shaders thing is something hard to learn?
when/if implemented, will be compatible with programs like FX composer? http://developer.nvidia.com/object/fx_composer_home.html (http://developer.nvidia.com/object/fx_composer_home.html)
Title: Re: HLSL
Post by: Jyujinkai on December 12, 2007, 01:58:34 PM
HLSL can be very complicated and require deep knoladge of coding.. they are basically procedural textures to put on your models.... say to make the ground look like grass, or to make the eyes of a charicter glow green and emit a green smoke trail as you move about.

For non programming types you can find a variety of apps that allow you to visually build your shader so you need little programming knowledge. If you use max there is a nice HLSL shader builder called "shaderFX" that also uses direct X to draw the shader directly in the viewport for testing.
http://www.lumonix.net/

No idea how these will all be transfered to WME... not sure if the .X panda export will do it or not.. you will have to wait for mnemonic to do his magic and let us know.
Title: Re: HLSL
Post by: Mnemonic on December 12, 2007, 02:22:29 PM
This HLSL shaders thing is something hard to learn?
As Jyujinkai said, it is quite complicated, because it's a whole new world to explore and a whole new programming language.

when/if implemented, will be compatible with programs like FX composer? http://developer.nvidia.com/object/fx_composer_home.html (http://developer.nvidia.com/object/fx_composer_home.html)
Yes and no. Some of the effect files generated by FX Composer will work, some won't, depending on what features they'll be using.
Title: Re: HLSL
Post by: sychron on December 12, 2007, 05:17:55 PM
Are you sure you want to support HLSL? If yes, don't mention this in the features list ... or It will surely boost the count of "how to" support questions in this forum ... the ones that could be rudely answered RTFM ... ;-)
Title: Re: HLSL
Post by: Jyujinkai on March 24, 2008, 03:04:57 AM
@mnemonic

Any updates on this HLSL shader stuff? Is it anywhere near release or anything?

Also if this dose get integrated into WME, dose that mean Bump and Normal mapping etc etc will be supported?
Title: Re: HLSL
Post by: Mnemonic on March 24, 2008, 09:06:36 AM
Any updates on this HLSL shader stuff? Is it anywhere near release or anything?
Nope.

Also if this dose get integrated into WME, dose that mean Bump and Normal mapping etc etc will be supported?
That's the plan, yes.
Title: Re: HLSL
Post by: Jyujinkai on March 24, 2008, 09:59:01 AM
Any updates on this HLSL shader stuff? Is it anywhere near release or anything?
Nope.

Um.. any more detail? Is this something we should expect to happen sometime soon... like say um.. in the next 5 months or so?? Or is this a "Nope... well i might get to it once day.. but i have no plans to do it soon. look for it in 2010 somtime."

Title: Re: HLSL
Post by: metamorphium on March 24, 2008, 11:42:45 AM
I bet the answer will be - When it's doneTM ;)
Title: Re: HLSL
Post by: Jyujinkai on March 24, 2008, 12:22:02 PM
lol I like the trademark on there Meta!!
Title: Re: HLSL
Post by: sychron on March 24, 2008, 12:51:46 PM
But you /will/ stick to 3,5D, won't you? Please, don't go for a /complete 3d/ engine!
Title: Re: HLSL
Post by: odnorf on March 24, 2008, 12:54:11 PM
But you /will/ stick to 3,5D, won't you? Please, don't go for a /complete 3d/ engine!

Even if that happens in the next 665 years the plan is to keep the same functionality for 2.5D adventures.
Title: Re: HLSL
Post by: FogGobbler on March 24, 2008, 01:42:41 PM
Well, if you consider time as the 4th dimension  ;D ...
Title: Re: HLSL
Post by: sychron on March 25, 2008, 12:35:16 AM
Why did I write 3,5d? ... doh ...