OpenGL Hack Bloom in GZdoom (Continued Discussion)

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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Sergeant_Mark_IV
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Post by Sergeant_Mark_IV »

This is the best I found so far. Adds the bloom without making everything look blue or green.

Code: Select all

[gzdoom.exe]
Anisotropy=0
Multisample=0
Bloom=1
BloomSteps=8
BloomDarken=8
BloomScale=4
SSAO=0
SSAOScale=1.0
Saturation=0
Lightness=0
Emboss=0
DOF=0
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=3.0
RenderFrame=1



[zandronum.exe]
Anisotropy=0
Multisample=0
Bloom=1
BloomSteps=8
BloomDarken=8
BloomScale=4
SSAO=1
SSAOScale=1.0
Saturation=0
Lightness=0
Emboss=0
DOF=0
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=3.0
RenderFrame=1

Messing around with textures:
Attachments
bright slime.jpg
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ibm5155
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Post by ibm5155 »

Image
I want to test it but i got this =/
(intel hd 3000 gpu using mark configs)

EDIT:gzdoom works nice, only on zandronum it´s strange (also i got a crash after it works)
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Sergeant_Mark_IV
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Post by Sergeant_Mark_IV »

@ibm, Try this

[zandronum.exe]
Anisotropy=0
Multisample=0
Bloom=1
BloomSteps=8
BloomDarken=8
BloomScale=4
SSAO=0
SSAOScale=1.0
Saturation=0
Lightness=0
Emboss=0
DOF=0
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=3.0
RenderFrame=1
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ibm5155
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Post by ibm5155 »

It works \o/ thanks Sergeant_Mark_IV
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Blox
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Post by Blox »

Code: Select all

[Generic]
Anisotropy=0
Multisample=0
MultisampleHint=0
Bloom=1
BloomSteps=128
BloomDarken=7
BloomScale=0.707
SSAO=1
SSAOScale=1.0
SSAOMinZ=0
SSAOMaxZ=0.33
RenderFrame=2
Hue=0
Saturation=0
Lightness=0
Emboss=0
EmbossScale=0.666
DOF=0
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=30.0
Seems to look pretty good to me. The occlusion isn't particularly intrusive (but it's there), and the bloom is subtle too.
Overall pretty much as casual as you'll get.
Last edited by Blox on Thu Nov 15, 2012 7:04 pm, edited 1 time in total.
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Medikritz
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Post by Medikritz »

I've got the weirdest feeling that I've seen something like this before.
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Blue Shadow
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Post by Blue Shadow »

Medikritz wrote:(Fear not, Software users, there's a way for you to have it too)
Even if there is, I won't be using it. Just like I don't use the texture filter feature in GZDoom. It just look out of place, for me.
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Ravick
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Post by Ravick »

Is there (or could be done in the future) a way to change this configs in-game? I mean, during the game?

It would be awesome to make "hallucinations" a la F.E.A.R. 2 *-*
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Zombieguy
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Post by Zombieguy »

This is awesome. =P
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Jimmy
 
 
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Post by Jimmy »

I'm loading it up and just getting OHNONOTTHEBEES-O-Vision.

Image
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Sergeant_Mark_IV
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Post by Sergeant_Mark_IV »

You are having the same problem as ibm. You must disable the SSAO
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SyntherAugustus
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Post by SyntherAugustus »

Are you using Beta Nvidia drivers? I reverted back to WHQL to get rid of that problem.
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Nash
 
 
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Post by Nash »

I'm messing around with the source and looking into including an alternate SSAO algorithm that would look more "correct". Hope to have something done by this evening.

Oh and I won't solve the "SSAO draws in front of everything" because that's just a lot of work that I haven't quite wrapped my head around to yet...

You know what would be interesting though? With the source available, I wonder how much work would it be to build these shaders right into GZDoom.exe itself, therefore bypassing the need for DLL hacks (and therefore create compatibility with Mac etc)...
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ibm5155
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Post by ibm5155 »

here is only intel gpu driver :p
SSAO even with the strange thing on your face got some interesting results with look up and down and being on dark places...

EDIT:
And I thinking my map was cool xD
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Post by Nash »

It compiles but it won't link the final DLL. What am I doing wrong?

Code: Select all

1>------ Build started: Project: QeffectsGL, Configuration: Release Win32 ------
1>  qfx_hooks.cpp
1>  qfx_library.cpp
1>  qfx_log.cpp
1>  qfx_opengl.cpp
1>  qfx_renderer.cpp
1>  qfx_settings.cpp
1>  qfx_shader.cpp
1>     Creating library D:\Projects\Game Projects\isurvivor\qeffects-gl\Release\opengl32.lib and object D:\Projects\Game Projects\isurvivor\qeffects-gl\Release\opengl32.exp
1>  Generating code
1>  Finished generating code
1>  QeffectsGL.vcxproj -> D:\Projects\Game Projects\isurvivor\qeffects-gl\Release\opengl32.dll
1>  The system cannot find the file specified.
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: The command "copy D:\Projects\Game Projects\isurvivor\qeffects-gl\Release\opengl32.dll ..\QeffectsGL-bin\opengl32.dll
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: :VCEnd" exited with code 1.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
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