[Request] Implementation of "interior mapping" for windows

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[Request] Implementation of "interior mapping" for windows

Postby Caligari87 » Wed Jan 08, 2020 12:14 pm

I'm going to try and look into the source and see if I can try implementing this myself, but I figured I'd post it so perhaps other smarter minds can be working on it too.

http://interiormapping.oogst3d.net/

In short, uses shaders to fake parallax "interiors" on simple textures, useful for windows to hundreds of generic inaccessible rooms with negligible performance impact, not increasing polygon count.

Image

Here's a pastebin of the shader code from the demo project.

Since GZDoom's texture shaders have access to the necessary rendering information (as shown by the recent depth mapping and parallax mapping shaders we've seen), I think this is possible and could be a useful tool for anyone making urban- or city-type maps with lots of windows.

8-)
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Re: [Request] Implementation of "interior mapping" for windo

Postby Tormentor667 » Wed Jan 08, 2020 12:24 pm

Awesome idea! :)
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Re: [Request] Implementation of "interior mapping" for windo

Postby Rachael » Thu Jan 09, 2020 4:12 am

I don't think this is possible currently with GZDoom's material shader system. The main reason is because it lacks access to uniforms, and you'd need access to several texture uniforms to pull this off.

This is a great use case for asking for it to be added, though.

(edit: i suppose it could be done if the entire texture set was transformed into a texture atlas though, but then a lot of code would have to be changed to accommodate that - plus, it'll look like shit in the software renderer)
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