Sun light source

Remember, just because you request it, that doesn't mean you'll get it.

Moderator: GZDoom Developers

Re: Sun light source

Postby Graf Zahl » Thu Jul 27, 2017 2:48 pm

Portals only matter if geometry shadows come into play.
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: Sun light source

Postby Tormentor667 » Thu Jul 27, 2017 4:10 pm

Commenting this to keep track
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Re: Sun light source

Postby dpJudas » Thu Jul 27, 2017 4:12 pm

I created a sunlighttest branch for this in the gzdoom repository. At the moment it uses a global sunlight source that can be calibrated with some CVARs.

The visuals on that branch make it pretty clear that we can't apply this ever to old maps (not that it was suggested, just saying). We also probably can't get away with a single global setting - I think we probably need to apply it on a per sector basis or something.

The good news is that at least with the test map Nash provided it gives a pretty good visual improvement.

Edit: The sunlight on the test branch also doesn't do diminished light on the sunlight. It probably needs to do that in a final version or the contrast between the back (sector light) and front (sun) won't remain the same there.

Edit 2: after toying a bit with it with fake contrast turned off, and with the gl_sunlight_str set to 0.25, it actually looks better than fake contrast in some situations. I do wonder how that will look once it takes diminished light into account.
dpJudas
 
 
 
Joined: 28 May 2016

Re: Sun light source

Postby Nash » Thu Jul 27, 2017 5:44 pm

@dpJudas sprites seem to be unaffected by the additional sun light...
User avatar
Nash
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Github ID: nashmuhandes
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Sun light source

Postby dpJudas » Thu Jul 27, 2017 5:45 pm

Hmm yes, forgot to apply them to the sprites. Not sure how they should apply, though, since they billboard - could of course use the angle of the billboard, but would that look good?
dpJudas
 
 
 
Joined: 28 May 2016

Re: Sun light source

Postby Nash » Thu Jul 27, 2017 6:31 pm

Actually, my bad - I had accidentally set the intensity too high during my tests when I reported to you. You should probably revert that 50% brightness sprite fix for now, it doesn't look good... sorry!
User avatar
Nash
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Github ID: nashmuhandes
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Sun light source

Postby dpJudas » Thu Jul 27, 2017 6:34 pm

Figured as much, but seeing is believing. :)
dpJudas
 
 
 
Joined: 28 May 2016

Re: Sun light source

Postby Tormentor667 » Fri Jul 28, 2017 12:54 am

Can you share screenshots?
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Re: Sun light source

Postby Jaxxoon R » Fri Jul 28, 2017 10:26 pm

Seconded, this interests me greatly.
User avatar
Jaxxoon R
 
Joined: 04 May 2014

Re: Sun light source

Postby Major Cooke » Fri Jul 28, 2017 10:27 pm

This is a highly experimental feature. I wouldn't expect screenshots for a while.
User avatar
Major Cooke
The road to Hell is paved in the carrion she leaves behind.
 
Joined: 28 Jan 2007
Discord: Major Cooke#0846

Re: Sun light source

Postby dpJudas » Sat Jul 29, 2017 8:52 am

Here's two screenshots showing the feature (thanks to Nash for creating the test map for this)


dpJudas
 
 
 
Joined: 28 May 2016

Re: Sun light source

Postby Graf Zahl » Sat Jul 29, 2017 9:41 am

I'm still not sold on making this solely a sector property. I think it'd be better to have sunlight as a sky property as well that automatically applies to all sectors with the given sky as its ceiling. Otherwise it might become too clumsy to edit.
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: Sun light source

Postby Major Cooke » Sat Jul 29, 2017 9:52 am

I need the sectors version for Doomwinia. The terrain takes on different colors.
Here's a video of Darwinia (mute the sound, I have an annoying sound pack installed) with different colored patches of terrain.
(Hell, you don't even need to play it -- you can see the different colors up front on the preview!)
User avatar
Major Cooke
The road to Hell is paved in the carrion she leaves behind.
 
Joined: 28 Jan 2007
Discord: Major Cooke#0846

Re: Sun light source

Postby Tormentor667 » Sat Jul 29, 2017 2:30 pm

I don't get the difference between the screenshot and normal fullbright sectors
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Re: Sun light source

Postby Jaxxoon R » Sat Jul 29, 2017 3:59 pm

The fact that there is any shading at all aside from SSAO on those models is a big difference. The thing, I think, that makes it not look so good (other than the gamma setting in those shots), is that there isn't any noticeable darkening on the sides opposite the sun source.
User avatar
Jaxxoon R
 
Joined: 04 May 2014

PreviousNext

Return to Feature Suggestions

Who is online

Users browsing this forum: No registered users and 0 guests