Relighting v4.0165b - blurry shadows w/ rlassets

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Dan_The_Noob
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Re: Relighting v4.0146b

Post by Dan_The_Noob »

now we just need to figure a solution for the subtract shader enemies glowing white and all will be good in the relit world of doom
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Hey Doomer_
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Re: Relighting v4.0145b - slightly more accurate lights

Post by Hey Doomer_ »

thugsta wrote: Sun Dec 11, 2022 3:07 am Since you mentioned grid and texture lights, i assume this means you won't be adding just the spotlight lights sector to create the effect of having a spolight of light shining down? Similar kinda to how brutal does it with cone of light
Update

I've looked at this again and for the next release I've added a subtle pulsating fog effect for orthogonal sectors that are aligned to grid e.g. a texture. This either adds a slight haze for brighter ceiling lights or a darker shade for reds, greens, etc. No performance impact. Still testing. Thanks for reminding me about the spotlights.
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Re: Relighting v4.0146b

Post by Hey Doomer_ »

Dan_The_Noob wrote: Mon Dec 12, 2022 8:58 pm now we just need to figure a solution for the subtract shader enemies glowing white and all will be good in the relit world of doom
Sorry - what mod is that with again? If it's a shader issue I'm not sure there's much that can be done, but I can take a look at that again.

It's possible for ZScript to read shader lumps and see what they are doing, I suppose... :idea:
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Re: Relighting v4.0146b

Post by Dan_The_Noob »

it's with any mod that uses subtract ("Nightmare Demon" "Nightmare Imp" etc)
the black/blue-ish shader
i have some in Intensify but the PSX Doom mods also use it.

https://doomwiki.org/wiki/File:NightmareSpectre.png
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Re: Relighting v4.0146b

Post by Hey Doomer_ »

Dan_The_Noob wrote: Tue Dec 13, 2022 1:26 pm it's with any mod that uses subtract ("Nightmare Demon" "Nightmare Imp" etc)
the black/blue-ish shader
i have some in Intensify but the PSX Doom mods also use it.

https://doomwiki.org/wiki/File:NightmareSpectre.png
I see what you're talking about. It isn't the color bleeding. Curious, does this happen with other shaders?
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Re: Relighting v4.0146b

Post by Dan_The_Noob »

Hey Doomer_ wrote: Tue Dec 13, 2022 4:49 pm I see what you're talking about. It isn't the color bleeding. Curious, does this happen with other shaders?
I'm not sure about other shaders, but subtract seems to be the only one i've noticed.
i find it odd that it does it but transparent doesn't.
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Re: Relighting v4.0146b

Post by Hey Doomer_ »

Dan_The_Noob wrote: Tue Dec 13, 2022 7:55 pm
Hey Doomer_ wrote: Tue Dec 13, 2022 4:49 pm I see what you're talking about. It isn't the color bleeding. Curious, does this happen with other shaders?
I'm not sure about other shaders, but subtract seems to be the only one i've noticed.
i find it odd that it does it but transparent doesn't.
Found it. The problem is gamma correction in the shader. I have a fix for the next release. Good catch, since this breaks anything with the STYLE_Subtract render style. :)
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Re: Relighting v4.0147b - fog / STYLE_Subtract hotfix

Post by Hey Doomer_ »

Posted v4.0147b

This is a hotfix release for the STYLE_Subtract shader bug. It turns off gamma correction if anything is spawned with a STYLE_Subtract render style. Also added a subtle pulsating fog effect that for now varies slightly depending on the perceived brightness of the ceiling or floor flat. For the present I think this is very close to feature complete as a universal mod. I appreciate all the input and enthusiasm. That's a huge help. I'm sure there are still bugs and things to improve, but this is getting much closer to my original vision for this mod.

Two things:
  • Demo video - no idea the best way to do this, but cool to show off what the mod does. AFAIK Relighting is unique. I'd appreciate input on this.
  • Materials - while ZScript can't create normal maps etc. ad hoc, an external utility can. It's feasible to write something that creates material assets for all textures and flats (too bad that doesn't include sprites, an inexplicable GZDoom limitation).
I'll likely investigate such a material creation utility, assuming it hasn't already been done. (I am not aware of such a thing for GZDoom, but think Tenebrae without the cellophane.) Most effects are overused for my tastes and of course limited to whatever an artist chooses. And then anything else looks like rags at a tuxedo dinner. Such a utility, while not automatic, would be a useful utility for Relighting. Drag and drop onto the utility, and the assets are added to Relighting.

Edit
Investigating... wonder if this is worth it? :|
Last edited by Hey Doomer_ on Thu Dec 15, 2022 2:29 am, edited 1 time in total.
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mamaluigisbagel
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Re: Relighting v4.0147b - fog / STYLE_Subtract hotfix

Post by mamaluigisbagel »

Apologies if this was mentioned or answered already, but I've noticed my HUD gets affected by relighting now. It may be hard to see in this screenshot, but the HUD is just brighter. (its more noticeable when looking at the numbers on the ammo section, instead of yellow they're more of a white color) Any idea why this happens?

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Re: Relighting v4.0147b - fog / STYLE_Subtract hotfix

Post by Hey Doomer_ »

mamaluigisbagel wrote: Wed Dec 14, 2022 8:01 am Apologies if this was mentioned or answered already, but I've noticed my HUD gets affected by relighting now. It may be hard to see in this screenshot, but the HUD is just brighter. (its more noticeable when looking at the numbers on the ammo section, instead of yellow they're more of a white color) Any idea why this happens?
This is probably the color bleeding. This can be turned off in Settings I think.
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Re: Relighting v4.0147b - fog / STYLE_Subtract hotfix

Post by cosmos10040 »

On v4.0147b, dtouch, I get an abort. Could be a integer somewhere.

**** DIED WITH FATAL ERROR:
Compile Shader 'hd_shader.fp':
ERROR: 0:24: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'unknown qualifier float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1 compilation errors. No code generated.
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Re: Relighting v4.0147b - fog / STYLE_Subtract hotfix

Post by Hey Doomer_ »

cosmos10040 wrote: Wed Dec 14, 2022 9:00 am On v4.0147b, dtouch, I get an abort. Could be a integer somewhere.

**** DIED WITH FATAL ERROR:
Compile Shader 'hd_shader.fp':
ERROR: 0:24: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'unknown qualifier float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1 compilation errors. No code generated.
Interesting. Here's the code:

Code: Select all

	if (rl_gamma != 0) c = pow(c, vec3(1.0/rl_gamma));
Try changing the 0 to 0.0...
cosmos10040
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Re: Relighting v4.0147b - fog / STYLE_Subtract hotfix

Post by cosmos10040 »

Hey Doomer_ wrote: Wed Dec 14, 2022 4:04 pm
cosmos10040 wrote: Wed Dec 14, 2022 9:00 am On v4.0147b, dtouch, I get an abort. Could be a integer somewhere.

**** DIED WITH FATAL ERROR:
Compile Shader 'hd_shader.fp':
ERROR: 0:24: '!=' : wrong operand types no operation '!=' exists that takes a left-hand operand of type 'unknown qualifier float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 1 compilation errors. No code generated.
Interesting. Here's the code:

Code: Select all

	if (rl_gamma != 0) c = pow(c, vec3(1.0/rl_gamma));
Try changing the 0 to 0.0...
Yup it works!
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Re: Relighting v4.0147b - fog / STYLE_Subtract hotfix

Post by Dan_The_Noob »

Hey Doomer_ wrote: Wed Dec 14, 2022 4:07 am
[*] Demo video - no idea the best way to do this, but cool to show off what the mod does. AFAIK Relighting is unique. I'd appreciate input on this.
maybe just record a couple of clips with a couple different mods being used and fire some projectiles down hallways etc. similar to the preview gifs n stuff
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Re: Relighting v4.0147b - fog / STYLE_Subtract hotfix

Post by mamaluigisbagel »

Found what was causing it. Turning off the "Shader" option fixes the problem with the the HUD changing colors.
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