SoftPixel Engine Wrapper 2.0 (only for B3D)
Blitz3D Forums/Blitz3D Userlibs/SoftPixel Engine Wrapper 2.0 (only for B3D)
| ||
Hi folks, a long time ago I created a SoftPixel Engine wrapper for Blitz3D/ BlitzBasic. Now I created a new one which is very very very much more comfortable for all you B3D users!! ;-) Why? Because the functions have the same name so that you just have to include the "SoftPixelEngineWrapper.bb" file! That's all ;-) At first it's just an alpha version, so some functions are not available yet but they will be added in later versions. In the download-package are 3 examples that show how easy the use of the wrapper is and which is new. Here is the link to the thread in my own community where I published the download-link: http://www.hlc-games.de/forum/viewtopic.php?f=13&t=112 Hope you can use it :-D |
| ||
If it works, it would be great for porting existing code to D3D9. Is there any chance for support of DXTC ? Another cool thing would be, to see a mini game in action. A rotating cube isn't that much convincing. What about shadows and bumpmapping as statet on your homepage ? Keep it up ! Cheers |
| ||
I tried to do some FastExt in one of the examples but it didn't work :( |
| ||
It's not supposed to. FastExt expects stuff to be where it isn't. Eventually Softpixel should be able to do everything from FastExt & much more. Eventually. |
| ||
Today I changed the permissions in my SubForum "Multilingual" where now also unregistered users (Guests) can create new topics and answer. It's the "laber-corner" where the topics can be in each language. http://www.hlc-games.de/forum/viewforum.php?f=22 |
| ||
Guests can create new topics? Your faith in humanity is stunning. |
| ||
Got this bookmarked. Will wait and see what this becomes. Is there an e-mail list for NEWS etc? |
| ||
"an e-mail list for NEWS", do you mean something like a NewsLetter? So far I have not established something like that. Use the Forum ( http://www.hlc-games.de/forum/ ) or the homepage ( http://softpixelengine.sourceforge.net/ ). |
| ||
Great piece of work! |
| ||
Today I released the "SoftPixel Engine Wrapper 2.1-beta" including a Shader Demo with Water Simlulation! :-D Happy downloading ;-) http://softpixelengine.sourceforge.net/sp_downloads.html |
| ||
Looks great! |
| ||
I found a bug: The equi. 2d command CreateImage does not work / exists.. There are no commands like spwDrawPixelFast etc. too Does exists a workaround? I hate using .DLLs from my game folder. I do not know the future support (win8/directx11 compatible?).. |
| ||
Each who downloaded the latest wrapper packet should be able to get this program to run: A little shader demo. If anyone has problems with the WaterShader you should have a look at this small example. B3D Code: ; SPE Wrapper Demo5 - 30.5.2010 Include "SoftPixelEngineWrapper.bb" DebugLog(True, "DebugLog.txt") UseOpenGL() Graphics3D(640, 480, 32, 0) cam = CreateCamera() PositionEntity(cam, 0, 0, -3) light = CreateLight(1) obj = CreateCube() tex = LoadTexture("../media/SoftPixelEngineLogo.png") EntityTexture(obj, tex) shader = LoadShader("../media/ShaderTestVert.txt", "../media/ShaderTestFrag.txt", "", "") SetShader(obj, shader) While Not KeyDown(1) Deg# = Deg# + 1 Factor# = Sin(Deg)*0.015 SetShaderFloat(shader, "Factor", Factor) TurnEntity(obj, 0, 0.25, 0) RenderWorld Flip Wend EndGraphics End ShaderTestVert.txt file (don't forget the last empty line! - because of C syntax): void main(void) { gl_FrontColor = gl_Color; gl_Position = ftransform(); // Default transformation gl_TexCoord[0] = gl_MultiTexCoord0; } ShaderTestFrag.txt file: uniform float Factor; uniform sampler2D tex0; void main(void) { vec2 Map = gl_TexCoord[0].xy; vec4 Color = texture2D(tex0, Map); Color -= texture2D(tex0, Map.xy - Factor)*2.7; Color += texture2D(tex0, Map.xy + Factor)*2.7; gl_FragColor = Color; } |
| ||
Hello Lukas, thanks for the release. I'm very interested in working on a wrapper for BMax (or better said, a 'module') of your engine, preserving the interface of B3D while still giving extensions, like the additional skeleton animated mesh formats your engine accepts, for instance. And shaders, of course. It's something very much sought after for BMax users: a stable, compatible, fast and capable engine. Would it be possible for you to release the source of this updated wrapper? The only ones available are from the previous version. This would really help me to enhance a possible BlitzMax module for SoftPixel. Thank you. |
| ||
I answered your EMail ;-) I hope you already managed it to re-compile the engine. That's always difficult to re-compile a large project (in my point of view ^^). EDIT: I could not send you the EMail back :-( So I answered it as a privat message in my community (hlc-games.de/forum) ;-) |
| ||
New update: SPE Wrapper 2.1.1-beta has been released! Happy downloading ;-) |
| ||
Perfect, just got it. Thanks again! |
| ||
Fascinating Project, Gotta watch this. Thanks Lukas! |
| ||
Thank you all ^^ I released a new version again (v.2.1.2-beta). Now there are 8 wrapper demos. The 8th is a shader library with GLSL and finally HLSL! |
| ||
hi which are the minimun system requeriments for your lib? i tested it on my toshiba l305 laptop with a poor video card (intel mobile argh!) and only get a black screen or a MAV when calling Graphics3D, i tried to change tha Width, Height and color depth, but none seems to work. thank's for that lib anyway, it deserves a better machine i think. edit just tried you new version: Demo1 : mav on graphics3d Demo2 : mav on graphics3d Demo3 : is a 2d demo, work nice Demo4 : use opengl, quit's inmediatly but no mav Demo5 : use opengl, mav on CreateCube Demo6 : mav on graphics3d Demo7 : mav on graphics3d Demo8 : mav on graphics3d Juan |
| ||
sorry, i see the debuglog.txt, it started with: Error: Vertex-buffer-objects (VBOs) are not supported! and many opengl errors... so it seems to be the problem i'll test your engine on another machine Juan |
| ||
Yes, the requierments are a little bit higher, then in some other engines with OGL 1.4 or so. Whereas I want to get the engine running with OGL 1.4 anytime. But currently the engine needs at least OpenGL 2.0+ or Direct3D9. And the SoftwareRenderer often just shows a blank screen when the other requierments are not available - saldy. In the "DebugLog.txt" file you should see your OpenGL version when this renderer is used. |
| ||
Great stuff, i like it and want to use it. All demos worked for me. Because the functions have the same name so that you just have to include the "SoftPixelEngineWrapper.bb" file! That's all ;-) I tryed it in a new project but got problems with the gui lib i want to use. NGui works with B3D but i get errors about missing images when i include the engine. Any idea why this happens? |
| ||
Just did a test with Devil Gui and got the same errors. |
| ||
There are currently not all B3D functions supported ( still beta ;-) ). If B3D use a function which is not supported by the SPE yet it will miss images because the image handle is allocated by the SPE. Example: img = LoadImage("foobar.bmp") ; SPE function ; The following will occur an error because "img" is a handle for the SPE ; But B3D does not know anything about the handle. BufferDirty(img) ; B3D function (not SPE support yet) -> error /Example The SPE Wrapper is currenlty in a beta mode but I will add more functions. If you want to use the wrapper please join our community where you can ask questions all around the wrapper: http://www.hlc-games.de/forum/viewforum.php?f=13 kind regards, Lukas |
| ||
So it will work in the future? Thx for the info. |
| ||
Today I released the SPE Wrapper 2.1.3-beta where I have fixed some bugs among others the 3DS Loader which should now work correct. Also GeometryShaders are now available for people who have OpenGL 3.3. http://softpixelengine.sourceforge.net/downloads.html |
| ||
Thanks and keep up the great work. I see that you now have Visual Studio up and running with SPE, will have to check it out. |
| ||
I really must have a look at this soon. |
| ||
Impressive Demo :) |
| ||
uhm.. I'm having a problem: Doesn't compile, at all. |
| ||
Hey Sake906.. What versions of Blitz 3D are you using now? Put SoftPixelEngineWrapper.bb SoftPixelEngineWrapper.decls SoftPixelEngineWrapper.dll SoftPixelEngineWrapperConsts into BLITZ 3D > Userlibs Then it should Compile :) no problem |
| ||
Kryzon, did you make any headway with your Blitzmax wrapper? |
| ||
A new version has been released (2.1.4-beta). A few changes and bug fixes again. Now get ready for mesh instancing ;-) (Demo9) |
| ||
hello is very interesting your project, you commented that none of the examples of shader I worked as I get memory error, another thing is that you should put information about FPS on the screen to watch the performance. Another thing is that none of the projects in Ideal work. SoftPixel Engine - debug log file: (generated at 25/08/2010 09:30:22) ================================== GeometryShader are not supported SoftPixel Engine - v.2.1 alpha Copyright (c) 2008 - Lukas Hermanns Microsoft Windows XP Professional Service Pack 3 (Build 2600) Compiled with: GCC 4.3.2 Using renderer: OpenGL 2.1.2 Shader version: 1.20 NVIDIA via Cg compiler GeForce FX 5200/AGP/SSE/3DNOW!: NVIDIA Corporation SensitiveSoundSystem - v.3.0 Copyright (c) 2008 - Lukas Hermanns Using device: WinMM Load texture: "../media/SoftPixelEngineLogo.png" Load GLSL vertex shader: "../media/ShaderTestVert.txt" |
| ||
Very good wapper :) |
| ||
@Yue: I'll install IDEal on my PC and check this out. |
| ||
Works fine with IDEal on my PC. I don't know where the problem is, sorry :-( But IDEal looks very interesting :-) The only thing which looks strange is that the IDE occurs "Error Handler" when compiling the wrapper demos BUT the demos run! Three errors occur but the demos can be compiled and executed without a problem!?! |
| ||
For all who have an ATI card: I solved the problem when compiling (or rather linking) shaders. You have to download the latest SoftPixelEngineWrapper SDK and additionally the following file: http://softpixelengine.sourceforge.net/tmp/SoftPixelEngineWrapper.zip Replace the old "SoftPixelEngineWrapper.dll" and compiling shaders should work correct on ATI GfxCards, too ;-) |
| ||
Today I've finished the Tessellation Shader. This and the Direct3D11 renderer will be available in the Wrapper for BlitzBasic soon. There is a Tessellation Demo on YouTube (Currently written in C++): http://www.youtube.com/watch?v=BeAqJu9UapQ |
| ||
Nice! |
| ||
For all who have a DirectX11 ready graphics card: here is my first interactive Tessellation Demo: http://www.hlc-games.de/forum/viewtopic.php?f=10&t=256&p=665#p665 This is what you expected soon for B3D ;-) |
| ||
Am i doing someting wrong? I downloaded the Tessellation demo but up running the .exe i get a window that appears for about .5 secs and then vanishes, nothing else. |
| ||
Does your graphics card really support DirectX11? Anyway try to start the program from your command line (cmd.exe) to what happens. |
| ||
tried running examples but i get MAVS when trying to load the shaders I am running a ATI Radeon HD 3600 1024mb video card. |
| ||
I've read here: http://www.amd.com/us/products/desktop/graphics/ati-radeon-hd-3000/hd-3600/pages/ati-radeon-hd-3600-overview.aspx That the ATI Radeon HD 3600 does support DirectX10.1 ;-) You cannot runt the example in software-mode. The engine switchs to the feature which is available. If your GraphicsCard does not support DirectX11 you won't be able to run any Tessellation Demo - or the tessellation is disabled. |
| ||
i was mostly just trying to run the water demo and the shader demo, you say it may be on software mode? |
| ||
There is a software renderer in the engine. But shaders will not run using this renderer. What I meant was that the Direct3D11 device has internally a software renderer but I don't use this for final releases (only for debugging). If the water shader runs fine you are using OpenGL 2.0 or Direct3D9 |
| ||
I created a "SoftPixel Engine Users" group on Facebook: http://www.facebook.com/group.php?gid=154808694548463 There you can upload images, videos etc. and get the latest information all around the SoftPixel Engine :-) |
| ||
Today I released the SPE Wrapper 2.1.5-beta with Direct3D11 support and a Tessellation example (which can only be used if you have a DirectX11 capable GfxCard). You should change in "WrapperDemo10(Tessellation).bb" in line 50 the variable "Room" to a global variable - I've forgot it. Otherwise the debug-log will be wasted with all the same warning message. Happy downloading :-D |
| ||
This is looking so good:). I have a dx11 card and now could use some of its features:) Could Directcompute be used to do things like flags as in Dirt 2? Oh and could you tell me where the dll goes in Purebasic version? I put it in userlibaries but the examples dont run saying the dll isnt found. The blitz3d version works great though:D |
| ||
With PureBaisc you need to have the DLL in the folder where your PB program is. But I currently don't know how to transmit a PureBaisc Structure to the Wrapper. ComputeShader are currently not supported in the wrapper. |
| ||
New demo videos are online on YouTube: http://www.youtube.com/watch?v=cVdDFkPg4JQ http://www.youtube.com/watch?v=OV57ZH1QDSM |
| ||
Looks great Lukas. This wrapper/engine is starting to look like a genuine option for updating Blitz3D from DX7 to DX9 and beyond! |
| ||
ultrahardcore !!! i like it |
| ||
I created a chat room for the SoftPixel Engine: http://softpixelengine.sourceforge.net/chat.html Powered by afterworkchat.de :-) |
| ||
If anyones interested I posted a Blitzmax version of the Blitz3d wrapper over in the Blitzmax forums. |