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	<title type="html"><![CDATA[Maratis forum - Postprocessing inside the engine?]]></title>
	<link rel="self" href="http://forum.maratis3d.com/extern.php?action=feed&amp;tid=836&amp;type=atom"/>
	<updated>2013-11-03T23:58:08Z</updated>
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	<id>http://forum.maratis3d.com/viewtopic.php?id=836</id>
		<entry>
			<title type="html"><![CDATA[Re: Postprocessing inside the engine?]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=5901#p5901"/>
			<content type="html"><![CDATA[<p>Great work Sponk !<br />With your post processing effect, and eventually when we have a glow shader, <br />even basic 3D scenes will start to look really good</p>]]></content>
			<author>
				<name><![CDATA[Vegas]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=53</uri>
			</author>
			<updated>2013-11-03T23:58:08Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=5901#p5901</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Postprocessing inside the engine?]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=5893#p5893"/>
			<content type="html"><![CDATA[<p>Hey community!</p><p>Here is my status update about my progress with the engine level post processing.</p><p>First: The lua part is fully operational. It loads the shader and sets up all needed textures.</p><p>Camera layers are now unaffected by having a pp enabled camera.</p><p>The render to texture part still needs love. It shows just a red background, what means that all textures are setup correctly. I still have problems when leaving the play mode. You can&#039;t see any parts of the scene for now.</p><p>Sponk</p><p>PS: I completely rewrote the posprocessing code to respect camera layers and utilize the engine functionality better.</p>]]></content>
			<author>
				<name><![CDATA[Sponk]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=1316</uri>
			</author>
			<updated>2013-11-03T10:33:09Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=5893#p5893</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Postprocessing inside the engine?]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=5682#p5682"/>
			<content type="html"><![CDATA[<p>Hi,</p><p>I now have integrated the code I use in my plugin into the engine.</p><p>BUT: It is not per camera. It uses the current camera of the current scene. You can&#039;t use camera layers for now or use multiple cameras with pp enabled. I will look into that before proposing a patch.</p><p>Sponk</p>]]></content>
			<author>
				<name><![CDATA[Sponk]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=1316</uri>
			</author>
			<updated>2013-10-22T14:45:28Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=5682#p5682</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Postprocessing inside the engine?]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=5642#p5642"/>
			<content type="html"><![CDATA[<p>Hi,</p><p>sorry for the late reply, I was working in another town for a week,<br />it will be valuable to add a simple to use post-processing system to the trunk.</p><p>At first it could follow the logic of the camera layer and add two functions to activate/deactivate a post-process shader in lua.<br />Later we could add something in the editor, but probably only after we move the editor to MGui-v2 (from the experimental branch).</p><p>1 : add an &quot;MFXRef * m_FXRef;&quot; to MOCamera to handle the post-processing shaders<br />there is already &quot;MTextureRef * m_renderColorTexture;&quot; and &quot;MTextureRef * m_renderDepthTexture;&quot; to handle the render to texture.</p><p>2 : add the effect rendering to the default MGame::draw</p><p>3 : add two lua functions to enable and disable a camera effect. For exemple :<br /></p><div class="codebox"><pre><code>Camera = getObject(&quot;Camera&quot;)
enableCameraPostProcess(Camera, &quot;shaders/myPostShader.frag&quot;)
disableCameraPostProcess(Camera)</code></pre></div><p>4 : in a second time, we also need to add custom variables to the camera to send uniform variables to the shader (to control blur size, focus etc). I&#039;ll think about something generic that can create dynamic MVariable.</p>]]></content>
			<author>
				<name><![CDATA[anael]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2</uri>
			</author>
			<updated>2013-10-21T14:39:24Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=5642#p5642</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Postprocessing inside the engine?]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=5608#p5608"/>
			<content type="html"><![CDATA[<p>Can you upload a patch so those that want it do not have to wait for Anael, I don&#039;t think he is paying attention to the forums currently?</p><p>I am going to do a diff on your version of maratis for the theme support, I want that also. But I didn&#039;t see any commits in regards to the shaders.</p>]]></content>
			<author>
				<name><![CDATA[zester]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=516</uri>
			</author>
			<updated>2013-10-19T08:30:05Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=5608#p5608</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Postprocessing inside the engine?]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=5590#p5590"/>
			<content type="html"><![CDATA[<p>In theory you could do about anything, even depth of field. It&#039;s a major GLSL coding job I did not finish yet though.</p><p>I was able to do a bloom effect and tonemapping to simulate an HDR effect. I have also done a radial blur shader and some other experiments showing what you can do with GLSL shaders and postprocessing. I will upload some screenshots soon so you can see what can be done with it.</p><p>Sponk</p><p>PS: <a href="http://forum.maratis3d.com/viewtopic.php?id=710">http://forum.maratis3d.com/viewtopic.php?id=710</a> ==&gt; You saw my current screenshots already <img src="http://forum.maratis3d.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p>]]></content>
			<author>
				<name><![CDATA[Sponk]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=1316</uri>
			</author>
			<updated>2013-10-18T07:48:26Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=5590#p5590</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Postprocessing inside the engine?]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=5582#p5582"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>Sponk wrote:</cite><blockquote><p>No, you would have access to postprocessing effects like HDR rendering, radial blur, depth of field etc. via GLSL shaders.</p><p><a href="http://en.wikipedia.org/wiki/Video_post-processing">http://en.wikipedia.org/wiki/Video_post-processing</a> ==&gt; Further information</p><p>Sponk</p></blockquote></div><p>Wow, so you are currently able to use depth of field in your games? Is it real-time?</p>]]></content>
			<author>
				<name><![CDATA[Tutorial Doctor]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2493</uri>
			</author>
			<updated>2013-10-17T20:09:43Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=5582#p5582</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Postprocessing inside the engine?]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=5581#p5581"/>
			<content type="html"><![CDATA[<p>No, you would have access to postprocessing effects like HDR rendering, radial blur, depth of field etc. via GLSL shaders.</p><p><a href="http://en.wikipedia.org/wiki/Video_post-processing">http://en.wikipedia.org/wiki/Video_post-processing</a> ==&gt; Further information</p><p>Sponk</p>]]></content>
			<author>
				<name><![CDATA[Sponk]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=1316</uri>
			</author>
			<updated>2013-10-17T17:08:12Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=5581#p5581</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Postprocessing inside the engine?]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=5580#p5580"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>Sponk wrote:</cite><blockquote><p>Hey community!</p><p>Since I have postprocessing using GLSL shaders up and running inside my game plugin I would like to integrate this functionality into the Maratis main engine so everyone can use it without messing with an external plugin.<br />You could simply use it from within your LUA scripts without a major hassle.</p><p>Anael: Would you accept such a big patch?</p><p>Sponk</p></blockquote></div><p>What would this allow? What does it mean? You can adjust materials without Blender after the fact?</p>]]></content>
			<author>
				<name><![CDATA[Tutorial Doctor]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2493</uri>
			</author>
			<updated>2013-10-17T16:27:06Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=5580#p5580</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Postprocessing inside the engine?]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=5574#p5574"/>
			<content type="html"><![CDATA[<p>Hey community!</p><p>Since I have postprocessing using GLSL shaders up and running inside my game plugin I would like to integrate this functionality into the Maratis main engine so everyone can use it without messing with an external plugin.<br />You could simply use it from within your LUA scripts without a major hassle.</p><p>Anael: Would you accept such a big patch?</p><p>Sponk</p>]]></content>
			<author>
				<name><![CDATA[Sponk]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=1316</uri>
			</author>
			<updated>2013-10-17T07:43:58Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=5574#p5574</id>
		</entry>
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