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> Tutorials and Examples > Transparency once again... |
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macgub 19 Mar 2022, 19:24
Transaprency once again.
Sword part of object taken from svn server of KolibriOS. Heart I made many years ago on piece of paper. Joint of both, some optimiztion on sword, separate every chunk - in app win3ds. Front of 'heart' chunk has 'only' reflective component. I think I gives more reliable transparent look... I want perform some real time shadows - but not yet... Roses texture taken somewhere from net... Its sse4 32 bit app. edit: I change 'sword' part of object to my own, unfortunatelly bit biger. I attach only sources. edit2: I add bump effect, bilinear filtered like texture...
Last edited by macgub on 01 Apr 2022, 17:23; edited 2 times in total |
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19 Mar 2022, 19:24 |
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sylware 20 Mar 2022, 12:04
isn't kolibriOS the hostile fork of menuetOS 32 which made the menuet authors go closed source for menuetOS 64?
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20 Mar 2022, 12:04 |
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FlierMate 21 Mar 2022, 12:13
I test run it on Windows 10, the graphics look cool.
At first I thought Sword was a different length than Dword, Qword... but finally after seeing the graphics, only then I know it was the sharp object.
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21 Mar 2022, 12:13 |
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bitRAKE 22 Mar 2022, 10:24
Starting with the fasmg distribution, I made the following changes to compile this fine example in fasmg:
First, delete folder "\mater_dolorosa2\include". Extending the default 32-bit PE beyond Pentium 6: \fasmg\packages\x86\include\format\format.inc, line 100 Code: format?.include '../cpu/x64.inc' \mater_dolorosa2\mater_dolorosa.asm Code: include 'win32a.inc' include 'cpu\ext\sse4.2.inc' Code: section '.idata' import data readable writeable library kernel32,'KERNEL32',\ user32,'USER32',\ gdi32,'GDI32',\ \; winmm,'WINMM',\; unused comdlg32,'COMDLG32' include 'api\kernel32.inc' include 'api\user32.inc' include 'api\gdi32.inc' include 'api\comdlg32.inc' _________________ ¯\(°_o)/¯ “languages are not safe - uses can be” Bjarne Stroustrup |
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22 Mar 2022, 10:24 |
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macgub 22 Mar 2022, 12:36
Thanks for your replies and work!!
To be precise - I apply Phongs illumination model (ambient + diffuse * cos x + specular * cos^n x) as follows: Front of object has specular component, heart - only, sword - specular + diffuse + ambient; surfaces that are more deep, more far from observer have diffuse + ambient part of equation. |
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22 Mar 2022, 12:36 |
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macgub 01 Apr 2022, 17:25
I add bump effect and renew attachment to first post..
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01 Apr 2022, 17:25 |
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Ali.Z 01 Apr 2022, 17:56
works well under WINE, perhaps your final transparency would be depth-independent transparency
_________________ Asm For Wise Humans |
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01 Apr 2022, 17:56 |
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Tomasz Grysztar 01 Apr 2022, 19:24
bitRAKE wrote: Extending the default 32-bit PE beyond Pentium 6: And I had to do one more thing here, replace lines like: Code: tex_2: times 4 dd 2.0 Code: tex_2: dd 4 dup 2.0 |
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01 Apr 2022, 19:24 |
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bitRAKE 02 Apr 2022, 16:05
Tomasz Grysztar wrote: p6.inc+ext/sse2.inc provides more or less the same as including x64.inc _________________ ¯\(°_o)/¯ “languages are not safe - uses can be” Bjarne Stroustrup |
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02 Apr 2022, 16:05 |
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macgub 02 Apr 2022, 16:28
Thanks all for replies !!
Ali.Z wrote: works well under WINE, perhaps your final transparency would be depth-independent transparency Yes - its depth-independent transparency. I tried with kind of sorted transparency in other project. I sort every pixel by its z position and achive kind of G-buffer, but with only sorted Z coord. But in this example is depth independent. BTW Morgan McGuire wrote some articles this topic related - to read on https://casual-effects.com |
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02 Apr 2022, 16:28 |
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