Deferred Shading Engine - Screen Space Ambient Occlusion

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  • Опубликовано: 11 окт 2024
  • Vitality's Steam page is now live in anticipation for a Q4 2020 release! Check it out here: store.steampow... This video is a demonstration of a deferred SSAO shader written in GLSL ES, implemented in Game Maker: Studio. Combined, this video demonstrates the powerful effect of layering multiple lighting equations (cascaded shadow mapping, self-shadowing displacement/parallax occlusion mapping, and ambient occlusion).
    To see more on this project and some of my other work, visit my website: www.jaredkrahn...

Комментарии • 10

  • @solostudiotech1007
    @solostudiotech1007 5 лет назад +4

    I love seeing this type of project demonstrating that GameMaker is capable of moving graphics in their respective languages, ​​in the same way as any other engine would. Many people have a wrong idea of ​​what an engine is, thinking that the power is related to special libraries, when it is not. Great job.

    • @worldofexplorers
      @worldofexplorers 5 лет назад

      Dont you know it :D its the programmer behind such engine

    • @solostudiotech1007
      @solostudiotech1007 5 лет назад

      @@worldofexplorers Yes, optimization and techniques are job of the programmers, but Glsl is Glsl in Unreal and gamemaker.

  • @XorDev
    @XorDev 5 лет назад +1

    Beautiful!

  • @fbob987
    @fbob987 5 лет назад

    Very nice

  • @BarricadeREKT
    @BarricadeREKT 4 года назад

    Nice. Good to see more 3d stuff in game maker. How exactly are you focusing the cascades unto the frustum? My previous attempt in implementing CSM has a problem with the way the cascade camera focuses unto each frustum split.

    • @machimanta
      @machimanta  4 года назад

      In GM what I do is construct my own orthographic projection matrices on the CPU based on the frustum split corners, and then feed those into the shader that's used to generate my shadow maps in replacement of the default projection matrix.

    • @BarricadeREKT
      @BarricadeREKT 4 года назад

      @@machimanta But how do you create the matrices from the frustum split corners?

    • @machimanta
      @machimanta  4 года назад

      @@BarricadeREKT It's kind of a complicated process but roughly it involves figuring out where all 8 corners of each split are in world space, creating a view matrix for each split relative to the suns direction and the frustum split centers, using that matrix to then transform each world-space corner point into the "sun" view space (done for each split based on the matrix mentioned previously), and then finding the left, right, top, bottom, near, and far (min & max x, y, z of the previous transformed points) which are required for defining the orthographic projection matrix ultimately used to generate the cascaded shadow map. It's worth noting that in GM, matrices are actually 1D arrays from indices 0-15 which represent a 4x4 matrix. Based on that it's fairly simple to create matrices as long as you know what needs to go where.
      I found this video pretty helpful as it covers pretty much everything involved that I just tried to summarize: ruclips.net/video/lUo7s-i9Gy4/видео.html

  • @MishMash95
    @MishMash95 5 лет назад +1

    Is good, no?