Hardware shader programming?
Moderator: Graf Zahl
-
- Developer
- Posts: 240
- Joined: Wed Mar 04, 2009 19:25
Hardware shader programming?
I've seen the code behind the hardware shaders and while I admit it's impressive, I can't help but get the thought that it's quite a lot harder to understand. I've looked at the resource 'book' on the zdoom wiki and I've been searching around for better examples of how to make shaders and what their overall limits are.
I know for a fact I'm a complete and total noob at this kind of stuff, so my question is, does anyone know of any directions I should take before focusing on shaders? If I am ready to attempt handling shaders, what all is there that I should know for things like this example: http://zdoom.org/wiki/GLDEFS#Hardware_shaders ?
I know for a fact I'm a complete and total noob at this kind of stuff, so my question is, does anyone know of any directions I should take before focusing on shaders? If I am ready to attempt handling shaders, what all is there that I should know for things like this example: http://zdoom.org/wiki/GLDEFS#Hardware_shaders ?
-
- Posts: 152
- Joined: Tue Oct 25, 2011 13:05
Re: Hardware shader programming?
Well, at least for some nice shadows graf could implent the real lights/shadows from vavoom to gzdoom, if you don't like it or can't run you just select some option like "Light/Shadow render" from Advanced to Simple =D
Graf, I'm going to a university and i'll learn about computer cience, with this, i'll nearn something that i could help gzdoom in something (like render, some new things...)?
Graf, I'm going to a university and i'll learn about computer cience, with this, i'll nearn something that i could help gzdoom in something (like render, some new things...)?
- Nash
- Developer
- Posts: 1226
- Joined: Sun Sep 25, 2005 1:49
- Location: Kuala Lumpur, Malaysia
- Contact:
Re: Hardware shader programming?
Good luck ibm5155... I really think the renderer needs some modern effects. Nothing too fancy. Just basic stuff; vertex model lighting, specular maps, smooth model alpha, better triangle culling... I mean, this stuff has been around in game engines that date as far back as 1999 (Half-Life, Quake 3)...
Hopefully you'll be able to contribute...
Hopefully you'll be able to contribute...
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
Re: Hardware shader programming?
Nash wrote: I mean, this stuff has been around in game engines that date as far back as 1999 (Half-Life, Quake 3)...
Hopefully you'll be able to contribute...
But these engines were tailored around such things. Doom wasn't and it's hard enough to render the completely inadequate data in 3D.
- Nash
- Developer
- Posts: 1226
- Joined: Sun Sep 25, 2005 1:49
- Location: Kuala Lumpur, Malaysia
- Contact:
Re: Hardware shader programming?
I understand that. If it's easy, it would've already been in, right?
That's fine... I just hope that people like ibm5155 or Geometer would come along and make contributions to the renderer.

-
- Posts: 152
- Joined: Tue Oct 25, 2011 13:05
Re: Hardware shader programming?
Wait a little Nash, I'll only start in Computer Cience next year, so nothing for now (only modding).
The only one that could "copy" some render things from vavoom should be Graf Zahl or Geometer could do this (i don't remember the name of the vavoom creator, but i remember he allowed to use somethings like the new effects (real time lights...) and put in gzdoom.
The only one that could "copy" some render things from vavoom should be Graf Zahl or Geometer could do this (i don't remember the name of the vavoom creator, but i remember he allowed to use somethings like the new effects (real time lights...) and put in gzdoom.
-
- Developer
- Posts: 240
- Joined: Wed Mar 04, 2009 19:25
Re: Hardware shader programming?
Hey, I'm getting into computer science as well! Though I think I'll be starting off with Java.
Anyway, I'm still trying to find a good way to work on this but I haven't had any luck so far...
Anyway, I'm still trying to find a good way to work on this but I haven't had any luck so far...
- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
Re: Hardware shader programming?
I wonder why many of these courses are called "computer science". From what I can tell, very few of them are scientific courses (ie they have little, if anything, to do with research, the scientific method and so on). I think it would be more accurate to call most of them computer technology rather than computer science. That's not to try and devalue the course, just be accurate. If a course is called "science" then it should be a scientific course. No?
- Rex Claussen
- Developer
- Posts: 2659
- Joined: Tue Jul 11, 2006 18:36
- Contact:
Re: Hardware shader programming?
The "science" of computers, of course, lies in the way electrical current is routed through switches (both hardware and software). But there are other aspects of science involved, such as process theory, heat dissipation, and voltage regulation. A friend of mine got a Ph. D in VLSI (Very Large Scale Integrated) Circuitry, which required him to delve into logic, advanced circuit theory, thermodynamics, and electronics, all of which are sciences. [I took some of the same courses, though not at an advanced level, when I was working towards my engineering degree.]Enjay wrote:I wonder why many of these courses are called "computer science". From what I can tell, very few of them are scientific courses (ie they have little, if anything, to do with research, the scientific method and so on). I think it would be more accurate to call most of them computer technology rather than computer science.
But, yes, what you say about "computer science" nowadays mostly being about "computer technology" is true.
Staying on topic here, I agree that any help Graf gets can only improve GZDooM.
- Gez
- Developer
- Posts: 1399
- Joined: Mon Oct 22, 2007 16:47
Re: Hardware shader programming?
I suppose they think "computer scientist" makes them sound smarter than "informatician".Enjay wrote:I wonder why many of these courses are called "computer science".
-
- Posts: 152
- Joined: Tue Oct 25, 2011 13:05
Re: Hardware shader programming?
Hey Graf, I´ve found the Retribution Engine, it´s a free GPL engine and have nice features like shaders and lights, I test the performance of the engine in two hardares
1)Pentium III 1GHz, 384mb ram, ati radeon 7200 (works in high, but can´t show shaders and some lights effects)
2)Pentium III 1GHz, 1GB ram, nvidia FX5500 (works with all the effects in maximun with nice fps)
So, could you implement some of lights/shaders into gzdoom?
Retribution engine gameplay
Download Retribution engine source code
And a off question:Gzdoom is Graf Zahl Doom? (i think it was open Gl zdoom)
1)Pentium III 1GHz, 384mb ram, ati radeon 7200 (works in high, but can´t show shaders and some lights effects)
2)Pentium III 1GHz, 1GB ram, nvidia FX5500 (works with all the effects in maximun with nice fps)
So, could you implement some of lights/shaders into gzdoom?
Retribution engine gameplay
Download Retribution engine source code
And a off question:Gzdoom is Graf Zahl Doom? (i think it was open Gl zdoom)
-
- Developer
- Posts: 197
- Joined: Sun Nov 29, 2009 16:36
Re: Hardware shader programming?
it is an incompatible license, sadlyibm5155 wrote:Hey Graf, I´ve found the Retribution Engine, it´s a free GPL engine

-
- Posts: 152
- Joined: Tue Oct 25, 2011 13:05
Re: Hardware shader programming?
now i read better the first question.
Graf, what does glsl in gzdoom, i didn´t saw noone using that.
I saw many places what it can do, so if he can do all that things(shader, metalic texture...) why i didn´t saw some project using that?
Graf, what does glsl in gzdoom, i didn´t saw noone using that.
I saw many places what it can do, so if he can do all that things(shader, metalic texture...) why i didn´t saw some project using that?
-
- Posts: 64
- Joined: Fri May 15, 2009 17:21
Re: Hardware shader programming?
As far as I know, the piece of code that is incompatible with GPL is the software renderer (which is based on the Build engine) and the FMODEX library.Edward-san wrote:it is an incompatible license, sadlyibm5155 wrote:Hey Graf, I´ve found the Retribution Engine, it´s a free GPL engine
Why do we still need the software renderer? When I create mods I frequently make use of 3d platforms in my construction of buildings with real roof. Therefore, I think the software renderer is not needed anymore.
The FMODEX library isn't needed either. It's nice with reverb but if all GPL-incompatible code is scraped it is possible to use fftw3 to use convolution reverbs.
-
- Posts: 64
- Joined: Fri May 15, 2009 17:21
Re: Hardware shader programming?
How much work would it require be able to load a ((G)Z)Doom map in ioquake3? Would a specialized nodebuilder do the work? After all, a such a map actually describes a 3d world.Graf Zahl wrote:But these engines were tailored around such things. Doom wasn't and it's hard enough to render the completely inadequate data in 3D.