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Author Topic: CG Shader Compiler  (22,329 Views)
Offline (Unknown gender) Goombert

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Posted on: April 29, 2013, 07:59:10 PM
As all of you already know in the new graphics system things such as fog and lighting must be redone using shaders. We are going to support the dynamic GLSL linking functions that I added for debug purposes, but the main shaders will be written in CG like Unity3D, Unity Labs also offer the source code to their shaders in an archive for download.

In case any of you do not know CG is a shading language that outputs both optimized GLSL and HLSL, meaning you write the shader once and it works for multiple graphics systems. This requires we integrate the NVIDIA CG compiler chain and tool kit, there is not much use of this yet being the way LGM is with such restrictive project hierarchies, but it does need integrated with the main engine.
Offline (Unknown gender) time-killer-games
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Reply #1 Posted on: May 03, 2013, 06:40:51 PM
Perhaps NaturealGM / wxEnigma should solve this problem?
Offline (Unknown gender) DaSpirit

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Reply #2 Posted on: May 03, 2013, 08:58:19 PM
Quote from: time-killer-games on May 03, 2013, 06:40:51 PM
Perhaps NaturealGM / wxEnigma should solve this problem?
Believe it or not, not everyone uses an IDE.
Offline (Unknown gender) Goombert

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Reply #3 Posted on: May 04, 2013, 01:09:11 AM
TKG, yes and no, the CG compiler toolkit from nvidia will be integrated into the main engine, NGM will provide a scripting interface for your shaders, also we already have GLSL, please check the EDC i have a demonstration game up, there are also tutorials and docuemntations on shaders that can be found on the Wiki :P

Right now I am focused on graphics systems, finishing Box2D and merging these network functions as well as helping Spirit with NGM before worrying about integration of the CG toolkit.
Offline (Unknown gender) Josh @ Dreamland

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Reply #4 Posted on: May 04, 2013, 01:14:03 AM
I see no problem here. The only thing developers should be weary of is a set of standards for listing shader parameters. Eg, which shader scripts need how many textures, point lights, directional lights, etc.
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