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Author Topic: [PRINT_MODE:SHADER]  (Read 89741 times)

lxnt

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Re: [PRINT_MODE:SHADER]
« Reply #195 on: March 28, 2012, 12:26:08 pm »

Status update.

I resorted to hd and strings trying to understand how the hell DF parses its raws. I think I did.

Current Python code turned out to have a major misunderstanding with the dumper. It's waiting on raws parser rewrite to be fixed.

The dumper still does not crash on me like it does on Arclance, but there's certainly something very wrong with it. But first I'll fix the Python side.


« Last Edit: April 02, 2012, 07:35:30 pm by lxnt »
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Moonshine Fox

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Re: [PRINT_MODE:SHADER]
« Reply #196 on: April 06, 2012, 08:36:40 am »

lxnt, have you considered how much of a revolutionary you are? You are completely changing the whole basis of DF graphics. The possibilities are endless!

Now if we could only make them separate the graphics renderer on Windows as well...
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lxnt

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Re: [PRINT_MODE:SHADER]
« Reply #197 on: April 09, 2012, 05:35:58 pm »

lxnt, have you ...

Thank you.

Status update:

DF raws parser now looks much like the ingame one. Dispatch/blitcode assembler works as far as can be seen without a functional renderer.

Shaders are being reworked, and even display a curiously convoluted map on nvidia hardware, result of simplifying coordinate conversions and texture upload (may fortran burn in hell, and numpy with it. also fglrx.).

Four more ways to export debug data from the shaders >:(

Since I managed to broke the dumper too, current focus is on porting it to 34.07, but first my forks of df-structures and df-hack (aw, dependencies).

(Forgot which way is north on the map I dumped wih last working version).


tahujdt

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Re: [PRINT_MODE:SHADER]
« Reply #198 on: April 15, 2012, 03:48:21 am »

lxnt, this looks awesome!
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lxnt

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Re: [PRINT_MODE:SHADER]
« Reply #199 on: April 19, 2012, 10:37:45 am »

lxnt, this looks awesome!

Thank you.

Status update.

  • "a simpler code generator" has been written. See codegen.py

Now on to see if it generates usable code.


tahujdt

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Re: [PRINT_MODE:SHADER]
« Reply #200 on: April 19, 2012, 11:36:27 am »

This will work for 34.07, right? Also, does it work for windows?
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Jeoshua

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Re: [PRINT_MODE:SHADER]
« Reply #201 on: April 19, 2012, 01:04:43 pm »

It does not work for Windows  :'(
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arclance

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Re: [PRINT_MODE:SHADER]
« Reply #202 on: April 19, 2012, 01:43:50 pm »

This will work for 34.07, right? Also, does it work for windows?
The update to 34.07 is in progress or soon to be started.
Since I managed to broke the dumper too, current focus is on porting it to 34.07, but first my forks of df-structures and df-hack (aw, dependencies).
There is no windows version because we only have the source for the graphics interface for the linux version.
Also on linux the graphics interface is separate from the Dwarf Fortress executable so it can be replaced with a modified version.
On windows the game and the graphics interface are in the same executable so it cannot be modified.
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Jeoshua

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Re: [PRINT_MODE:SHADER]
« Reply #203 on: April 19, 2012, 04:10:27 pm »

If only there was a compile for windows with a separate graphical interface.  If it already exists for Linux, then it couldn't be more than flipping a few (dozen) compile switches, could it?
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Mike Mayday

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Re: [PRINT_MODE:SHADER]
« Reply #204 on: April 19, 2012, 04:27:14 pm »

I don't think that's so easy.
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Jeoshua

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Re: [PRINT_MODE:SHADER]
« Reply #205 on: April 19, 2012, 04:40:27 pm »

I don't mean it would be simple, I mean it would take maybe a week's work to get it separated, in my estimation.  That's only a guess tho, since I haven't exactly seen the source code.
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lxnt

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Re: [PRINT_MODE:SHADER]
« Reply #206 on: April 19, 2012, 08:01:46 pm »

I don't mean it would be simple, I mean it would take maybe a week's work ...

C++ ABI. It's more than enough pain on Linux, but at least we've got a de-facto standard compiler and as sane library symbol versioning as possible. Windows, well ... Keeping around a thumbdrive with Linux or a wubi instance is soo simpler.


lxnt

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Re: [PRINT_MODE:SHADER]
« Reply #207 on: April 20, 2012, 09:57:20 am »

status update:

  • put most useful utilities into the code generator
  • cmakefied the 34.07 stock renderer
  • ported the dumper to this mess; rendumper. It segfaults on dump atm.

Baleur

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Re: [PRINT_MODE:SHADER]
« Reply #208 on: April 20, 2012, 10:34:19 am »

It's because on linux, the graphics rendering code is separate, and can be changed.

On windows, it's not.

But couldn't the DF dev himself correct this? I mean, supply an optional .exe with this rendering method included?
Surely that would be possible to get it to work in windows? If he cared, that is.

The word-of-mouth and youtube PR alone from a graphics rewrite like this must be more than enough incentive for getting this to work on windows..
Heck, i'd pay for an updated DF if this shader is as awesome as it sounds like it's gonna be.
« Last Edit: April 20, 2012, 10:36:15 am by Baleur »
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Mike Mayday

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Re: [PRINT_MODE:SHADER]
« Reply #209 on: April 20, 2012, 01:13:37 pm »

It's because on linux, the graphics rendering code is separate, and can be changed.

On windows, it's not.

But couldn't the DF dev himself correct this? I mean, supply an optional .exe with this rendering method included?
Surely that would be possible to get it to work in windows? If he cared, that is.

The word-of-mouth and youtube PR alone from a graphics rewrite like this must be more than enough incentive for getting this to work on windows..
Heck, i'd pay for an updated DF if this shader is as awesome as it sounds like it's gonna be.

Escaped lunatic.
(ie. this subject is much broader than you think, hundreds of people come to this forum voicing this exact opinion and then find out that it's not as simple and every body is pretty tired with explaining and somebody should probably make a FAQ about it and in fact somebody has but it wasn't stickied so it got buried).
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