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[RenderEdge] Experimental version

Discussion in 'Warcraft Editing Tools' started by ENAleksey, Sep 22, 2016.

  1. ENAleksey

    ENAleksey

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    Update 0.1.1a


    Improvements
    • Added Contact Shadows (Screen Space Ray-Traced Shadows);
    • Added support of weather effects;
    • Added a fog for skybox;
    • Improved Color Grading: added a separate setting for Shadows, Midtones and Highlights;
    • Added the ability to manually set the gamma of the monitor: Output Device - Explicit gamma mapping (LDR);
    • Added the ability to choose the size of shadow map texture;
    • Added advanced settings for Ambient Occlusion;
    • Added the ability to hide the interface, turn off the Fog of War and standard units shadows in the Default Renderer mode;
    • Improved Debug Screen mode: full screen display;
    • Optimization of Auto Exposure;
    • Optimization of Rendering Pipeline;
    • Added descriptions of exe and dll files.

    Fixes
    • Fixed a bug: building models are not processed when choosing a construction site;
    • Fixed incorrect work of Auto Exposure with limited size of viewport;
    • Fixed incorrect work of SSR with Temporal AA enabled;
    • Fixed the incorrect work of post-effects for non-standard settings of the clipping planes of the camera;
    • Fixed the influence of Free Camera mode on portrait display;
    • Fixed incorrect blurring of SSAO with downsampling enabled;
    • Fixed bugs in JassAPI (conversion real <=> float);
    • Fixed camera shift when the free camera mode is turned on;
    • Fixed height of the landscape influence on the height of the free camera.


    Contact Shadows


    Contact shadows are calculated in the screen space and allow you to get clear shadows even from the smallest objects. Performance does not depend on the complexity of the scene. But at the moment there is a serious problem - the direction in which objects cast shadows, depends on the direction of view of the camera.

    cs11.png cs.png
    Off | On
    cs11.png cs12.png cs13.png
    Shadows Off | Cascaded Shadows | Cascaded + Contact Shadows
    cs21.png cs22.png cs23.png
    Cascaded Shadows | Cascaded + Contact Shadows | Shadows + Ambient Occlusion


    Color Grading


    Now Color Grading and Tone Mapping are completely similar to the corresponding effects from Unreal Engine 4:
    Color Grading and Filmic Tonemapper
     
  2. ENAleksey

    ENAleksey

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    Last edited: Jun 8, 2018
  3. YourArthas

    YourArthas

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    Can I ask a question , my fps drops to 0-20 whenever I launch a map with renderedge even if it is disabled is it a common issue ?
     
  4. ENAleksey

    ENAleksey

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    What do you mean by "even if it is disabled"? FPS so low even if Default Renderer option is turned on?
     
  5. YourArthas

    YourArthas

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    Yeah , both me and some of my friends tried it but when we open the game with render edge it drops fps so hard
     
  6. Crett

    Crett

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    the only reason i haven't gotten into the wc3 modeling scene is because i strongly prefer using blender, so this is pretty awesome to me, but will there be animation support for blender? if that's out-of-scope that's fine, just wondering

    really cool project, i'll try it ASAP
     
  7. lan nguyen

    lan nguyen

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    @ENAleksey is there any way to use this without running the render edge.exe? I wanna add this feature to my map but I dont know how :(
     
  8. Derek Glester

    Derek Glester

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    I can't open it. It say's...

    "Windows does not have access to the specified device, path, or file. You may not have the appropriate permissions to access the item."

    Solution?...
     
  9. ENAleksey

    ENAleksey

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  10. ENAleksey

    ENAleksey

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    Update 0.1.2a



    Improvements
    • Added the ability to select the temperature of the directional light source;
    • Added processing of standard shadow of units on the water;
    • Added the ability to select the intensity units of point light sources;
    • Added the ability to use an improved projection matrix;
    • Added the ability to load textures and shaders from the folder with RenderEdge (AllowLocalFiles in the registry);
    • Added the ability to load shaders from the map;
    • Added the option to fix the jitter of the skybox when moving the camera;
    • Reading settings from RenderEdge.ini (searching file in the map, in the folder with RenderEdge (with AllowLocalFiles enabled), in .mpq archives);
    • Now "Disable Unit Shadows" option disables the shadows of units both on the ground and on the water;
    • Reduced consumption of RAM when using shadows;
    • Removed limit of objects that can cast shadows at the same time;
    • Improved shadows quality;
    • Improved settings interface;
    • Improved free camera mode: true first person camera, independence of landscape height;
    • Soft shadows are turned off (you can turn them on by editing ShadowCommon.fxh);
    • Now shadows are not rendered if the game is paused;
    • Added the version of RenderEdge in the bottom right corner of main menu;
    • Optimization of Debug Screen.

    Fixes
    • Fixed a bug: the base of the building had the lighting of units instead of the terrain, and cast the shadows;
    • Fixed an incorrect intensity of point light sources;
    • The game no longer crashes when using shadows;
    • Fixed periodic disappearance of shadows when moving and rotating the camera;
    • The shadows of the landscape work again.


    Cascaded Shadows



    Fixed a lot of problems with shadows: now they don't use huge amount of RAM and don't cause game crashes; removed the limit on 2048 objects, which can cast shadows at the same time; fixed a bug with the periodic disappearance of some shadows when moving the camera.

    In this screenshot there are about 5500 objects in frame at the same time. Without shadows, the game uses 170 MB of RAM, with shadows - 210 MB (in previous versions, the game would have used more than 2000 MB and crashed):
    WC3ScrnShot_050618_171949_01.png


    Reading settings from file



    Added the ability to read the settings from the RenderEdge.ini file, it is in the RenderEdge_exp.mpq archive. You can also import it into your map.
    Don't write comments in one line with fields where logical variables and paths to textures are specified, since information about them will not be obtained correctly!


    Using custom shaders and textures



    Now it's possible to edit standard shaders. They must be compiled, have a .cso extension, and be in the Shaders folder.

    You can enable the option to load settings file, shaders and textures from the RenderEdge folder by editing this value in the Registry Editor: CURRENT_USER\Software\RenderEdge\AllowLocalFiles.

    Resource search sequence: the loaded map, the RenderEdge folder, the RenderEdge_exp.mpq archive.

    Compiling shaders in Visual Studio:

    Add the shaders to the project and configure the HLSL Compiler in the project properties as follows:
    [​IMG]

    Compiling shaders by fxc.exe:
    Code (Text):
    echo off
    fxc.exe /T fx_2_0 /Fo Standard.cso Shaders\Standard.fx /nologo
    fxc.exe /T fx_2_0 /Fo Shadows.cso Shaders\Shadows.fx /nologo
    fxc.exe /T fx_2_0 /Fo PostProcess.cso Shaders\PostProcess.fx /nologo
    fxc.exe /T fx_2_0 /Fo Skybox.cso Shaders\Skybox.fx /nologo
    pause

    Free Camera mode



    Now it is true first person: when it moves, the coordinates of camera's eye change, not its targets, and the height of the terrain no longer affects the height of the camera.
    Later, I will add native functions for editing coordinates of the eye and the target of the camera.


    Settings interface



    By default, the interface is hidden, and is displayed when the F7 key is pressed. The initial state and hotkey can be changed in RenderEdge.ini:
    Code (Text):
    [Engine]
    bShowInterface = false

    [Hotkeys]
    ShowInterface = 0x76
     
    Last edited: Jun 7, 2018
  11. ENAleksey

    ENAleksey

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    No, just replace old RenderEdge files with new ones. And it's better to keep the files in a separate folder from the Warcraft folder.
     
  12. LiSen冯

    LiSen冯

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    very nice!!!
    Dynamic shadow is very useful but this FPS is too low,Can you do this independently until make the FPS usable?
     
  13. ENAleksey

    ENAleksey

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    Screenshots



    Some screenshots in high resolution:

    war3 2018-06-07 23-00-04-90.png war3 2018-06-07 22-59-17-04.png
    Default Renderer | RenderEdge
    war3 2018-06-07 23-37-55-85.png war3 2018-06-07 23-44-36-74.png WC3ScrnShot_060818_000428_04.png WC3ScrnShot_060818_000610_05.png
     
  14. LiSen冯

    LiSen冯

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  15. ENAleksey

    ENAleksey

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    Sorry, I have not yet found a way to optimize it.
     
  16. RollBoat

    RollBoat

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    Is there a way to enable this in the world editor?
     
  17. ENAleksey

    ENAleksey

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    No at this moment. I planned to add an improved rendering in the editor, but I doubt I'll do it.
     
  18. ENAleksey

    ENAleksey

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    Screenshots



    Edemium
    Edemium_Original_0.png Edemium_RenderEdge_0.png
    Default Renderer | RenderEdge
    Edemium_Original_1.png Edemium_RenderEdge_1.png Edemium_RenderEdge_2.png
    Default Renderer | RenderEdge | Another lighting


    Everglade
    Everglade_Original_0.png Everglade_Original_1.png Everglade_RenderEdge_0.png Everglade_RenderEdge_1.png Everglade_RenderEdge_CC.png Everglade_RenderEdge_L+CC.png
    Default Renderer | Without shadows and weather effects | RenderEdge | With weather effects | Color Grading | Color Grading + Another lighting
    Everglade_Original_2.png Everglade_RenderEdge_2.png Everglade_RenderEdge_3.png
    Default Renderer | RenderEdge | Another lighting

    Everglade_RenderEdge_4.png Everglade_RenderEdge_5.png
     
    Last edited: Aug 24, 2018
  19. geoffrey

    geoffrey

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    nice project! The lightning and shadows are very impressive!
     
  20. Jumbo

    Jumbo

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    Looks amazing.

    A question: Does it work on battlenet or will people get banned ?