Real Time Ogre Script Editor beta1.11

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peanutandchestnut
Kobold
Posts: 36
Joined: Tue Nov 11, 2014 9:29 am

Real Time Ogre Script Editor beta1.11

Post by peanutandchestnut » Fri Dec 19, 2014 3:07 pm

oseBeta1.11

I simplify shader material creation in this version. After you prepare your hlsl file,
all you need to do is one command. For example, after i prepare specular.hlsl :

Code: Select all

add sm lighting
vs lighting_vs20 specular.hlsl specularVS
ps lighting_ps20 specular.hlsl phongPS
you can insert line break by "shift + enter".
The is the result
Image
The above command will create 2 programs and 1 material:

Code: Select all

material lighting
{

    technique
    {

        pass
        {

            vertex_program_ref lighting_vs20
            {
            }

            fragment_program_ref lighting_ps20
            {
            }
        }
    }
}

vertex_program lighting_vs20 hlsl
{
    entry_point specularVS
    target vs_2_0
    source specular.hlsl

    default_params
    {
        param_named_auto gCameraPosObj camera_position_object_space
        param_named_auto gLightPosObj light_position_object_space 0
        param_named_auto gWorldViewProj worldviewproj_matrix
    }
}

fragment_program lighting_ps20 hlsl
{
    entry_point phongPS
    target ps_2_0
    source specular.hlsl

    default_params
    {
        param_named gSpecShine float1 20 0 0 0
        param_named_auto gAmbient ambient_light_colour
        param_named_auto gDiffuse light_diffuse_colour 0
        param_named_auto gSpecular light_specular_colour 0
    }
}
If you want, you can copy the command, cd to \materialRoot, paste and try it.

All named constants will be set up automatically if you have a good naming convention.And of course you can setup your own naming convention.
I also changed gpu program and compositor creation.
You can get a little more detail at version\1.11.txt
Image
-----------------------------------------------------------------------------------------------------------------------------
Supported scripts:
  • .material
  • .program
  • .particle
  • .compositor
Edit Option:Command
  • change current dir : cd
  • add child dir : add
  • remove child dir : rm
  • copy child dir : cp
  • switch child dir : sd
  • set property : set
  • reset property to default : reset
-----------------------------------------------------------------------------------------------------------------------------
Scene Manage Option:
  • load mesh : lm
  • unload mesh : um
  • play animation : pa
  • stop animation : sa
    --------------------------------------------------------------------------------------------------
  • attatch particle to bone or scene node : attatch
    attatch material to entity or subentity
    attatch compositor to view port
    --------------------------------------------------------------------------------------------------
  • detach item(particle, material, compositor) : detach
    --------------------------------------------------------------------------------------------------
  • scene light manage : light is also represented as a dir, it resides in \system
    --------------------------------------------------------------------------------------------------
  • export scene : es
  • load scene :ls
    --------------------------------------------------------------------------------------------------
Know limitation:
  • dx9 only. I will create my game with dx11, so it will support dx11 sooner or later.
  • doesn't suppport script inheritance
  • doesn't support shared_param
  • doesn't support identifier name with " "
  • Be careful with shader profile 3, don't do following thins while your profile 3 material is in use:
    add/remove program ref
    unload gpg
    Otherwise program crush.
Windows virsion can be download from here https://bitbucket.org/peanutandchestnut ... /downloads
It's open source, you can download source code it from https://bitbucket.org/peanutandchestnut ... ripteditor

Most particle examples are copyed from particle editorhttp://www.ogre3d.org/forums/viewtopic.php?f=1&t=8535.
Most shader examples leanded from http://www.ogre3d.org/tikiwiki/tiki-ind ... e=Cookbook.
Last edited by peanutandchestnut on Wed Jan 14, 2015 3:41 pm, edited 2 times in total.
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peanutandchestnut
Kobold
Posts: 36
Joined: Tue Nov 11, 2014 9:29 am

Re: Real Time Ogre Script Editor beta1.10

Post by peanutandchestnut » Sat Jan 10, 2015 12:32 am

I will simplify shader material creation in next version.
This is what i'm going to do:

After you create your hlsl shaders, you can execute only one command to create
  • one vertex program, with target and entry point
  • one fragment program with target and entry point
  • one material, with 1 tech, 1pass, the pass contain the newly created vertex program and fragment program
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NotCamelCase
Greenskin
Posts: 140
Joined: Sun Feb 03, 2013 6:32 pm
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Re: Real Time Ogre Script Editor beta1.10

Post by NotCamelCase » Sat Jan 10, 2015 1:53 am

That's pretty neat! A little simplification in the flow could sure help a lot. Is there any chance it'll support GLSL programs, too ? I'd love that.

One suggestion: You can make mouse able to leave the app when in windowed mode as checking directories and files is quite needed.
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Check out my projects: https://github.com/NotCamelCase

peanutandchestnut
Kobold
Posts: 36
Joined: Tue Nov 11, 2014 9:29 am

Re: Real Time Ogre Script Editor beta1.10

Post by peanutandchestnut » Sat Jan 10, 2015 2:37 am

Ok, i will try to remove mouse clip.
I'm planing to use it as my tool to create my game which will use hlsl, so it will not support GLSL in the near feature, sorry for that. :(
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peanutandchestnut
Kobold
Posts: 36
Joined: Tue Nov 11, 2014 9:29 am

Re: Real Time Ogre Script Editor beta1.11

Post by peanutandchestnut » Wed Jan 14, 2015 3:45 pm

1.11 beta finished. It should be mush more easy to create ogre script, at least for me.
I should continue my game.
I hope this project will be useful. :D
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