[Accepted] Ogre Material Editor

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Evak
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Post by Evak » Sat Jun 16, 2007 4:34 pm

mental mill seems slow and confusing. But it's nice that it does GLSL and CG too. I like shaderFX which is far more intuitive but only for 3dsmax so not as mainstream.

I think most usefull would be something like FXogretool with better compatibility. Probably hard to convert between so many variations of shaders presented in so many formats.

I played with mental mill some more, and its not as hands on and easy as Shader FX but if you hang on in there you can produce some quite good stuff. It's just a shame that whatever tool you use. you end up with FX files that ogre doesn't support.
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Evak
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Post by Evak » Sun Jul 01, 2007 9:31 pm

I have just been trying to learn how to convert my .fx files from shaderFX to Ogre. One of the biggest stumbling blocks has been juggling notepad files. A split screen IDE would make things a bit easier.

Right now I'm juggling:

Frof420's tutorial
.material file
.HLSL file
.program file
.FX exported from shader FX

Plus occasionaly refering to .material .program .hlsl files that I know work.

I for one would appreciate a well disgned shader IDE that is Ogre multi file friendly. Being an artist, I find it extremely difficult to cross reference between seperate documents and grasp simple instructions, let alone trying to learn basic programming in the process :)
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Post by Professor420 » Mon Jul 02, 2007 3:03 am

You can contact me via MSN,

Code: Select all

 rgalanakis@optonline.net
, if you are having any trouble with the conversion.
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Post by Professor420 » Fri Jul 06, 2007 4:13 am

I've finished the tutorial at http://lumonixsoftware.com/yabb/YaBB.pl?num=1179634232

If someone could format it for the OGRE wiki, I'd be much appreciative.
http://www.ogre3d.org/wiki/index.php/ShaderFX
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Post by syedhs » Fri Jul 06, 2007 7:19 am

That is just what I have been looking for Professor.. thanks! :)
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Alexander
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Post by Alexander » Fri Jul 06, 2007 8:07 am

It would certainly be nice if the ShaderFX team wrote an Ogre Exporter.
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Post by shodan » Fri Jul 06, 2007 10:41 pm

Thanks Professor, will have a read over the weekend :)
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SiENcE
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Post by SiENcE » Sat Jul 07, 2007 11:47 am

Hi.

it would be nice if the new Material Editor has something like sourcecodeblock options, to minimize (-) and maximise (+) large material definitions (sorry but i don't know the correct english word).

In our project, we have very large autogenerated material files...and the overview would be much better with it.

Furthermore a tree like hierarchy for inheritance material definitions would be good.

regards
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Post by jacmoe » Sat Jul 07, 2007 12:03 pm

It will if it uses wxScintilla. :wink:
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Lee04
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Post by Lee04 » Sat Jul 07, 2007 1:01 pm

Unreals 3 material editor doesn't alloiw vertex shader modification...

Bacially you build a material in tangent space only (even though there is converters moduls)

Each extra light is a nother pass with the same material.


It is a sandbox and I belive having used RTZens material editor and others that there is a lot of materials you can'ät do with a visual editor for materials. You need to resort to material scripting.

This means any material editor done for Ogre can also be very limmited for starters.
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Post by Praetor » Sat Jul 07, 2007 5:15 pm

I'm a big fan of always having a material script editing environment for those same reasons. Visual editors are great, but there are just some ideas better expressed in script than in graphical form.
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Lee04
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FX CGFX ColladaShaders

Post by Lee04 » Sat Jul 07, 2007 5:19 pm

There are so many standars surly some would Ogre like Collada for shaders...

FX CGFX Collada for Shaders
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Post by Hudson » Wed Jul 11, 2007 8:47 pm

Quick Update:

Here is a screenshot of the Material Editor UI:
Image
Click here for larger image



@SiENcE per your request I added some basic code folding support for Material Scripts
Image
Click here for larger image


It shouldn't be too hard to create a "Hierarchy" view that will display the Material inheritance(copy) hierarchy. I'll put this on my TODO list... it should end up being pretty similar to Eclipse's Hierarchy View when it's done. The top half will display the Material Hierarchy, and the bottom half would show a tree of the Technique/Pass/etc of the selected Material. Here is a screenshot of Eclipse's Hierarchy View it if you haven't seen it:

Image

EDIT: Ack, just noticed a bug from the screenshots, apparently my keywords file is missing colour_op_multipass_fallback!
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Post by SiENcE » Wed Jul 11, 2007 10:47 pm

@Hudson: thanks. :) i'm your first tester.
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Lee04
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This looks really good.

Post by Lee04 » Thu Jul 12, 2007 10:26 am

Keep up the good work it looks very good.

Lee04
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Post by Evak » Mon Jul 16, 2007 7:16 pm

Don't know if this might be helpfull, but one of the Nvidia devs is interested in helping someone who wants to get Ogre working with FX composer 2.

http://www.ogre3d.org/phpBB2/viewtopic. ... 709#237709

Only mentioning this because for a lot of people it would be a dream to have a decent fx to ogre solution, and fx composer 2 supports CG too.
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SiENcE
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Post by SiENcE » Thu Aug 09, 2007 2:17 pm

I'm trying to compile the MaterialEditor.
I have one problem. The VS8Express Sp1 Compiler requests a lib called "libboost_signals-vc80-mt-1_34_1.lib". When i run bjam, i only get a lib called "boost_signals-vc80-mt-1_34_1.lib". Now i changed the namebuilding in "boost_1_34_1\libs\signals\build\Jamfile.v2" to "lib libboost_signals : $(SOURCES).cpp".

How do you do this?

Setup:
-boost-build
-boost_1_34_1

build.bat

Code: Select all

SET PATH=E:\!boost-Build\boost-build\;%PATH%
cd E:\!boost-Build\boost_1_34_1\libs\signals\build\
bjam -sBUILD=debug release
Second problem: where do i get the needed odbc32.lib and why it's needed?

thx
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Post by Praetor » Thu Aug 09, 2007 3:43 pm

What needs odbc32lib?

When I'm compiling boost libraries on windows I always cheat and create a VC8 project and compile it that way. I really don't enjoy using bjam. Perhaps that isn't a good thing, but I've never had problems. Once the library is compiled with all the right build settings it doesn't matter what its name is. You can rename it to whatever boost wants the name to be.
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Post by Hudson » Thu Aug 09, 2007 4:23 pm

I don't know why odbc32lib would be required, I'll look into this.
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Post by Hudson » Mon Aug 20, 2007 9:51 pm

GSoC 2007 is drawing to a close!

I've updated the SoC2007 MaterialEditor page to reflect this and all future MaterialEditor updates will be reflected at the projects new home found here (WIP).

I'd like to thank the OGRE team, my mentor CaseyB, fellow GSoCers, all those that have contacted me via PM's & e-mail with ideas & suggestions, the entire OGRE community at large, and of course Google.

I've learned a lot this summer, not only about OGRE but about programming and software engineering in general.

I'm afraid this isn't a goodbye, you guys are stuck with me :wink:

Thanks again!

Hudson


@SiENcE
I haven't forgotten about you. I'm standing up a machine from scratch and creating a "Compilation" section on the new page as I do it, hopefully this will help you resolve any issues.
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Post by smernesto » Mon Aug 20, 2007 10:03 pm

Anyone has a compiled binary of the Material Editor?

Thanks
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Post by sinbad » Tue Aug 21, 2007 3:43 pm

Hudson wrote: I've learned a lot this summer, not only about OGRE but about programming and software engineering in general.

I'm afraid this isn't a goodbye, you guys are stuck with me :wink:
Good to hear :) I look forward to seeing this project continue to grow - and now that GSoC itself is over, you're of course free to recruit extra helpers to take it forward if you want.
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SiENcE
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Post by SiENcE » Fri Aug 24, 2007 7:56 am

I got MaterialEditor compiled. But it doesn't run.

I don't know where is the problem, but when i start it, it requests the msvcp80.dll & msvcr80.dll. I don't know why, because i'm using VS80 Sp1. Runtime is also installed. When i copy this files from win dir. to the MaterialEditor folder and start it, it returns an exception about wrong libary loading.

Maybe one of used libs is not compiled with VS80 sp1 !? Maybe BoostPro 1.34.1?

Odbc32lib is in the project sollution, but isn't required.

This are the required libs:

Code: Select all

wxmsw29_propgrid.lib
Shell32.Lib
ComDlg32.Lib
Ole32.Lib
OleAut32.Lib
AdvAPI32.Lib
Gdi32.Lib
user32.lib
wxmsw28_core.lib
wxmsw28_aui.lib
wxmsw28_adv.lib
wxbase28.lib
wxtiff.lib
wxjpeg.lib
wxpng.lib
wxzlib.lib
wxregex.lib
wxexpat.lib
winmm.lib
comctl32.lib
rpcrt4.lib
wsock32.lib
oleacc.lib
OgreMain.lib
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Bryan Reeves
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Request for Visual C++ 2005 zip of code for Material Editor

Post by Bryan Reeves » Fri Oct 05, 2007 3:03 am

Hi Brian,

I'm looking at using your material editor as a starting point for a viewer for some radar data for a system I'm building. Could you please post, or email me, a zipped copy of the current material editor (VC++ 2005) - I can fix it to make it work. Reluctant to go and download it file by file. Also does did you make it display multiple views with WxAUI class?

Thanks,

Bryan
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Post by Wolfmanfx » Fri Oct 05, 2007 9:24 am

Hi,
Are there any plans to release an installer so the majority can test without the affort to compile the beast :)
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