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Leadwerks Engine 2.43 Released

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Leadwerks Engine 2.43 is now available. This version features improved raycast performance, a new DRAWEACH entity callback, and a few small bug fixes. Registered developers can download the update by running the Leadwerks Updater.



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Does the 'improved raycast performance' refer to loading the raycast structure when the model is first loaded to prevent the stutter caused by first raycast?

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Are you referring to the Flip hook? That's global isn't it, I guess I was thinking this was a per entity callback.

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There's an object:DrawEach(camera) function you can declare in Lua. I recommend the object:Draw() function for animation, since it will only get called once per render, and DrawEach() can be called multiple times.

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Wait, I guess I'm thinking this is for the 2D drawing, but I assume I'm incorrect.

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It's a callback that gets run when the entity is actually culled in the rendering process. Once it is determined this entity is visible, the Draw() and DrawEach() functions will be called. (The Draw() function only gets called once per render, so it won't be called again if an entity is rendered by two cameras or two light sources). This is useful for animation, because you can perform animation only when you are sure an entity is going to be drawn.

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..hi guys..i haven't do any updates for ages, so it seems I have missed few versions..so, where i can get Updater, so i can download 2.43 ? I have lost my track a bit :)

 

EDIT:

..ah..got it..sory.. :)

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It's eliminated the bulk of the pausing on our games firing range, when you are spraying lots of lead around it was pretty annoying.

 

And the AABB fix solved AOE damage testing too. Only thing I still have problems with are coronas, I'll look at those later.

 

Can the new DrawEach() be used to paint different skins on player vehicles you think?

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No, because

Can the new DrawEach() be used to paint different skins on player vehicles you think?

That won't work. It would be just the same as if you had applied a material outside the render call.

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Guest Red Ocktober

Posted

seems like the above mentioned issue only appears if the amplitude is set really high... like fw.renderer.SetWaterAmplitude(64.6)

 

--Mike

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Thanks for putting in the work for this new update you are Awesome!

 

PS: how do you get to the updater?

 

Always~

Vickie :blink:

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  • Blog Entries

    • By Josh in Josh's Dev Blog 2
      I started to implement quads for tessellation, and at that point the shader system reached the point of being unmanageable. Rendering an object to a shadow map and to a color buffer are two different processes that require two different shaders. Turbo introduces an early Z-pass which can use another shader, and if variance shadow maps are not in use this can be a different shader from the shadow shader. Rendering with tessellation requires another set of shaders, with one different set for each primitive type (isolines, triangles, and quads). And then each one of these needs a masked and opaque option, if alpha discard is enabled.
      All in all, there are currently 48 different shaders a material could use based on what is currently being drawn. This is unmanageable.
      To handle this I am introducing the concept of a "shader family". This is a JSON file that lists all possible permutations of a shader. Instead of setting lots of different shaders in a material, you just set the shader family one:
      shaderFamily: "PBR.json" Or in code:
      material->SetShaderFamily(LoadShaderFamily("PBR.json")); The shader family file is a big JSON structure that contains all the different shader modules for each different rendering configuration: Here are the partial contents of my PBR.json file:
      { "turboShaderFamily" : { "OPAQUE": { "default": { "base": { "vertex": "Shaders/PBR.vert.spv", "fragment": "Shaders/PBR.frag.spv" }, "depthPass": { "vertex": "Shaders/Depthpass.vert.spv" }, "shadow": { "vertex": "Shaders/Shadow.vert.spv" } }, "isolines": { "base": { "vertex": "Shaders/PBR_Tess.vert.spv", "tessellationControl": "Shaders/Isolines.tesc.spv", "tessellationEvaluation": "Shaders/Isolines.tese.spv", "fragment": "Shaders/PBR_Tess.frag.spv" }, "shadow": { "vertex": "Shaders/DepthPass_Tess.vert.spv", "tessellationControl": "Shaders/DepthPass_Isolines.tesc.spv", "tessellationEvaluation": "Shaders/DepthPass_Isolines.tese.spv" }, "depthPass": { "vertex": "Shaders/DepthPass_Tess.vert.spv", "tessellationControl": "DepthPass_Isolines.tesc.spv", "tessellationEvaluation": "DepthPass_Isolines.tese.spv" } }, "triangles": { "base": { "vertex": "Shaders/PBR_Tess.vert.spv", "tessellationControl": "Shaders/Triangles.tesc.spv", "tessellationEvaluation": "Shaders/Triangles.tese.spv", "fragment": "Shaders/PBR_Tess.frag.spv" }, "shadow": { "vertex": "Shaders/DepthPass_Tess.vert.spv", "tessellationControl": "Shaders/DepthPass_Triangles.tesc.spv", "tessellationEvaluation": "Shaders/DepthPass_Triangles.tese.spv" }, "depthPass": { "vertex": "Shaders/DepthPass_Tess.vert.spv", "tessellationControl": "DepthPass_Triangles.tesc.spv", "tessellationEvaluation": "DepthPass_Triangles.tese.spv" } }, "quads": { "base": { "vertex": "Shaders/PBR_Tess.vert.spv", "tessellationControl": "Shaders/Quads.tesc.spv", "tessellationEvaluation": "Shaders/Quads.tese.spv", "fragment": "Shaders/PBR_Tess.frag.spv" }, "shadow": { "vertex": "Shaders/DepthPass_Tess.vert.spv", "tessellationControl": "Shaders/DepthPass_Quads.tesc.spv", "tessellationEvaluation": "Shaders/DepthPass_Quads.tese.spv" }, "depthPass": { "vertex": "Shaders/DepthPass_Tess.vert.spv", "tessellationControl": "DepthPass_Quads.tesc.spv", "tessellationEvaluation": "DepthPass_Quads.tese.spv" } } } } } A shader family file can indicate a root to inherit values from. The Blinn-Phong shader family pulls settings from the PBR file and just switches some of the fragment shader values.
      { "turboShaderFamily" : { "root": "PBR.json", "OPAQUE": { "default": { "base": { "fragment": "Shaders/Blinn-Phong.frag.spv" } }, "isolines": { "base": { "fragment": "Shaders/Blinn-Phong_Tess.frag.spv" } }, "triangles": { "base": { "fragment": "Shaders/Blinn-Phong_Tess.frag.spv" } }, "quads": { "base": { "fragment": "Shaders/Blinn-Phong_Tess.frag.spv" } } } } } If you want to implement a custom shader, this is more work because you have to define all your changes for each possible shader variation. But once that is done, you have a new shader that will work with all of these different settings, which in the end is easier. I considered making a more complex inheritance / cascading schema but I think eliminating ambiguity is the most important goal in this and that should override any concern about the verbosity of these files. After all, I only plan on providing a couple of these files and you aren't going to need any more unless you are doing a lot of custom shaders. And if you are, this is the best solution for you anyways.
      Consequently, the baseShader, depthShader, etc. values in the material file definition are going away. Leadwerks .mat files will always use the Blinn-Phong shader family, and there is no way to change this without creating a material file in the new JSON material format.
      The shader class is no longer derived from the Asset class because it doesn't correspond to a single file. Instead, it is just a dumb container. A ShaderModule class derived from the Asset class has been added, and this does correspond with a single .spv file. But you, the user, won't really need to deal with any of this.
      The result of this is that one material will work with tessellation enabled or disabled, quad, triangle, or line meshes, and animated meshes. I also added an optional parameter in the CreatePlane(), CreateBox(), and CreateQuadSphere() commands that will create these primitives out of quads instead of triangles. The main reason for supporting quad meshes is that the tessellation is cleaner when quads are used. (Note that Vulkan still displays quads in wireframe mode as if they are triangles. I think the renderer probably converts them to normal triangles after the tessellation stage.)


      I also was able to implement PN Quads, which is a quad version of the Bezier curve that PN Triangles add to tessellation.



      Basically all the complexity is being packed into the shader family file so that these decisions only have to be made once instead of thousands of times for each different material.
    • By Josh in Josh's Dev Blog 0
      I'm back from I/ITSEC. This conference is basically like the military's version of GDC. VR applications built with Leadwerks took up about half of Northrop Grumman's booth. There were many interesting discussions about new technology and I received a very warm reception. I feel very positive about our new technology going forward.

      I am currently reworking the text field widget script to work with our persistent 2D objects. This is long and boring but needs to be done. Not much else to say right now.
    • By Josh in Josh's Dev Blog 4
      Here are some screenshots showing more complex interface items scaled at different resolutions. First, here is the interface at 100% scaling:

      And here is the same interface at the same screen resolution, with the DPI scaling turned up to 150%:

      The code to control this is sort of complex, and I don't care. GUI resolution independence is a complicated thing, so the goal should be to create a system that does what it is supposed to do reliably, not to make complicated things simpler at the expense of functionality.
      function widget:Draw(x,y,width,height) local scale = self.gui:GetScale() self.primitives[1].size = iVec2(self.size.x, self.size.y - self.tabsize.y * scale) self.primitives[2].size = iVec2(self.size.x, self.size.y - self.tabsize.y * scale) --Tabs local n local tabpos = 0 for n = 1, #self.items do local tw = self:TabWidth(n) * scale if n * 3 > #self.primitives - 2 then self:AddRect(iVec2(tabpos,0), iVec2(tw, self.tabsize.y * scale), self.bordercolor, false, self.itemcornerradius * scale) self:AddRect(iVec2(tabpos+1,1), iVec2(tw, self.tabsize.y * scale) - iVec2(2 * scale,-1 * scale), self.backgroundcolor, false, self.itemcornerradius * scale) self:AddTextRect(self.items[n].text, iVec2(tabpos,0), iVec2(tw, self.tabsize.y*scale), self.textcolor, TEXT_CENTER + TEXT_MIDDLE) end if self:SelectedItem() == n then self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos, 0) self.primitives[2 + (n - 1) * 3 + 1].size = iVec2(tw, self.tabsize.y * scale) + iVec2(0,2) self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 1) self.primitives[2 + (n - 1) * 3 + 2].color = self.selectedtabcolor self.primitives[2 + (n - 1) * 3 + 2].size = iVec2(tw, self.tabsize.y * scale) - iVec2(2,-1) self.primitives[2 + (n - 1) * 3 + 3].color = self.hoveredtextcolor self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos,0) self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 1) self.primitives[2 + (n - 1) * 3 + 3].position = iVec2(tabpos,0) else self.primitives[2 + (n - 1) * 3 + 1].size = iVec2(tw, self.tabsize.y * scale) self.primitives[2 + (n - 1) * 3 + 2].color = self.tabcolor self.primitives[2 + (n - 1) * 3 + 2].size = iVec2(tw, self.tabsize.y * scale) - iVec2(2,2) if n == self.hovereditem then self.primitives[2 + (n - 1) * 3 + 3].color = self.hoveredtextcolor else self.primitives[2 + (n - 1) * 3 + 3].color = self.textcolor end self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos,2) self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 3) self.primitives[2 + (n - 1) * 3 + 3].position = iVec2(tabpos,2) end self.primitives[2 + (n - 1) * 3 + 3].text = self.items[n].text tabpos = tabpos + tw - 2 end end  
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