MiniB3d for FreeBasic

External libraries (GTK, GSL, SDL, Allegro, OpenGL, etc) questions.
angros47
Posts: 1539
Joined: Jun 21, 2005 19:04

Re: MiniB3d for FreeBasic

Postby angros47 » Aug 18, 2019 10:10

Directional lights (the ones created with CreateLight(1) ) are not affected by their position, only by their direction. Commands like "PositionEntity" or "MoveEntity" have no effect on how the light looks like, only "RotateEntity" and "TurnEntity" will produce a visible change. That's because the light is supposed to be at infinite distance.
Gunslinger
Posts: 35
Joined: Mar 08, 2016 19:10

Re: MiniB3d for FreeBasic

Postby Gunslinger » Aug 19, 2019 21:56

Oke i got something working light now with a quick rotating sun.
http://ac1.servegame.com:88/download/AirTest01.zip

After problems with loadmesh from DJpeters in openB3D-xx.dll
i got back to older version.

My problems with light came from flat planes or empty terrain.
Some how it not working for spotlights, only for directional light.
I think it a bug?

Test it for your self..
I gave the fighter plane a spot light in front.
When i shine on my AddTriangle plane it works as i expect.
On the flat terrain with water looks it has no effect.

I hope you can enplane this?
angros47
Posts: 1539
Joined: Jun 21, 2005 19:04

Re: MiniB3d for FreeBasic

Postby angros47 » Aug 20, 2019 14:51

Your program should be modified in this way:

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var   sun=createpivot()
var   sun1=CreateLight( 1,sun)
   RotateEntity sun1,90,0,0
   PositionEntity sun1,0,-100,0
   LightColor sun1, 255,255,255
   AmbientLight 64,64,64


and you must add, in the main cycle, after

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   TurnEntity sun,-.5,0,0

the line:

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   PositionEntity sun, EntityX(craft), EntityY(craft), EntityZ(craft)


In this way, the sun will cast an accurate shadow.

The lines:

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   PositionEntity light1, EntityX(craft), EntityY(craft)+2, EntityZ(craft)
   RotateEntity light1, entityPitch(craft),entityyaw(craft),entityroll(craft)


are not needed, all you need to do if you want the spotlight to be bound to the airplane is to set craft as its parent. Right after the line:

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var craft= loadmesh("./fighter.3ds")

add:

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entityparent light1,craft


Last but not least: in your example, the only entity casting a shadow is the airplane. And so, light1 (that is supposed to be its headlight) cannot cast a correct shadow, since it's in the same place! think about a car... if you are driving at night, and the only light is coming from the car's headlights, you will never see the shadow of that car. To see the shadow you need an external light source.
You might want to disable shadow casting for that specific light, by changing its type from 3 to -3 (a negative light type behave in the same way on objects, but shadows are not rendered for it)
Gunslinger
Posts: 35
Joined: Mar 08, 2016 19:10

Re: MiniB3d for FreeBasic

Postby Gunslinger » Aug 20, 2019 16:42

I got it, the shadow is not done right.
Great tip using -1 to -3 for no shadow cast lights.
I have not seen that on any forums.

Let me show a picture what i mean with light problem i have.
http://ac1.servegame.com:88/image/ScreenshotOpenB3Dshadow03.PNG
The spotlight shows up my Triangle plane.
While the flat terrain has no light reflection at all !
And the green mounting terrain has a reflection as long as it is not flat scaled.
I have tried every EntityFX setting of adding texture, no luck.

Not a real problem for me because i'm planning not to use the terrain function.
But i do like to understand more before i start programming.
Last edited by Gunslinger on Aug 21, 2019 18:21, edited 1 time in total.
D.J.Peters
Posts: 7852
Joined: May 28, 2005 3:28

Re: MiniB3d for FreeBasic

Postby D.J.Peters » Aug 20, 2019 17:11

Gunslinger wrote:After problems with loadmesh from DJpeters in openB3D-xx.dll
If no once report any problem's how we should fix them ?

I fixed only small bugs and never touched the load function what is the problem ?

Joshy
Gunslinger
Posts: 35
Joined: Mar 08, 2016 19:10

Re: MiniB3d for FreeBasic

Postby Gunslinger » Aug 20, 2019 17:39

D.J.Peters wrote:
Gunslinger wrote:After problems with loadmesh from DJpeters in openB3D-xx.dll
If no once report any problem's how we should fix them ?

I fixed only small bugs and never touched the load function what is the problem ?

Joshy

i'm not sure. i only know the fighter.3ds from my last zip file does not load when i use your version. (Console: Error: Can't Find Document File '0')
I have seen different kind of pointers in openb3d.bi for the loadmesh funcion. (changing that did not fix the probleem)
And i'm on windows10 64bit machine compiling 32bit most of the time with freebasic 1.05.0-win
Maybe a good idea to add this to your openB3D.bi file.

Code: Select all

type tLightType as long
const as tLightType DIRECTIONAL_LIGHT = 1 ' default
const as tLightType POINT_LIGHT       = 2
const as tLightType SPOT_LIGHT        = 3
const as tLightType DIRECTIONAL_LIGHT_NOSHADOW = -1 ' \
const as tLightType POINT_LIGHT_NOSHADOW       = -2 '  --- without shadows
const as tLightType SPOT_LIGHT_NOSHADOW        = -3 ' /

And i don't understand why this openB3D is not more popular.
Very mush looks like what is used a lot in Unity game engine.
angros47
Posts: 1539
Joined: Jun 21, 2005 19:04

Re: MiniB3d for FreeBasic

Postby angros47 » Aug 20, 2019 18:37

Oh, I understand now. Yes, UpdateNormals works only with meshes, and not with terrains. It's a bug I forgot to fix.

To fix it, in functions.cpp, replace the function UpdateNormals with:

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void UpdateNormals(Entity* ent){
   Mesh* mesh=dynamic_cast<Mesh*>(ent);
   Terrain* terr=dynamic_cast<Terrain*>(ent);
   Geosphere* geo=dynamic_cast<Geosphere*>(ent);

   if (geo)
      geo->UpdateNormals();
   else if (terr)
      terr->UpdateNormals();
   else if (mesh)
      mesh->UpdateNormals();

}


and recompile the library
angros47
Posts: 1539
Joined: Jun 21, 2005 19:04

Re: MiniB3d for FreeBasic

Postby angros47 » Aug 20, 2019 18:48

https://quickfileshare.org/Z1n/openb3d-test.zip

If you don't have the compiler, try this
D.J.Peters
Posts: 7852
Joined: May 28, 2005 3:28

Re: MiniB3d for FreeBasic

Postby D.J.Peters » Aug 20, 2019 19:10

I'm sure this isn't an error !
(again I changed nothing on LoadXYZ())

if your content are in the same folder make sure that the app folder is the current use:

chdir(exepath())
var aAnimMesh = LoadAnimMesh("ninja.b3d")

if the content you will load are not in the current folder you use something like this:
var aAnimMesh = LoadAnimMesh("./media/ninja.b3d")

NOTE: On your Windows 10 if you use FBIDE [F5] for quick run sometimes the created fbidetemp.exe
isn't at the same folder where your *.bas file is
with other words the current path for LoadXYZ() are not the same !

How ever a like OpenB3d but not the any pointer interface ;-)

Joshy
D.J.Peters
Posts: 7852
Joined: May 28, 2005 3:28

Re: MiniB3d for FreeBasic

Postby D.J.Peters » Aug 21, 2019 7:01

@angros47 in PostFX::AddRenderTarget() you use GL_FLOAT for all iFormats:

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glTexImage2D(GL_TEXTURE_2D, 0, iFormat, pass[pass_no].width, pass[pass_no].height, 0, GL_RGBA, GL_FLOAT, 0);
Isn't it ?
iFormat = GL_RGBA16F = GL_FLOAT
iFormat = GL_RGBA32F = GL_FLOAT
iFormat = GL_RGBA8 = GL_UNSIGNED_BYTE <-- !!!

or GL_UNSIGNED_BYTE are only used if you read the texture back from GPU ?

Joshy
angros47
Posts: 1539
Joined: Jun 21, 2005 19:04

Re: MiniB3d for FreeBasic

Postby angros47 » Aug 21, 2019 10:31

I hope this could help: https://stackoverflow.com/questions/34497195/difference-between-format-and-internalformat

"iFormat" is the internal format (how data are stored in the video memory). GL_RGBA and GL_FLOAT are related to the pixel data used to created the texture (a pointer to these data is passed with the last parameter)

Since, in PostFx, no data are passed to the texture. In fact, the last parameter is 0: glTexImage2D is only used to create an empty texture, since pixel data will come from the framebuffer (glFramebufferTexture2D will take care of that), the parameters related to pixel data format are irrelevant.
Gunslinger
Posts: 35
Joined: Mar 08, 2016 19:10

Re: MiniB3d for FreeBasic

Postby Gunslinger » Aug 21, 2019 18:26

I will look in the loadmesh dieper. When i get back from vacation.

Thanks angros for the updatelight fix.
Gunslinger
Posts: 35
Joined: Mar 08, 2016 19:10

Re: MiniB3d for FreeBasic

Postby Gunslinger » Aug 24, 2019 12:13

I'm unable to say whats going on.
Look like there are differences in the loadmesh functions.
I made a example hier: http://ac1.servegame.com:88/download/Loadfighter.zip

.b3d files load fine like the ninja.b3d
the fighter.3ds file from air demo in not working on peters version, well on angros47 openb3d lib.
I did fount a other 3ds file with only a cube in it that loads just fine.

Also the ninja demo still gives me errors while working great.
Error: Can't Find Document File 'C:/work/ninja/enemyninja/nskinbl.jpg'
Error: Can't Find Document File 'C:/work/ninja/enemyninja/nskinbr.jpg'
Error: Can't Find Document File './media/nskinbr.jpg'
Error: Can't Find Document File 'C:/work/ninja/enemyninja/nskingr.jpg'
Error: Can't Find Document File './media/nskingr.jpg'
Error: Can't Find Document File 'C:/work/ninja/enemyninja/nskinwh.jpg'
Error: Can't Find Document File './media/nskinwh.jpg'
Error: Can't Find Document File 'C:/work/ninja/enemyninja/nskinrd.jpg'


Nowhere in the code i have the path "C:/work/.."
i'm confused.
Got the files from peters from this post viewtopic.php?f=14&t=27233&p=255789&hilit=openb3d#p255789
D.J.Peters
Posts: 7852
Joined: May 28, 2005 3:28

Re: MiniB3d for FreeBasic

Postby D.J.Peters » Aug 28, 2019 3:19

@Gunslinger the "absolute wrong texture paths" are stored in the "ninja.b3d" file.

Here are a fix to change the absolute path's to relative path's.

Compile and run it in the /media folder !

NOTE: The original file are overwritten with the fixed version !

Joshy

edit: The fixed "ninja.b3d" file are in the ".zip" file now.

file: "ninja_fix.bas"

Code: Select all

function readTag(byref stream as any ptr, byref restlength as longint) as string
  dim as string tag
  if restlength<4 then
    print "error: in readTag end of stream !"
    beep : sleep: end 1
  end if 
  for i as integer= 0 to 3
    tag &= chr(cptr(ubyte ptr,stream)[i])
  next
  stream+=4 : restlength-=4
  return tag
end function

function readFloat(byref stream as any ptr, byref restlength as longint) as single
  dim as single ret
  if restlength<4 then
    print "error: in readU32 end of stream !"
    beep : sleep: end 1
  end if 
  ret = cptr(single ptr,stream)[0]: stream+=4 : restlength-=4
  return ret
end function

function readI32(byref stream as any ptr, byref restlength as longint) as long
  dim as long ret
  if restlength<4 then
    print "error: in readI32 end of stream !"
    beep : sleep: end 1
  end if 
  ret = cptr(long ptr,stream)[0]: stream+=4 : restlength-=4
  return ret
end function

function readString(byref stream as any ptr, byref restLength as longint) as string
  dim as string ret
  dim as ubyte char = cptr(ubyte ptr,stream)[0]:stream+=1:restLength-=1
  while char<>0
    ret &= chr(char)
    char = cptr(ubyte ptr,stream)[0]:stream+=1:restLength-=1
  wend
  if restlength<0 then
    print "error: in readString end of stream !"
    beep : sleep: end 1
  end if 
  return ret
end function

'
' main
'
chdir exepath()

var hFile = FreeFile()
if open("ninja.b3d",for binary,access read, as #hFile) then
  print "error: can't read 'ninja.b3d' !"
  beep : sleep : end 1
end if

var nBytes = LOF(hFile)
if nBytes<>106407 then
  close #hFile
  print "error: this is not the original 'ninja.b3d' file !"
  beep : sleep : end 1
end if

dim as ubyte ptr FileBuffer = allocate(nBytes)
get #hFile,,*FileBuffer,nBytes
close #hFile

print "file size: " & nBytes ' 106407

var stream       = FileBuffer
var BB3D_Tag     = readI32(stream,nBytes)
var BB3D_Size    = readI32(stream,nBytes)
var BB3D_Version = readI32(stream,nBytes)

var TEXS_Tag  = readI32(stream,nBytes)
var TEXS_Size = readI32(stream,nBytes)

type BB3D_TEXTURE
  as string file
  as long   flag
  as long   blend
  as single u_pos
  as single v_pos
  as single u_scale
  as single v_scale
  as single angle
end type
dim as BB3D_TEXTURE tex(4)

' subtract "old" TEXS tag size from BB3D tag size
BB3D_Size -= TEXS_Size

' reset TEXS tag size
TEXS_Size=0
for i as integer = 0 to 4
  with tex(i)
    .file    = readString(stream,nBytes)   
    print "change: '" & .file & "' to './media/nskinbl.jpg'"
    .file    = "./media/nskinbl.jpg"
    TEXS_Size+=len(.file)+1 ' + 1 zero string terminator
    .flag    = readI32(stream,nBytes)
    .blend   = readI32(stream,nBytes)
    .u_pos   = readFloat(stream,nBytes)
    .v_pos   = readFloat(stream,nBytes)
    .u_scale = readFloat(stream,nBytes)
    .v_scale = readFloat(stream,nBytes)
    .angle   = readFloat(stream,nBytes)
    TEXS_Size += 28
  end with
next


hFile = FreeFile()
if open("ninja.b3d",for binary,access write, as #hFile) then
  print "error: can't write 'ninja.b3d' fix !"
  beep : sleep : end 1
end if

print "write fixed 'ninja.b3d' file"


' add "new" fixed TEXS tag size to the BB3D tag size
BB3D_Size += TEXS_Size

' write BB3D header
put #hFile,,BB3D_Tag
put #hFile,,BB3D_Size
put #hFile,,BB3D_Version
' write fixed texture tag
put #hFile,,TEXS_Tag
put #hFile,,TEXS_Size

' write the fixed textures
for i as integer = 0 to 4
  with tex(i)
    dim as ubyte char
    for j as integer = 0 to len(.file)-1
      char = .file[j]
      put #hFile,,char
    next
    char = 0
    put #hFile,,char  ' zero string terminator
    put #hFile,,.flag
    put #hFile,,.blend
    put #hFile,,.u_pos
    put #hFile,,.v_pos
    put #hFile,,.u_scale
    put #hFile,,.v_scale
    put #hFile,,.angle
  end with
next

' write rest of the file
put #hFile,,*stream,nBytes
close #hFile
deallocate FileBuffer
print "done ..."
sleep
Gunslinger
Posts: 35
Joined: Mar 08, 2016 19:10

Re: MiniB3d for FreeBasic

Postby Gunslinger » Aug 28, 2019 21:49

Oke thats is clear now.

Then what about the fighter.3ds file?
Is the problem also in the file it self.
That does not explain why your version 1.25 openB3D build is not load it.
While the other from angros47 works fine.

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