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Toon (cel-) shading, ideas?

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Post  yarri Mon Oct 12, 2009 5:53 pm

Hi, I haven't really done much yet but look at the HeNe code but has anyone tried applying toon or cel-shading techniques using SIO2?

http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=37

Thanks,
--yarri

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Post  sio2interactive Mon Oct 12, 2009 6:05 pm

I just check the code quickly... and it should be really easy to implement with SIO2... no sweat Wink

If you get it up and running (if you don't mind), send it to me, I will integrate the workflow inside one of the existing tutorials.

Cheers and Good luck!
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Post  yarri Tue Oct 13, 2009 1:54 am

Well my first attempt using face culling and a 2-pass object rendering doesn't look too good:
Toon (cel-) shading, ideas? Pictur12

I added this code to the tutorial02 render function, where _SIO2object points to suzanne and I explicitly render it using:
Code:

         _SIO2object->dst = 1.0f;
         vec3 scaleup = {1.1f, 1.1f, 1.1f };
         sio2TransformSetScl(_SIO2object->_SIO2transform, &scaleup);
         sio2TransformBindMatrix( _SIO2object->_SIO2transform );
         
         glPushMatrix();
         {
            glEnable( GL_BLEND );                  // Enable Blending
            glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );  // Set The Blend Mode
            
            // Draw Backfacing Polygons As Wireframes
            //glPolygonMode( GL_BACK, GL_LINE );
            glLineWidth( outlineWidth );                        // Set The Line Width
            
            glCullFace( GL_FRONT );            // Don't Draw Any Front-Facing Polygons
            glDepthFunc( GL_LEQUAL );          // Change The Depth Mode
            
            glColor4f( 0.0f, 0.0f, 0.0f, 1.0f );            // Set The Outline Color
            
            sio2ObjectRender( _SIO2object, sio2->_SIO2window, sio2->_SIO2camera, 0, 1 );
            
            glDepthFunc( GL_LESS );            // Reset The Depth-Testing Mode
            glCullFace( GL_BACK );              // Reset The Face To Be Culled
            // Reset Back-Facing Polygon Drawing Mode
            //glPolygonMode( GL_BACK, GL_FILL );
            glDisable( GL_BLEND );              // Disable Blending
            
         }
         glPopMatrix();
         
         sio2MaterialReset();
         sio2ObjectReset();
         
         vec3 scaledown = {1.0f, 1.0f, 1.0f };
         sio2TransformSetScl(_SIO2object->_SIO2transform, &scaledown);
         sio2TransformBindMatrix( _SIO2object->_SIO2transform );
         
         sio2ObjectRender( _SIO2object, sio2->_SIO2window, sio2->_SIO2camera, 1, 1 );

Next, I'll look into porting the HeNe code but I don't understand how to use _SIO2vertexshader() and I suspect that might be critical?

--yarri

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Post  sio2interactive Tue Oct 13, 2009 2:05 am

Yeah, might help you alot... check the source of MeditationGarden to check how to use SIO2vertexshader.
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