Project Rembrandt: Difference between revisions

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:*Sunlight pass: a second screen aligned quad is drawn and a shader computes the view position of every pixel to compute its diffuse and specular color, using the normal stored in the first stage. The resulting color is blended with the previous pass.
:*Sunlight pass: a second screen aligned quad is drawn and a shader computes the view position of every pixel to compute its diffuse and specular color, using the normal stored in the first stage. The resulting color is blended with the previous pass.
:*Fog pass: a new screen aligned quad is draw and the position of the pixel is computed to evaluate the amount of fog the pixel has. The forg color is blended with the result of the previous stage.
:*Fog pass: a new screen aligned quad is draw and the position of the pixel is computed to evaluate the amount of fog the pixel has. The forg color is blended with the result of the previous stage.
;In the end, the Display Stage, with optional Post-Processing effect :
:The results of the previous buffers are pushed to the main framebuffer to be displayed, optionally modified to show Glow, Motion blur, HDR, redout or blackout, anti-aliasing, etc...
In FG, we end the rendering pipeline by displaying the GUI and the HUD.
All these stage are more precisely described if this [http://bat710.univ-lyon1.fr/~jciehl/Public/educ/GAMA/2007/Deferred_Shading_Tutorial_SBGAMES2005.pdf tutorial] that is the basis of the current code, with some addition and modifications.
== Caveats ==
Deferred rendering is not capable to display transparent. For the moment, clouds are renderer separately and should be lit and shaded by their own. Transparent surfaces are alpha-tested and not blended. They would have to be drawn in their own bin over the composited image.
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