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== 2017 == | == 2017 == | ||
=== Canvas + Effects goes Deferred Rendering === | |||
Icecode GL has been experimenting with effects/shaders support for Canvas and got something kind of dirty and primitive but it works: | |||
[[File:Canvas+Effects vs deferred.png|thumb|been experimenting with effects/shaders support for Canvas and Icecode GL got something kind of dirty and primitive but it works]] | |||
It works similarly to how Rembrandt does its buffers. There is a new texture type called "canvas" that allows shaders to access any canvas texture via a texture unit, just like you'd access a normal texture from the hard drive. This removes (most) limitations of addPlacement, which can only substitute the "base" texture (unit 0). The posibilities are endless, it just needs some care and work. At the moment we could have shadow mapping outside Rembrandt just by creating a new view placed at the Sun and make it render the depth buffer to a canvas. Then every ALS shader could access this canvas and do the shadow comparison thingy. Planar reflections in the water should be kind of trivial as well, it'd just require the model-view matrix to be multiplied by a reflection matrix and the water shader could just paste the result over the water surface (with some more fancy calculations to make it pretty of course).<ref>{{cite web | |||
|url = https://forum.flightgear.org/viewtopic.php?p=318662#p318662 | |||
|title = <nowiki> Re: Canvas:View development </nowiki> | |||
|author = <nowiki> Icecode GL </nowiki> | |||
|date = Sep 11th, 2017 | |||
|added = Sep 11th, 2017 | |||
|script_version = 0.40 | |||
}}</ref> | |||
=== Canvas & Slave Cameras === | === Canvas & Slave Cameras === | ||
{{See also|Howto:Canvas View Camera Element}} | {{See also|Howto:Canvas View Camera Element}} | ||