• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Migi0027

Blending Operations - Lighting

3 posts in this topic

Hi guys wink.png .

 

So, with my pipeline I render the albedo, normal, depth ( etc... ) to different individual render targets for each object, then later, I process this information, and generate a result. Now, I'm changing my pipeline a bit, but I've collided with a problem, about the blending of lighting. [ Change: I'm taking the diffuse color into account in the lighting shaders ]

 

What blending operations could be suitable for this pipeline: (?) [ Not actual code ]

..Render GBuffer
..

SetLightingDiffRT();
EnableLBlendMode();

for all directional_lights
    renderDirLScreenQuad(GBuffer);

for all point_lights
    renderPointLScreenQuad(GBuffer);

 
So the diffuse color is taken into account in the lighting calculations. Now what I would think of doing would to simply add the colors, with the blending operations, but, I'm not sure whether this is the correct approach...

 

What I did before worked ok, but, it was more of a hack, and I'd rather avoid it.

 

What blending operations do you use for this situation? What should I use? ( Could you give me an example? )

 

Thank you for your time, as always.

-MIGI0027

Edited by Migi0027
0

Share this post


Link to post
Share on other sites

Either, you accumulate all the lighting together in one render target and after modulate that render target with the albedo.

 

Or, read the albedo while processing each different lighting type, modulate with the lighting value and accumulate to one render target.

 

Both will produce the same result. The first one has less texture reads. However, nothing prevents you from accumulating all the lighting at once inside one shader. 

 

Cheers!

0

Share this post


Link to post
Share on other sites

So if I'd accumulate everything to one render target, taking in the albedo color at the place, I'd need some kind of additive blending, right?

 

Like if you have two pixels (RGBA) [ (0, 0.5, 0, 1) and (0, 0.5, 0, 1), it'd become (0,1,0,1).

 

Is this the correct way to look at things?

 

EDIT. And thanks btw!

Edited by Migi0027
0

Share this post


Link to post
Share on other sites

It seems like I've misunderstood a few things, thank you for your input.

 

So because of some limitations, I've chosen the compute shader for my lighting calculations, and doing the blending manually in there. ( Thanks Bacterius for the suggestion )

 

Again, thank you.

-MIGI0027

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0