• 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
KoldGames

Handling Post Processing after Deferred Shading

2 posts in this topic

Hello everyone!  I finally finished implementing Deferred Shading as well as Deferred Lighting in my engine.  I am now to point where I would like to add some Post Processing Effects and was wondering, what is the most efficient way to set this up and allow multiple effects?  I was thinking that I'd have something like this: For each effect, set to render to a single target, call the effects Render method, in the effect's Render method, create a copy of the target before clearing, render the effect using the target I copied (the last effects output texture), set to the back buffer, then render the target.

void NXPPBloom::Render(NXRenderTarget& target)
{
   //Get the last effect output texture before I clear
   NXTexture2D before = target.Texture;

   target.Clear(0, 0, 0, 0);
   
   //Bloom code...
} 

Do you guys think this will work? Is there a more efficient or easier way to do this? Thanks! :)

0

Share this post


Link to post
Share on other sites

Usually the approach is to have 2 render targets and 'ping pong' between them. Let's say the result of your deferred rendering scene ends up in RT1.

 

Post Effect A renders to RT2 using RT1 as a texture.

Post Effect B renders to RT1 using RT2 as a texture

Post Effect C renders to RT2 using RT1 as a texture

 

etc.

 

That's the basic approach, although the details can get a bit messy. e.g. You might want to reuse some of your G-buffer render targets rather than allocating new ones. You might want to do some of your post effects at reduced resolution. You might want to combine some post effects into single passes to better balance ALU and bandwidth usage in your shaders.

1

Share this post


Link to post
Share on other sites

Hey everyone!  I setup a quick post process effect system and got laying effects working! I'm really excited! Haha! It seems to be working fine.  I'll post here if I encounter any problems in the future.  I'm actually using 5 targets (color, normal, depth, lighting, and final image) in deferred shading, then passing my final image target to my post process manager which then uses one single render target to layer effects! So six targets! (because I couldn't get it working with taking one of my original targets and re-using it lol).

 

Original Image

b82h.png

 

Grayscale Effect Added to Manager:

jy9k.png

 

Blur Added:
2w0w.png

 

Grayscale Disabled:
wiw9.png

 

Thanks! smile.png
 

Edited by KoldGames
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