• 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

Sky in Deferred Shading & Light Pre-Pass

10 posts in this topic

Hello! I would like to add a sky to my deferred shading and light pre-pass renderers.  I already have a working skybox in my forward renderer. How would I do this? Is there some sort of post process sky technique I could try? Thanks! smile.png

Edited by KoldGames
0

Share this post


Link to post
Share on other sites

After combining the lighting buffer and the deferred buffers in our light pre-pass renderer into the target buffer, I just render the skydome into the same buffer afterwards. The same goes for transparent objects.

 

Cheers,

Henning

www.heroesandgenerals.com

0

Share this post


Link to post
Share on other sites

Hello! So I've been working on it and managed to get the skybox into the color buffer, but nothing is showing up in the final image.  The only way I could get the skybox to show up in the color buffer was by rendering the skybox before I everything.

b8n4.png

 

Here is a link to my deferred shading code:

 

NXRTDeferredShading.h

NXRTDeferredShading.cpp

 

Also, a link to my skybox code:
 

NXSkybox.h

NXSkybox.cpp

 

Also, your game looks pretty awesome.  I'm definitely going to try it out. Anyways, thanks for your time, I really appreciate it. :)

0

Share this post


Link to post
Share on other sites

Hello! So I've been working on it and managed to get the skybox into the color buffer, but nothing is showing up in the final image.

The sky does not go into the color buffer and that is not what he said to do.
Draw the color buffer without the sky, combine all the buffers, then add the sky afterwards.


L. Spiro
0

Share this post


Link to post
Share on other sites

The sky does not go into the color buffer and that is not what he said to do.
Draw the color buffer without the sky, combine all the buffers, then add the sky afterwards.

 

Hey! Sorry, I seem to be lacking a little attention to detail today. Haha, anyways, I believe I've now done what he has said.

void NXRTDeferredShading::Finalize(const NXStopwatch& gameTime)
			{
				RenderTargets[4].Set();
				RenderTargets[4].Clear(0, 0, 0, 0);
				combineShader.SetVSConstants();
				combineShader.SetPSResources();
				combineShader.Apply();
				renderQuad.RenderWithCustomEffect();
				HandleOutside(gameTime);

				NXGPU::SetToBackBuffer();
				NXGPU::DisableZBuffer();
			} 

After setting to render to my fourth target (putting final image in separate buffer for post process purposes; I'd like to the skybox to affected by motion blur as well), I render my quad with my combine shader, and I render outside objects (my skybox). As a result, I only see my skybox.  I've tried setting a blend state and rendering, and only saw the slightly transparent lit face of the cube but the skybox was still rendered correctly.  I've updated the dropbox.

Edited by KoldGames
0

Share this post


Link to post
Share on other sites

RenderTargets[4].Clear(0, 0, 0, 0);

^^ You're erasing the contents of the render-target before you draw the sky into it?

 

Also, is the depth-buffer bound, which was used earlier to render the rest of the scene?

0

Share this post


Link to post
Share on other sites

[font=courier new']RenderTargets[4].Clear(0, 0, 0, 0);[/font]
^^ You're erasing the contents of the render-target before you draw the sky into it?

Also, is the depth-buffer bound, which was used earlier to render the rest of the scene?

Hey! RenderTargets[4] doesn't have anything in it when I clear it. It's just a target that I render my final combined image to so I can pass it as a texture. After that, RenderTargets[4] is just sent to my post process manager which uses it as an input texture for the first effect, chains the rest of the effects together and renders the processed output to the screen. And I believe the depth buffer is bound.
0

Share this post


Link to post
Share on other sites

Oh, I thought you were rendering the sky into the same buffer that you rendered the lit scene into.

BTW, it's a bad habit to clear a target and then draw into every pixel of it (e.g. the sky also clears every pixel with the sky colour, so it's a waste of time to clear beforehand).

The flow should be:

                   Draw scene    -> [GBuffer/Depth]
[GBuffer/Depth] -> Draw Lighting -> [Accumulator]
                   Draw sky      -> [Accumulator/Depth]
[Accumulator]   -> Post Process  -> [Final] 
0

Share this post


Link to post
Share on other sites

Make sure you render the sky with the depth buffer from your scene enabled. But it should be done as Hodgman describes.

 

n!

0

Share this post


Link to post
Share on other sites

Hey guys! I got it working in Light Pre Pass (I didn't finish the renderer all the way but I finished it now).  Now I just have to get it working in Deferred Shading.

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