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https://github.com/PlumCantaloupe/CinderBlock-Deferred-Renderer
A Cinder apps that utilizes a deferred rendering engine to render lights and SSAO. There is also point-light shadow-mapping.
https://github.com/PlumCantaloupe/CinderBlock-Deferred-Renderer
Last synced: 7 days ago
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A Cinder apps that utilizes a deferred rendering engine to render lights and SSAO. There is also point-light shadow-mapping.
- Host: GitHub
- URL: https://github.com/PlumCantaloupe/CinderBlock-Deferred-Renderer
- Owner: PlumCantaloupe
- Created: 2012-12-21T15:32:47.000Z (almost 12 years ago)
- Default Branch: master
- Last Pushed: 2015-06-01T13:32:32.000Z (over 9 years ago)
- Last Synced: 2024-08-02T17:35:54.593Z (3 months ago)
- Language: C++
- Size: 858 KB
- Stars: 32
- Watchers: 7
- Forks: 9
- Open Issues: 0
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Metadata Files:
- Readme: README.md
Awesome Lists containing this project
README
What is this?
A Cinder Block deferred rendering meant for ready-to-go scenes with many dynamic lights and SSAO. There is also point-light shadow-mapping and FXAA. Works on both Xcode and VS2012, and includes both a simple and advanced template.Drag this into your blocks folder within your Cinder directory (0.8.5, possibly 0.8.4), and use Tinderbox (under the toold directory) to create a projects with everything copied over appropriately.
Included "Advanced" Template
Included "Basic" Template
Projects using this engine
"Pedestal"
"Space-man Marionette"
Deferred rendering + shadow-mapping uses a huge amount if VRAM (one of its disadvantages); but its advantages can be a large amount of dynamic point lights possible.
Tips to get better framerates:
- adjust app window size
- lower FBO resolution
- turn off number shadow-mapped lights by setting last parameter of LIGHT_PS constructor to false
- reduce intensity/AOE of lights (adjust LIGHT_BRIGHTNESS_DEFAULT to be lower).
- Tested on Macbook Pro 2010 Mountain Lion ~40fps (release)
- Tested on HP620 Windows 7 ~ 170 fps (release)THANKS: Also special thanks to the many Cube-mapping, deferred rendering, SSAO, and shadow-mapping bits of code out there. They were all very helpful in creating this project.