A helping hand for bedroom coders throughout the land.
Deferred Lighting Teaser

Blogs

RandomChaos

Syndication

So, have resolved some silly issues and school boy errors made while porting my deferred lighting stuff from XNA 3.1 to XNA 4.0, and this is what it looks like at the moment, as you can see there are 5 point lights, a directional light and a cone light in here as well as a skybox.

image

In the shot you can see my debug out put of the deferred lighting system as well as the FPS. In order (left to right), you can see the color map, the specular/glow/reflection map, the bump/normal map, depth map and finally the light map. The large image in the clip is the final render that combines these maps.

So I hear you say “So where is the blog post on the technique!!” Well, I think I am going to add the instancing to it, then this will give me a nice big chunk I can then do a number of posts on. I will then follow up with the post processing including the water PP effect.

Now, I do have to say, before I post this stuff up, it is just how I have gone about doing deferred lighting, please don’t think this is the best or optimum way to do it, please take it as you see it and build on it, create something with it and make it your own… Oh and I dare say there will be my usual blunders in there :P

Anyway, hope you like the pics and are looking forward to the posts. Also, don’t think I have stopped the thread on programming in C# with XNA, I will be adding to this too at some point, but there are only so many hours in the day. As well as my supper secret stuff I am also trying to get my talk together for September, hope you find it useful :)

image  image image

:D


Posted Fri, Jul 30 2010 10:43 PM by Charles Humphrey

Comments

Simon Jackson XNAUK Admin wrote re: Deferred Lighting Teaser
on Sat, Jul 31 2010 5:46 PM

Is that a tiger I can see, that's new !!

Charles Humphrey wrote re: Deferred Lighting Teaser
on Sat, Jul 31 2010 7:19 PM

The tiger ships with the DirectX SDK so, it's not that new.. :P

Peter wrote re: Deferred Lighting Teaser
on Sun, Aug 1 2010 10:46 AM

Nice that you are pushing it forward:)!

I can't wait to see full presentation with terrain, transparent objects like grass and leaves on trees:) and post process water:) and your very nice clouds joined with soft particles technique :)

Wish you a lot of power and ideas to work. It's hard to join all this things together ... to got almost :) a full 3d engine :) ... my is developing very slow :)

Cheers !!!

Charles Humphrey wrote re: Deferred Lighting Teaser
on Sun, Aug 1 2010 11:13 AM

lol, well not sure I will take it that far, if I have time I will I guess.

Microsoft Weblogs wrote Windows Client Developer Roundup 035 for 8/2/2010
on Mon, Aug 2 2010 5:39 AM

This is Windows Client Developer roundup #35. The Windows Client Developer Roundup aggregates information

Dark Genesis wrote Now it’s time for a little transition
on Fri, Aug 27 2010 10:57 AM

Hot on the heals of the updates to the CC GSM code, I decided to go that little bit further and add some