- (Optional)
Add a directional light to your scene
- Consider
using an #include file and call a function
- It
is up to you whether to replace the point light or to keep it and have
two lights
- Add
a full-screen post-process pass
- Your
engine must draw a quad
- The
shader can be anything you want. Some suggestions are:
- "Vignetting"
(multiply a texture on top of the back buffer, like darkened edges)
- Distortion
(using a sine wave, for example)
- Bloom
or Depth of Field. Both of these are quite a bit more complicated than
the previous two, but if you are curious you may read up about them and
try it out.
- Add
some kind of UI overlay element on top of the finished image
- Your
engine must draw a quad. There are two options for how to size it:
- You
can draw the same full-screen quad that you did for your post-processing
and let the shader transform it
- You
can compute the size in our C++ code and then use the provided
coordinates directly in the shader
- There must be
some kind of alpha in the texture you use. (A good candidate for this is
some kind of text, but anything with alpha is acceptable, even a leaf :)
This blog is a sister of my other blog: Inside Sherls' Right Brain. In this blog I focus mainly on my technical side as software engineer. I share my current project, my job search, my programming practice, just everything about programming. I took a Master's in CS with emphasis Game Programming. Yes, it means this blog will focus more on game programming. :)
Wednesday, 17 April 2013
Assignment 11: Post Processing
Requirements
Labels:
Game Graphics
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