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Mastering SFML Game Development

You're reading from   Mastering SFML Game Development Inject new life and light into your old SFML projects by advancing to the next level.

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Product type Paperback
Published in Jan 2017
Publisher Packt
ISBN-13 9781786469885
Length 442 pages
Edition 1st Edition
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Author (1):
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Raimondas Pupius Raimondas Pupius
Author Profile Icon Raimondas Pupius
Raimondas Pupius
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Table of Contents (11) Chapters Close

Preface 1. Under the Hood - Setting up the Backend FREE CHAPTER 2. Its Game Time! - Designing the Project 3. Make It Rain! - Building a Particle System 4. Have Thy Gear Ready - Building Game Tools 5. Filling the Tool Belt - a few More Gadgets 6. Adding Some Finishing Touches - Using Shaders 7. One Step Forward, One Level Down - OpenGL Basics 8. Let There Be Light - An Introduction to Advanced Lighting 9. The Speed of Dark - Lighting and Shadows 10. A Chapter You Shouldnt Skip - Final Optimizations

Deferred rendering


Deferred rendering/shading is a technique that gives us greater control over how certain effects are applied to a scene by not enabling them during the first pass. Instead, the scene can be rendered to an off screen buffer, along with other buffers that hold other material types of the same image, and then drawn on the screen in a later pass, after the effects have been applied, potentially in multiple passes as well. Using this approach allows us to separate and compartmentalize certain logic that would otherwise be entangled with our main rendering code. It also gives us an opportunity to apply as many effects to the final image as we want. Let's see what it takes to implement this technique.

Modifying the renderer

In order to support all the fancy new techniques we're about to utilize, we need to make some changes to our renderer. It should be able to keep a buffer texture and render to it in multiple passes in order to create the lighting we're looking for:

class Renderer...
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