DevBlog 22 - Tighten Up The Graphics (Adding HDR, Bloom, Normal Maps, and more) [OpenGL 3.3]

Published April 09, 2022
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I've refactored the rendering system in my engine.

The old way of rendering was complete in SDR.

In this update I created a separate off screen framebuffer that everything is rendered to first.

This offscreen framebuffer is a float framebuffer, and can store values outside of the normal [0,1] range.

This allows me to store realistic lighting values.

Before the imagine is rendered on screen, the offscreen framebuffer is put on the main framebuffer and mapped back to a [0,1] range using Reinhard tone mapping.

To make things look better I added a simple bloom implementation.

It just collects anything emitting light greater than some specified value.

A series of Horizontal and Vertical Gaussian blurs are applied to the high light value colors and then blended back onto the final image.

I added a fire effect behind the ship to give illusion that something is actually pushing the ship forward.

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