/** Implementation of Deferred Shading in OGRE using Multiple Render Targets and HLSL/GLSL high level language shaders. // W.J. :wumpus: van der Laan 2005 // Deferred shading renders the scene to a 'fat' texture format, using a shader that outputs colour, normal, depth, and possible other attributes per fragment. Multi Render Target is required as we are dealing with many outputs which get written into multiple render textures in the same pass. After rendering the scene in this format, the shading (lighting) can be done as a post process. This means that lighting is done in screen space. Adding them requires nothing more than rendering a screenful quad; thus the method allows for an enormous amount of lights without noticable performance loss. Little lights affecting small area ("Minilights") can be even further optimised by rendering their convex bounding geometry. This is also shown in this demo by 6 swarming lights. The paper for GDC2004 on Deferred Shading can be found here: http://www.talula.demon.co.uk/DeferredShading.pdf This uses a heavily hacked version of the Ogre PostProcessing framework by Manuel. ******************************************************************************* Copyright (c) W.J. van der Laan Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ******************************************************************************* */ #ifndef H_WJ_LightMaterialGenerator #define H_WJ_LightMaterialGenerator #include "MaterialGenerator.h" class LightMaterialGenerator: public MaterialGenerator { public: LightMaterialGenerator(const Ogre::String &language); }; #endif