71 lines
5.1 KiB
Plaintext
71 lines
5.1 KiB
Plaintext
[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Planning Lighting from Depth Peels" vod_platform=youtube id=QEJKHpqlTSs annotator=Miblo]
|
|
[0:07][Recap and set the stage for the day]
|
|
[2:24][Run the game to show off the renderer and camera movement]
|
|
[5:55][Launch the code with a few words on the tweaked 4coder UI, and our intentions for the light textures]
|
|
[9:09][Blackboard: Light accumulation pass]
|
|
[13:08][Run the game and note that there's no shadowing, with a few words on shadow maps]
|
|
[17:18][Blackboard: Using our depth peels as geometry for the bounce lighting]
|
|
[18:59][Blackboard: Screen-space ambient occlusion (SSAO)]
|
|
[20:49][Blackboard: Voxel cone tracing]
|
|
[23:05][Hunt for a paper on ambient occlusion]
|
|
[26:19]["I don't want pirate stuff, I want Pirates of the Caribbean"][quote 580]
|
|
[29:52][Consult 'Dynamic Ambient Occlusion and Indirect Lighting'[ref
|
|
site="NVIDIA Developer"
|
|
page="Chapter 14. Dynamic Ambient Occlusion and Indirect Lighting"
|
|
url="https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter14.html"]]
|
|
[35:13][Blackboard: Writing out the normal with the depth buffer, filtered down in resolution]
|
|
[39:01][Blackboard: The expense of this scheme]
|
|
[43:35][Blackboard: Sampling from the textures[ref
|
|
site="NVIDIA Developer"
|
|
page="Chapter 14. Dynamic Ambient Occlusion and Indirect Lighting"
|
|
url="https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter14.html"]]
|
|
[47:48]["We are out in complete La La Land, and I admit that, but, I mean, it's lighting, what do you want from me?"][quote 582]
|
|
[47:57][Blackboard: Multigrid lighting, modulating incoming values at successively finer resolutions]
|
|
[56:42]["That's my stupid idea. I hope you like it"][quote 583]
|
|
[56:54][Blackboard: Possible discontinuities caused by the mipmap boundaries]
|
|
[58:22][Consider going for this hierarchically merged lighting idea]
|
|
[1:00:55][Blackboard: Lighting memory requirements]
|
|
[1:08:25][Blackboard: Hardware capability requirements]
|
|
[1:13:18][Consult the OpenGL Hardware Database[ref
|
|
site="OpenGL"
|
|
page="Hardware Database"
|
|
url="http://opengl.gpuinfo.org/"] and OpenGL Core Profile 4.4[ref
|
|
site="Khronos"
|
|
page="OpenGL 4.4 Core Profile"
|
|
url="https://khronos.org/registry/OpenGL/specs/gl/glspec44.core.pdf"]]
|
|
[1:16:09][handmade_opengl.h: Add MaxColorAttachments and MaxSamplersPerShader to open_gl, and enable OpenGLInit() to poll for those values[ref
|
|
site="Khronos"
|
|
page="glcorearb.h"
|
|
url=https://www.khronos.org/registry/OpenGL/api/GL/glcorearb.h]]
|
|
[1:20:06][Run the game and inspect the MaxColorAttachments and MaxSamplersPerShader values for our card]
|
|
[1:20:44][Consult the OpenGL Hardware Database for GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS[ref
|
|
site="OpenGL"
|
|
page="Hardware Database"
|
|
url="http://opengl.gpuinfo.org/"]]
|
|
[1:22:19][Go for it, considering first how many mip levels to use]
|
|
[1:30:11][handmade_opengl.h: Introduce light_buffer and add an array of them to the open_gl struct]
|
|
[1:36:43][handmade_opengl.cpp: Enable OpenGLChangeToSettings() to free and allocate lighting framebuffers]
|
|
[1:39:08][handmade_opengl.cpp: Try to make FramebufferTexImage() pass 0 as the Format, Type and Data to glTextImage2D()]
|
|
[1:41:33][Run the game and hit a GL_INVALID_ENUM error]
|
|
[1:41:51][handmade_opengl.cpp: Enable OpenGLChangeToSettings() to attach our textures to the lighting framebuffer[ref
|
|
site="Khronos"
|
|
page="Sampler (GLSL)"
|
|
url=https://www.khronos.org/opengl/wiki/Sampler_(GLSL)]]
|
|
[1:51:58][Run the game and see our surfaces ready to go]
|
|
[1:52:44][Q&A][:speech]
|
|
[1:53:28][@dautor][Are you planing on taking a different / non-conventional approach to lighting?]
|
|
[1:53:43][@itsaunicorndog][Any recommended programs to use for a noob?]
|
|
[1:54:18][@x13pixels][Is that metal music coming from the stream or am I trippin'?]
|
|
[1:54:38][@dautor][Will you port the game to JAI? Or make a part of it in JAI once it comes out, and just link to the original?]
|
|
[1:55:37][@willsch][Which do you think will take longer, coding the engine or coding the actual game?]
|
|
[1:57:59][@itsaunicorndog][Editor for programming]
|
|
[1:59:07][@hholst80][Do you work on Handmade Hero outside of the streaming time? How representative is the time on stream to the total time you put down on the programming / architecture?]
|
|
[2:01:16][@garryjohanson][Off-topic and not really a question: There exists an IDE in Linux called "code::blox". It works great but I don't know if it has feature parity with vs. But something to look into, perhaps]
|
|
[2:02:08][@macielda][About Retained and Immediate mode, do you think these paradigm boxes work for game code (as opposed to engine code) as well?]
|
|
[2:04:15][Retention]
|
|
[2:08:28][@macielda][If so, would you write your game logic code in Immediate mode or Retained mode?]
|
|
[2:10:25][@dautor][I plan on starting a project this summer, a 4D perspective projection voxel game. May I ask you for some tips on graphics, then? (Like, how do I utilize the graphics card the best, because it is not optimized for 5x5 matrices and it's hard to think with other concepts for me?)]
|
|
[2:11:02][Blackboard: GPUs aren't actually \[XYZW\] vectors]
|
|
[2:16:19][Wind it down][:speech]
|
|
[/video]
|