By Girardi M., Matzeu M.

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Choosing the structure of the GBuffer is a very important decision. The bare minimum you can get away with is storing depth, base color, normal, specular power, and specular intensity. For this configuration, you will need between three to four render targets. Storing depth and base color is straight forward. Use a D24S8 render target for the depth and stencil. For base color we will be using an A8R8G8B8 render target as the base color values are usually sampled from 8 bit per-pixel texture. The alpha channel of the color target can be used to store the specular intensity.

The following screenshot shows a red capsule light source: Capsule lights can be used to represent fluorescent tubes or a lightsaber. Getting ready Capsules can be thought of as a sphere split into two halves, which are then extruded by the length of the capsule light's line length. The following figure shows the line start point A and end points B and R are the light's range: P B A R 23 Forward Lighting How to do it... w ); float3 CapsuleLightColor : packoffset( c2 ); } Point A, referred to as the starting point is stored in the shader constant CapsuleLightPos.

This is due to a compiler restriction that won't allow a pixel shader to output any other type of floating point value. Just fill the W component with something (it will be ignored when written into the target). Normalizing the specular power is straightforward. 0 }; 44 Chapter 2 Finally, we need to pack all the different values into the GBuffer format. 0); return Out; } This function takes the base color, normalized normal, specular intensity, and specular power as input and outputs those values packed in the GBuffer format.

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Existence of periodic solutions for some second order quasilinear Hamiltonian systems by Girardi M., Matzeu M.


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