The First Images of the Deferred Renderer
Now I’m working on the renderer and just added deferred shading to it. The implementation is far from optimal but the results are promising. The G-buffer is too “thick”, it is definitively not too effective to store the 3D eye coordinate position for each pixel, but I wanted to make it work first. The second problem is the fill rate that goes high when many visible lights are covering large areas of the rendered image. I think I will try to skip unlit pixels from the light pass by using some stencil buffer tricks or something similar.
There are multiple local omnidirectional lights and one big directional light (the sun) with ambient term for the whole scene. The bouncing projectiles are also emit light.