deferred renderer in csharp

To implement deferred rendering in C#, you can follow these general steps:

  1. Create a framebuffer with multiple textures to store information about the scene, such as position, normal, and albedo.
// create geometry framebuffer with render targets for position, normal and albedo
_gBuffer = new FrameBuffer(_width, _height);
_gBuffer.Add("position", Format.Rgba32f);
_gBuffer.Add("normal", Format.Rgba32f);
_gBuffer.Add("albedo", Format.Rgba32);
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  1. Render the scene's geometry to the framebuffer, using a shader that outputs the position, normal, and albedo to the appropriate textures.
// bind geometry framebuffer
_gBuffer.Bind();
_gBuffer.SetDrawBuffers(new[] { "position", "normal", "albedo" });
_gBuffer.Clear();

// render scene geometry
_shader.SetUniform("projectionMatrix", _camera.ProjectionMatrix);
_shader.SetUniform("viewMatrix", _camera.ViewMatrix);
foreach (var mesh in _meshes)
{
    _shader.SetUniform("modelMatrix", mesh.ModelMatrix);
    mesh.Render();
}
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  1. For each light in the scene, render a fullscreen quad using a shader that applies the lighting calculations to the information stored in the framebuffer, accumulating the results in a final texture.
// bind lighting framebuffer
_lightBuffer.Bind();
_lightBuffer.SetDrawBuffers(new[] { "color" });
_lightBuffer.Clear();

// render fullscreen quad for each light
_pointLightShader.Bind();
_pointLightShader.SetUniform("projectionMatrix", Matrix4.Identity);
_pointLightShader.SetUniform("viewMatrix", Matrix4.Identity);
foreach (var light in _lights)
{
    _pointLightShader.SetUniform("lightPosition", light.Position);
    _pointLightShader.SetUniform("lightColor", light.Color);
    _pointLightShader.SetUniform("lightRadius", light.Radius);

    _gBuffer.BindTextures();
    _pointLightShader.SetUniform("positionTex", 0);
    _pointLightShader.SetUniform("normalTex", 1);
    _pointLightShader.SetUniform("albedoTex", 2);

    _fullscreenQuad.Render();
}
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  1. Finally, render a fullscreen quad using a shader that reads the accumulated lighting texture and outputs the final image to the screen.
// bind default framebuffer
FrameBuffer.BindDefault(_width, _height);

// render fullscreen quad with final texture
_finalShader.Bind();
_finalShader.SetUniform("colorTex", 0);

_lightBuffer.BindTexture();
_fullscreenQuad.Render();
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These are just general steps to implement a deferred renderer in C#. The specific implementation may differ depending on your target platform and the graphics API you are using (e.g. DirectX, OpenGL).

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