Game Development Reference
In-Depth Information
Figure 1.4. Editor view showing the link between an image proxy and a cubemap (left)
and the orthogonal frustum for a 2D scene capture (right).
Creating image proxies. An image proxy is a quad textured with an authored
image or a 2D capture from the scene. The quad is used as a geometric approxi-
mation of the reflection environment a.k.a. the geometry proxy.
We developed tools for our artists to allow placing image proxies in levels,
customizing the quad size, customizing the texture resolution and performing 2D
scene captures (Figure 1.4). The 2D capture is done with an orthogonal frustum
set up inside our game editor. The capture considers empty areas (pixels that
have not been touched during rendering) as transparent.
Image proxies are very similar to sprite particles and they can share many
properties. We decided to take a subset of sprite particles functionality. Image
proxies can
always face the camera, resulting in a spherical billboard;
define a constraint axis and try to face the camera but rotate along that
axis, resulting in a cylindrical billboard;
use different blending modes (interpolative, additive).
Note that we restrict ourselves to quad image proxies for eciency, but other
plane shapes could apply here.
Rendering image proxies. All image proxies are transparent objects (this choice
will be explained later in this section) and thus need to be sorted back to front
before rendering since we do not use a Z-buffer. We use the distance from the
camera to the image proxies as a criterion for sorting. For an accurate rendering,
particularly in the case of overlapping image proxies, we should perform a binary
space partitioning (BSP) of the quads but we found out that using a priority
system to force the rendering order was sucient in our case. Rendering image
proxies is similar to cubemap rendering. We also allow image proxies to be two
sided. C++ pseudocode and shader code are provided in Listing 1.2 .
 
 
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