Add benchmark for a combined reflection and translucency effect
Add benchmark for a combined reflection and translucency effect, for example reflection on a glass item or a clear lake.
Blueprint information
- Status:
- Complete
- Approver:
- Jesse Barker
- Priority:
- Medium
- Drafter:
- Jesse Barker
- Direction:
- Approved
- Assignee:
- Jesse Barker
- Definition:
- Approved
- Series goal:
- Accepted for trunk
- Implementation:
- Implemented
- Milestone target:
- 2012.12
- Started by
- Jesse Barker
- Completed by
- Jesse Barker
Related branches
Related bugs
Sprints
Whiteboard
[jesse-barker 2012-12-18] Development branch merged into trunk.
[jesse-barker 2012-12-14] Code is done and out for review. Initial (visual) response has been good. Index of refraction is adjustable through command line option.
[jesse-barker 2012-12-10] Good start made. General approach is to compute refractions through both the "front" and "back" of an object, as well as reflection off the "front". This is being done using a 2 pass method to capture distance and surface normal information for the back side of the object and then using the output from the first pass as textures for the second pass.
Meta:
Headline: A glmark2 scene rendering a translucent model with reflective properties (e.g., a "crystal" statue).
Acceptance: Scene runs and renders properly for both desktop OpenGL as well as OpenGL ES 2.0.
Roadmap id: CARD-289
Work Items
Work items:
Add the framework for a new scene that draws one of the glmark2 models: DONE
Add a render target object to capture the results of the (now) first pass: DONE
Add logic to use the render targets as textures for the (now) second pass: DONE
Update the second pass shaders to compute refractions and adjust texture coordinates: DONE
Refine the refraction computations: DONE
Merge the branch containing the new SceneRefract into trunk: DONE