Hiya Folks,
This is Antipodes build #4
Antipodes is a staging ground for changes that will eventually make their way into trunk. Antipodes should not be considered stable.
Antipodes #4 has been completed by Hery, and contains the post-processing code.
This build includes trunk to 5681.
Antipodes 4 ExecutablesShaders and Tables for PostProcessingPDBs (for when you have troubles) can be found in this folder:
Antipodes 4 PDBsNote that they don't compress well. To use: Download matchine PDBs zip, unzip into the SAME location as the executables.
The PDBs have been versioned in the same fashion as the Antipodes executables, so multiple PDB versions can coexist in the same folder. (although, I recommend removing old ones due to their size)
This build adds post-processing to FSO. The main idea behind this rendering technique is to render the scene to a texture and then draw it to the back buffer applying some additional effects at the same time.
There is a huge number of post-processing effects, currently only bloom and few other, really simple ones are implemented. In addition to that there is a possibility to add new post-processing effects (if they are simple enough) without changing FSO code. It can be done by modifying shaders code and post_processing.tbl
Simple post-processing effects (such as contrast, saturation, film grain) can be controlled by a new SEXP: set-post-effect.
Post-processing is enabled by -post_process flag.
Bloom intensity can be controlled by -bloom_intensity X flag (when X = 0 ther's no bloom and the maximum value is 100).
Apart from that, post-processing patch introduces:
* shader manager with support for main and post-processing shaders
* wrappers for OpenGL textures, rendering buffers and FBOs
The new code is documented using doxygen-style comments.