As I was interested in creating some projects with many dynamic lights and delving deeper into OpenGL and creating blocks/libraries for Cinder Frameworks I started working on a Deferred Renderer “block”.
It has changed over the months I have been poking at it slowly recently; but generally I am hoping to remove Boost references (use C++11) where possible, more light types, better shadows and SSAO, Physical-Based Shading, and making sure it is compatible for Cinder’s next release in the near future.
Some projects I have used it on, as well as some image examples: