//----------------------------------------------------------------------- void CompositorChain::createOriginalScene() { /// Create "default" compositor /** Compositor that is used to implicitly represent the original render in the chain. This is an identity compositor with only an output pass: compositor Ogre/Scene { technique { target_output { pass clear { /// Clear frame } pass render_scene { visibility_mask FFFFFFFF render_queues SKIES_EARLY SKIES_LATE } } } }; */ mOriginalSceneScheme = mViewport->getMaterialScheme(); String compName = "Ogre/Scene/" + mOriginalSceneScheme; CompositorPtr scene = CompositorManager::getSingleton().getByName(compName, ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME); if (scene.isNull()) { scene = CompositorManager::getSingleton().create(compName, ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME); CompositionTechnique *t = scene->createTechnique(); t->setSchemeName(StringUtil::BLANK); CompositionTargetPass *tp = t->getOutputTargetPass(); tp->setVisibilityMask(0xFFFFFFFF); { CompositionPass *pass = tp->createPass(); pass->setType(CompositionPass::PT_CLEAR); } { CompositionPass *pass = tp->createPass(); pass->setType(CompositionPass::PT_RENDERSCENE); /// Render everything, including skies pass->setFirstRenderQueue(RENDER_QUEUE_BACKGROUND); pass->setLastRenderQueue(RENDER_QUEUE_SKIES_LATE); } /// Create base "original scene" compositor scene = CompositorManager::getSingleton().load(compName, ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME); } mOriginalScene = OGRE_NEW CompositorInstance(scene->getSupportedTechnique(), this); }
//----------------------------------------------------------------------- void CompositorManager::initialise(void) { /// Create "default" compositor /** Compositor that is used to implicitly represent the original render in the chain. This is an identity compositor with only an output pass: compositor Ogre/Scene { technique { target_output { pass clear { /// Clear frame } pass render_scene { visibility_mask FFFFFFFF render_queues SKIES_EARLY SKIES_LATE } } } }; */ CompositorPtr scene = create("Ogre/Scene", ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME); CompositionTechnique *t = scene->createTechnique(); CompositionTargetPass *tp = t->getOutputTargetPass(); tp->setVisibilityMask(0xFFFFFFFF); { CompositionPass *pass = tp->createPass(); pass->setType(CompositionPass::PT_CLEAR); } { CompositionPass *pass = tp->createPass(); pass->setType(CompositionPass::PT_RENDERSCENE); /// Render everything, including skies pass->setFirstRenderQueue(RENDER_QUEUE_SKIES_EARLY); pass->setLastRenderQueue(RENDER_QUEUE_SKIES_LATE); } }
void _init(void) { CompositorPtr compositor = CompositorManager::getSingleton().create( _theType(), ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); CompositionTechnique *t; CompositionTechnique::TextureDefinition *td; CompositionTargetPass *tp; CompositionPass *pass; t = compositor->createTechnique(); td = t->createTextureDefinition("scene"); td->width.viewport = 1; td->height.viewport = 1; td->format = PF_X8R8G8B8; td = t->createTextureDefinition("heat"); td->width.viewport = 0.5; td->height.viewport = 0.5; td->format = PF_X8R8G8B8; tp = t->createTargetPass(); tp->setInputMode(CompositionTargetPass::IM_PREVIOUS); tp->setOutputName("scene"); tp = t->createTargetPass(); tp->setInputMode(CompositionTargetPass::IM_NONE); tp->setOutputName("heat"); pass = tp->createPass(); pass->setType(CompositionPass::PT_RENDERQUAD); pass->setMaterialName("PostFilters/HeatVision/LightToHeat"); pass->setInput(0, "scene"); pass->setIdentifier(0xDEADBADE); tp = t->getOutputTargetPass(); tp->setInputMode(CompositionTargetPass::IM_NONE); pass = tp->createPass(); pass->setType(CompositionPass::PT_RENDERQUAD); pass->setMaterialName("PostFilters/HeatVision/Blur"); pass->setInput(0, "heat"); }
//----------------------------------------------------------------------- void CompositorChain::createOriginalScene() { /// Create "default" compositor /** Compositor that is used to implicitly represent the original render in the chain. This is an identity compositor with only an output pass: compositor Ogre/Scene { technique { target_output { pass clear { /// Clear frame } pass render_scene { visibility_mask FFFFFFFF render_queues SKIES_EARLY SKIES_LATE } } } }; */ // If two viewports use the same scheme but differ in settings like visibility masks, shadows, etc we don't // want compositors to share their technique. Otherwise both compositors will have to recompile every time they // render. Thus we generate a unique compositor per viewport. String compName("Ogre/Scene/"); compName += StringConverter::toString((intptr_t)mViewport); mOriginalSceneScheme = mViewport->getMaterialScheme(); CompositorPtr scene = CompositorManager::getSingleton().getByName(compName, ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME); if (scene.isNull()) { scene = CompositorManager::getSingleton().create(compName, ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME); CompositionTechnique *t = scene->createTechnique(); t->setSchemeName(StringUtil::BLANK); CompositionTargetPass *tp = t->getOutputTargetPass(); tp->setVisibilityMask(0xFFFFFFFF); { CompositionPass *pass = tp->createPass(); pass->setType(CompositionPass::PT_CLEAR); } { CompositionPass *pass = tp->createPass(); pass->setType(CompositionPass::PT_RENDERSCENE); /// Render everything, including skies pass->setFirstRenderQueue(RENDER_QUEUE_BACKGROUND); pass->setLastRenderQueue(RENDER_QUEUE_SKIES_LATE); } /// Create base "original scene" compositor scene = CompositorManager::getSingleton().load(compName, ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME); } mOriginalScene = OGRE_NEW CompositorInstance(scene->getSupportedTechnique(), this); }
void _init(void) { CompositorPtr compositor = CompositorManager::getSingleton().create( _theType(), ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); CompositionTechnique *t; CompositionTechnique::TextureDefinition *td; CompositionTargetPass *tp; CompositionPass *pass; t = compositor->createTechnique(); td = t->createTextureDefinition("scene"); td->width.viewport = 1; td->height.viewport = 1; td->format = PF_X8R8G8B8; td = t->createTextureDefinition("blur0"); td->width.viewport = 0.5; td->height.viewport = 0.5; td->format = PF_X8R8G8B8; td = t->createTextureDefinition("blur1"); td->width.viewport = 0.5; td->height.viewport = 0.5; td->format = PF_X8R8G8B8; tp = t->createTargetPass(); tp->setInputMode(CompositionTargetPass::IM_PREVIOUS); tp->setOutputName("scene"); tp = t->createTargetPass(); tp->setInputMode(CompositionTargetPass::IM_NONE); tp->setOutputName("blur0"); pass = tp->createPass(); pass->setType(CompositionPass::PT_RENDERQUAD); pass->setMaterialName("PostFilters/Floodlighting/DownSample"); pass->setInput(0, "scene"); tp = t->createTargetPass(); tp->setInputMode(CompositionTargetPass::IM_NONE); tp->setOutputName("blur1"); pass = tp->createPass(); pass->setType(CompositionPass::PT_RENDERQUAD); pass->setMaterialName("PostFilters/Floodlighting/BlurHorizontal"); pass->setInput(0, "blur0"); tp = t->createTargetPass(); tp->setInputMode(CompositionTargetPass::IM_NONE); tp->setOutputName("blur1"); pass = tp->createPass(); pass->setType(CompositionPass::PT_RENDERQUAD); pass->setMaterialName("PostFilters/Floodlighting/BlurVertical"); pass->setInput(0, "blur0"); tp = t->getOutputTargetPass(); tp->setInputMode(CompositionTargetPass::IM_NONE); pass = tp->createPass(); pass->setType(CompositionPass::PT_RENDERQUAD); pass->setMaterialName("PostFilters/Floodlighting/Blend"); pass->setInput(0, "scene"); pass->setInput(1, "blur1"); pass->setIdentifier(0xDEADBADE); mBlurAmount = 0.2f; mShineAmount = 0.3f; // receive default parameters from material script if (!pass->getMaterial().isNull()) { GpuProgramParametersSharedPtr parameters = pass->getMaterial()->getTechnique(0)->getPass(0)->getFragmentProgramParameters(); #if OGRE_VERSION >= 0x010300 const GpuConstantDefinition* def; def = parameters->_findNamedConstantDefinition("blur_amount"); if (def) parameters->_readRawConstants(def->physicalIndex, 1, &mBlurAmount); def = parameters->_findNamedConstantDefinition("shine_amount"); if (def) parameters->_readRawConstants(def->physicalIndex, 1, &mShineAmount); #else GpuProgramParameters::RealConstantEntry* entry; entry = parameters->getNamedRealConstantEntry("blur_amount"); if (entry && entry->isSet) mBlurAmount = entry->val[0]; entry = parameters->getNamedRealConstantEntry("shine_amount"); if (entry && entry->isSet) mShineAmount = entry->val[0]; #endif } }