Пример #1
0
void TerrainManager::fixCompositorClearColor()
{
	// hack
	// now with extensive error checking
	if (CompositorManager::getSingleton().hasCompositorChain(gEnv->mainCamera->getViewport()))
	{
		//	//CompositorManager::getSingleton().getCompositorChain(gEnv->ogreCamera->getViewport())->getCompositor(0)->getTechnique()->getOutputTargetPass()->getPass(0)->setClearColour(fade_color);
		CompositorInstance *co = CompositorManager::getSingleton().getCompositorChain(gEnv->mainCamera->getViewport())->_getOriginalSceneCompositor();
		if (co)
		{
			CompositionTechnique *ct = co->getTechnique();
			if (ct)
			{
				CompositionTargetPass *ctp = ct->getOutputTargetPass();
				if (ctp)
				{
					CompositionPass *p = ctp->getPass(0);
					if (p)
					{
						p->setClearColour(fade_color);
					}
				}
			}
		}
	}
}
//-----------------------------------------------------------------------
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);
}
Пример #3
0
//-----------------------------------------------------------------------
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);
	}

}
Пример #4
0
        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");
        }
Пример #5
0
//-------------------------------------------------------------------------------------
void BaseApp::recreateCompositor()
{
	CompositorManager& cmp = CompositorManager::getSingleton(); 

	if (!pSet->all_effects)  // disable compositor
	{
		refreshCompositor();
		return;
	}

	//  add when needed
	if (!ResourceGroupManager::getSingleton().resourceGroupExists("Effects"))
	{
		std::string sPath = PATHMANAGER::Data() + "/compositor";
		mRoot->addResourceLocation(sPath, "FileSystem", "Effects");
		mRoot->addResourceLocation(sPath + "/gbuffer", "FileSystem", "Effects");
		mRoot->addResourceLocation(sPath + "/bloom", "FileSystem", "Effects");
		mRoot->addResourceLocation(sPath + "/hdr", "FileSystem", "Effects");
		mRoot->addResourceLocation(sPath + "/motionblur", "FileSystem", "Effects");
		//mRoot->addResourceLocation(sPath + "/camblur", "FileSystem", "Effects");
		mRoot->addResourceLocation(sPath + "/ssao", "FileSystem", "Effects");
		mRoot->addResourceLocation(sPath + "/softparticles", "FileSystem", "Effects");
		mRoot->addResourceLocation(sPath + "/dof", "FileSystem", "Effects");
		mRoot->addResourceLocation(sPath + "/godrays", "FileSystem", "Effects");
		mRoot->addResourceLocation(sPath + "/filmgrain", "FileSystem", "Effects");
		ResourceGroupManager::getSingleton().initialiseResourceGroup("Effects");
	}

	// hdr has to be first in the compositor queue
	if (!mHDRLogic) 
	{
		mHDRLogic = new HDRLogic;

		cmp.registerCompositorLogic("HDR", mHDRLogic);
		mHDRLogic->setApp(this);	
	}

	if (!mSSAOLogic) 
	{
		mSSAOLogic = new SSAOLogic();
		mSSAOLogic->setApp(this);
		//if(MaterialGenerator::MRTSupported())
        if (1)
			CompositorManager::getSingleton().registerCompositorLogic("ssao", mSSAOLogic);
		else
			cmp.registerCompositorLogic("ssaoNoMRT", mSSAOLogic);
	}
	if (!mGodRaysLogic) 
	{
		mGodRaysLogic = new GodRaysLogic();
		mGodRaysLogic->setApp(this);
		cmp.registerCompositorLogic("GodRays", mGodRaysLogic);
	}
	if (!mSoftParticlesLogic) 
	{
		mSoftParticlesLogic = new SoftParticlesLogic();
		mSoftParticlesLogic->setApp(this);
		cmp.registerCompositorLogic("SoftParticles", mSoftParticlesLogic);
	}
	if (!mDepthOfFieldLogic) 
	{
		mDepthOfFieldLogic = new DepthOfFieldLogic();
		mDepthOfFieldLogic->setApp(this);
		cmp.registerCompositorLogic("DepthOfField", mDepthOfFieldLogic);
	}
	if (!mFilmGrainLogic) 
	{
		mFilmGrainLogic = new FilmGrainLogic();
		mFilmGrainLogic->setApp(this);
		cmp.registerCompositorLogic("FilmGrain", mFilmGrainLogic);
	}
	if (!mGBufferLogic) 
	{
		mGBufferLogic = new GBufferLogic();
		mGBufferLogic->setApp(this);
		cmp.registerCompositorLogic("GBuffer", mGBufferLogic);
	}

	if (cmp.getByName("Motion Blur").isNull())
	{
		// Motion blur has to be created in code
		CompositorPtr comp3 = cmp.create(
			"Motion Blur", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);

		CompositionTechnique *t = comp3->createTechnique();
		t->setCompositorLogicName("Motion Blur");
		{
			CompositionTechnique::TextureDefinition *def = t->createTextureDefinition("scene");
			def->width = 0;
			def->height = 0;
			def->formatList.push_back(PF_R8G8B8);
		}
		{
			CompositionTechnique::TextureDefinition *def = t->createTextureDefinition("sum");
			def->width = 0;
			def->height = 0;
			def->formatList.push_back(PF_R8G8B8);
		}
		{
			CompositionTechnique::TextureDefinition *def = t->createTextureDefinition("temp");
			def->width = 0;
			def->height = 0;
			def->formatList.push_back(PF_R8G8B8);
		}
		/// Render scene
		{
			CompositionTargetPass *tp = t->createTargetPass();
			tp->setInputMode(CompositionTargetPass::IM_PREVIOUS);
			tp->setOutputName("scene");
		}
		/// Initialisation pass for sum texture
		{
			CompositionTargetPass *tp = t->createTargetPass();
			tp->setInputMode(CompositionTargetPass::IM_PREVIOUS);
			tp->setOutputName("sum");
			tp->setOnlyInitial(true);
		}
		/// Do the motion blur
		{
			CompositionTargetPass *tp = t->createTargetPass();
			tp->setInputMode(CompositionTargetPass::IM_NONE);
			tp->setOutputName("temp");
			{ CompositionPass *pass = tp->createPass();
			pass->setType(CompositionPass::PT_RENDERQUAD);
			pass->setMaterialName("Ogre/Compositor/Combine");
			pass->setIdentifier(120);
			pass->setInput(0, "scene");
			pass->setInput(1, "sum");
			}
		}
		/// Copy back sum texture
		{
			CompositionTargetPass *tp = t->createTargetPass();
			tp->setInputMode(CompositionTargetPass::IM_NONE);
			tp->setOutputName("sum");
			{ CompositionPass *pass = tp->createPass();
			pass->setType(CompositionPass::PT_RENDERQUAD);
			pass->setMaterialName("Ogre/Compositor/Copyback");
			pass->setInput(0, "temp");
			}
		}
		/// Display result
		{
			CompositionTargetPass *tp = t->getOutputTargetPass();
			tp->setInputMode(CompositionTargetPass::IM_NONE);
			{ CompositionPass *pass = tp->createPass();
			pass->setType(CompositionPass::PT_RENDERQUAD);
			pass->setMaterialName("Ogre/Compositor/MotionBlur");
			pass->setInput(0, "sum");
			}
		}
	}


	if (!mMotionBlurLogic)
	{
		mMotionBlurLogic = new MotionBlurLogic(this);
		cmp.registerCompositorLogic("Motion Blur", mMotionBlurLogic);
	}
	/*if (!mCameraBlurLogic)
	{
		mCameraBlurLogic = new CameraBlurLogic(this);
		cmp.registerCompositorLogic("CamBlur", mCameraBlurLogic);
	}*/


	for (std::list<Viewport*>::iterator it=mSplitMgr->mViewports.begin(); it!=mSplitMgr->mViewports.end(); ++it)
	{
		// remove old comp. first
		cmp.removeCompositorChain( (*it ));

		//if (MaterialGenerator::MRTSupported())
        if (1)
		{
			cmp.addCompositor((*it), "gbuffer");
		}

		cmp.addCompositor((*it), "gbufferNoMRT");
		cmp.addCompositor((*it), "HDRNoMRT");
		//if (MaterialGenerator::MRTSupported())
        if (1)
		{
			cmp.addCompositor((*it), "ssao");
			cmp.addCompositor((*it), "SoftParticles");
			cmp.addCompositor((*it), "DepthOfField");
			cmp.addCompositor((*it), "gbufferFinalizer");
			cmp.addCompositor((*it), "HDR");
		}
		else
		{
			cmp.addCompositor((*it), "ssaoNoMRT");
		}
		cmp.addCompositor((*it), "GodRays");
		cmp.addCompositor((*it), "Bloom");
		//cmp.addCompositor((*it), "CamBlur");
		cmp.addCompositor((*it), "Motion Blur");
		//cmp.addCompositor((*it), "FXAA");
		cmp.addCompositor((*it), "FilmGrain");
		cmp.addCompositor((*it), "gbufferUIRender");

	}

	refreshCompositor();
}
Пример #6
0
//-----------------------------------------------------------------------
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);
}
Пример #7
0
        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
            }
        }
Пример #8
0
//-----------------------------------------------------------------------
void Compositor::createGlobalTextures()
{
    static size_t dummyCounter = 0;
    if (mSupportedTechniques.empty())
        return;

    //To make sure that we are consistent, it is demanded that all composition
    //techniques define the same set of global textures.

    typedef std::set<String> StringSet;
    StringSet globalTextureNames;

    //Initialize global textures from first supported technique
    CompositionTechnique* firstTechnique = mSupportedTechniques[0];

    CompositionTechnique::TextureDefinitionIterator texDefIt =
        firstTechnique->getTextureDefinitionIterator();
    while (texDefIt.hasMoreElements())
    {
        CompositionTechnique::TextureDefinition* def = texDefIt.getNext();
        if (def->scope == CompositionTechnique::TS_GLOBAL)
        {
            //Check that this is a legit global texture
            if (!def->refCompName.empty())
            {
                OGRE_EXCEPT(Exception::ERR_INVALID_STATE,
                            "Global compositor texture definition can not be a reference",
                            "Compositor::createGlobalTextures");
            }
            if (def->width == 0 || def->height == 0)
            {
                OGRE_EXCEPT(Exception::ERR_INVALID_STATE,
                            "Global compositor texture definition must have absolute size",
                            "Compositor::createGlobalTextures");
            }
            if (def->pooled)
            {
                LogManager::getSingleton().logMessage(
                    "Pooling global compositor textures has no effect");
            }
            globalTextureNames.insert(def->name);

            //TODO GSOC : Heavy copy-pasting from CompositorInstance. How to we solve it?

            /// Make the tetxure
            RenderTarget* rendTarget;
            if (def->formatList.size() > 1)
            {
                String MRTbaseName = "c" + StringConverter::toString(dummyCounter++) +
                                     "/" + mName + "/" + def->name;
                MultiRenderTarget* mrt =
                    Root::getSingleton().getRenderSystem()->createMultiRenderTarget(MRTbaseName);
                mGlobalMRTs[def->name] = mrt;

                // create and bind individual surfaces
                size_t atch = 0;
                for (PixelFormatList::iterator p = def->formatList.begin();
                        p != def->formatList.end(); ++p, ++atch)
                {

                    String texname = MRTbaseName + "/" + StringConverter::toString(atch);
                    TexturePtr tex;

                    tex = TextureManager::getSingleton().createManual(
                              texname,
                              ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME, TEX_TYPE_2D,
                              (uint)def->width, (uint)def->height, 0, *p, TU_RENDERTARGET, 0,
                              def->hwGammaWrite && !PixelUtil::isFloatingPoint(*p), def->fsaa);

                    RenderTexture* rt = tex->getBuffer()->getRenderTarget();
                    rt->setAutoUpdated(false);
                    mrt->bindSurface(atch, rt);

                    // Also add to local textures so we can look up
                    String mrtLocalName = getMRTTexLocalName(def->name, atch);
                    mGlobalTextures[mrtLocalName] = tex;

                }

                rendTarget = mrt;
            }
            else
            {
                String texName =  "c" + StringConverter::toString(dummyCounter++) +
                                  "/" + mName + "/" + def->name;

                // space in the name mixup the cegui in the compositor demo
                // this is an auto generated name - so no spaces can't hart us.
                std::replace( texName.begin(), texName.end(), ' ', '_' );

                TexturePtr tex;
                tex = TextureManager::getSingleton().createManual(
                          texName,
                          ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME, TEX_TYPE_2D,
                          (uint)def->width, (uint)def->height, 0, def->formatList[0], TU_RENDERTARGET, 0,
                          def->hwGammaWrite && !PixelUtil::isFloatingPoint(def->formatList[0]), def->fsaa);


                rendTarget = tex->getBuffer()->getRenderTarget();
                mGlobalTextures[def->name] = tex;
            }

            //Set DepthBuffer pool for sharing
            rendTarget->setDepthBufferPool( def->depthBufferId );
        }
    }

    //Validate that all other supported techniques expose the same set of global textures.
    for (size_t i=1; i<mSupportedTechniques.size(); i++)
    {
        CompositionTechnique* technique = mSupportedTechniques[i];
        bool isConsistent = true;
        size_t numGlobals = 0;
        texDefIt = technique->getTextureDefinitionIterator();
        while (texDefIt.hasMoreElements())
        {
            CompositionTechnique::TextureDefinition* texDef = texDefIt.getNext();
            if (texDef->scope == CompositionTechnique::TS_GLOBAL)
            {
                if (globalTextureNames.find(texDef->name) == globalTextureNames.end())
                {
                    isConsistent = false;
                    break;
                }
                numGlobals++;
            }
        }
        if (numGlobals != globalTextureNames.size())
            isConsistent = false;

        if (!isConsistent)
        {
            OGRE_EXCEPT(Exception::ERR_INVALID_STATE,
                        "Different composition techniques define different global textures",
                        "Compositor::createGlobalTextures");
        }

    }

}