Пример #1
0
//-----------------------------------------------------------------------
void CompositorInstance::createResources()
{
static size_t dummyCounter = 0;
    freeResources();
    /// Create temporary textures
    /// In principle, temporary textures could be shared between multiple viewports
    /// (CompositorChains). This will save a lot of memory in case more viewports
    /// are composited.
    CompositionTechnique::TextureDefinitionIterator it = mTechnique->getTextureDefinitionIterator();
    while(it.hasMoreElements())
    {
        CompositionTechnique::TextureDefinition *def = it.getNext();

        /// Determine width and height
        int width = def->width.adjust +
            static_cast<int>(mChain->getViewport()->getActualWidth() * def->width.viewport) +
            static_cast<int>(mChain->getViewport()->getActualWidth() * def->width.previous);    // FIXME
        int height = def->height.adjust +
            static_cast<int>(mChain->getViewport()->getActualHeight() * def->height.viewport) +
            static_cast<int>(mChain->getViewport()->getActualHeight() * def->height.previous);  // FIXME
        if (width <= 0)
        {
            // Throw exception? Not that case, because user can't guarantee
            // provides correct parameters always, since it might related to
            // viewport dimensions which can't control by user all the way.
            width = 1;
        }
        if (height <= 0)
        {
            // Throw exception? Not that case, because user can't guarantee
            // provides correct parameters always, since it might related to
            // viewport dimensions which can't control by user all the way.
            height = 1;
        }

        /// Make the tetxure
        TexturePtr tex = TextureManager::getSingleton().createManual(
            "CompositorInstanceTexture"+StringConverter::toString(dummyCounter), 
            ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME, TEX_TYPE_2D, 
            (uint)width, (uint)height, 0, def->format, TU_RENDERTARGET );    
        ++dummyCounter;
        mLocalTextures[def->name] = tex;
        
        /// Set up viewport over entire texture
        RenderTexture *rtt = tex->getBuffer()->getRenderTarget();
        rtt->setAutoUpdated( false );

        Camera* camera = mChain->getViewport()->getCamera();

        // Save last viewport and current aspect ratio
        Viewport* oldViewport = camera->getViewport();
        Real aspectRatio = camera->getAspectRatio();

        Viewport* v = rtt->addViewport( camera );
        v->setClearEveryFrame( false );
        v->setOverlaysEnabled( false );
        v->setBackgroundColour( ColourValue( 0, 0, 0, 0 ) );

        // Should restore aspect ratio, in case of auto aspect ratio
        // enabled, it'll changed when add new viewport.
        camera->setAspectRatio(aspectRatio);
        // Should restore last viewport, i.e. never disturb user code
        // which might based on that.
        camera->_notifyViewport(oldViewport);
    }
    
}
Пример #2
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");
        }

    }

}
Пример #3
0
void ImpostorTexture::renderTextures(bool force)
{
#ifdef IMPOSTOR_FILE_SAVE
	TexturePtr renderTexture;
#else
	TexturePtr renderTexture(texture);
	//if we're not using a file image we need to set up a resource loader, so that the texture is regenerated if it's ever unloaded (such as switching between fullscreen and the desktop in win32)
	loader = std::auto_ptr<ImpostorTextureResourceLoader>(new ImpostorTextureResourceLoader(*this));
#endif
	RenderTexture *renderTarget;
	Camera *renderCamera;
	Viewport *renderViewport;
	SceneNode *camNode;

	//Set up RTT texture
	uint32 textureSize = ImpostorPage::impostorResolution;
	if (renderTexture.isNull()) {
	renderTexture = TextureManager::getSingleton().createManual(getUniqueID("ImpostorTexture"), "Impostors",
				TEX_TYPE_2D, textureSize * IMPOSTOR_YAW_ANGLES, textureSize * IMPOSTOR_PITCH_ANGLES, 0, PF_A8R8G8B8, TU_RENDERTARGET, loader.get());
	}
	renderTexture->setNumMipmaps(MIP_UNLIMITED);
	
	//Set up render target
	renderTarget = renderTexture->getBuffer()->getRenderTarget(); 
	renderTarget->setAutoUpdated(false);
	
	//Set up camera
	camNode = sceneMgr->getSceneNode("ImpostorPage::cameraNode");
	renderCamera = sceneMgr->createCamera(getUniqueID("ImpostorCam"));
	camNode->attachObject(renderCamera);
	renderCamera->setLodBias(1000.0f);
	renderViewport = renderTarget->addViewport(renderCamera);
	renderViewport->setOverlaysEnabled(false);
	renderViewport->setClearEveryFrame(true);
	renderViewport->setShadowsEnabled(false);
	renderViewport->setBackgroundColour(ImpostorPage::impostorBackgroundColor);
	
	//Set up scene node
	SceneNode* node = sceneMgr->getSceneNode("ImpostorPage::renderNode");
	
	Ogre::SceneNode* oldSceneNode = entity->getParentSceneNode();
	if (oldSceneNode) {
		oldSceneNode->detachObject(entity);
	}
	node->attachObject(entity);
	node->setPosition(-entityCenter);
	
	//Set up camera FOV
	const Real objDist = entityRadius * 100;
	const Real nearDist = objDist - (entityRadius + 1); 
	const Real farDist = objDist + (entityRadius + 1);
	
	renderCamera->setAspectRatio(1.0f);
	renderCamera->setFOVy(Math::ATan(entityDiameter / objDist));
	renderCamera->setNearClipDistance(nearDist);
	renderCamera->setFarClipDistance(farDist);
	
	//Disable mipmapping (without this, masked textures look bad)
	MaterialManager *mm = MaterialManager::getSingletonPtr();
	FilterOptions oldMinFilter = mm->getDefaultTextureFiltering(FT_MIN);
	FilterOptions oldMagFilter = mm->getDefaultTextureFiltering(FT_MAG);
	FilterOptions oldMipFilter = mm->getDefaultTextureFiltering(FT_MIP);
	mm->setDefaultTextureFiltering(FO_POINT, FO_LINEAR, FO_NONE);

	//Disable fog
	FogMode oldFogMode = sceneMgr->getFogMode();
	ColourValue oldFogColor = sceneMgr->getFogColour();
	Real oldFogDensity = sceneMgr->getFogDensity();
	Real oldFogStart = sceneMgr->getFogStart();
	Real oldFogEnd = sceneMgr->getFogEnd();
	sceneMgr->setFog(Ogre::FOG_EXP2, Ogre::ColourValue(0,0,0,0), 0.0f, 0.0f, 0.0f); //Ember change
	
	//We need to disable all lightning and render it full bright
	Ogre::ColourValue oldAmbientColour = sceneMgr->getAmbientLight();
	sceneMgr->setAmbientLight(ColourValue::White);

	std::vector<Ogre::MovableObject*> lightStore;
	Ogre::SceneManager::MovableObjectIterator lightIterator = sceneMgr->getMovableObjectIterator(Ogre::LightFactory::FACTORY_TYPE_NAME);
	while (lightIterator.hasMoreElements()) {
		Ogre::MovableObject* light = lightIterator.getNext();
		if (light) {
			if (light->getVisible()) {
				lightStore.push_back(light);
				light->setVisible(false);
			}
		}
	}

	// Get current status of the queue mode
	Ogre::SceneManager::SpecialCaseRenderQueueMode OldSpecialCaseRenderQueueMode = sceneMgr->getSpecialCaseRenderQueueMode();
	//Only render the entity
	sceneMgr->setSpecialCaseRenderQueueMode(Ogre::SceneManager::SCRQM_INCLUDE); 
	sceneMgr->addSpecialCaseRenderQueue(group->geom->getRenderQueue() + 1);

	uint8 oldRenderQueueGroup = entity->getRenderQueueGroup();
	entity->setRenderQueueGroup(group->geom->getRenderQueue() + 1);
	bool oldVisible = entity->getVisible();
	entity->setVisible(true);
	float oldMaxDistance = entity->getRenderingDistance();
	entity->setRenderingDistance(0);

	bool needsRegen = true;
#ifdef IMPOSTOR_FILE_SAVE
	//Calculate the filename hash used to uniquely identity this render
	String strKey = entityKey;
	char key[32] = {0};
	uint32 i = 0;
	for (String::const_iterator it = entityKey.begin(); it != entityKey.end(); ++it)
	{
		key[i] ^= *it;
		i = (i+1) % sizeof(key);
	}
	for (i = 0; i < sizeof(key); ++i)
		key[i] = (key[i] % 26) + 'A';

	String tempdir = this->group->geom->getTempdir();
	ResourceGroupManager::getSingleton().addResourceLocation(tempdir, "FileSystem", "BinFolder");

	String fileNamePNG = "Impostor." + String(key, sizeof(key)) + '.' + StringConverter::toString(textureSize) + ".png";
	String fileNameDDS = "Impostor." + String(key, sizeof(key)) + '.' + StringConverter::toString(textureSize) + ".dds";

	//Attempt to load the pre-render file if allowed
	needsRegen = force;
	if (!needsRegen){
		try{
			texture = TextureManager::getSingleton().load(fileNameDDS, "BinFolder", TEX_TYPE_2D, MIP_UNLIMITED);
		}
		catch (...){
			try{
				texture = TextureManager::getSingleton().load(fileNamePNG, "BinFolder", TEX_TYPE_2D, MIP_UNLIMITED);
			}
			catch (...){
				needsRegen = true;
			}
		}
	}
#endif

	if (needsRegen){
		//If this has not been pre-rendered, do so now
		const float xDivFactor = 1.0f / IMPOSTOR_YAW_ANGLES;
		const float yDivFactor = 1.0f / IMPOSTOR_PITCH_ANGLES;
		for (int o = 0; o < IMPOSTOR_PITCH_ANGLES; ++o){ //4 pitch angle renders
#ifdef IMPOSTOR_RENDER_ABOVE_ONLY
			Radian pitch = Degree((90.0f * o) * yDivFactor); //0, 22.5, 45, 67.5
#else
			Radian pitch = Degree((180.0f * o) * yDivFactor - 90.0f);
#endif

			for (int i = 0; i < IMPOSTOR_YAW_ANGLES; ++i){ //8 yaw angle renders
				Radian yaw = Degree((360.0f * i) * xDivFactor); //0, 45, 90, 135, 180, 225, 270, 315
					
				//Position camera
				camNode->setPosition(0, 0, 0);
                camNode->setOrientation(Quaternion(yaw, Vector3::UNIT_Y) * Quaternion(-pitch, Vector3::UNIT_X));
                camNode->translate(Vector3(0, 0, objDist), Node::TS_LOCAL);
						
				//Render the impostor
				renderViewport->setDimensions((float)(i) * xDivFactor, (float)(o) * yDivFactor, xDivFactor, yDivFactor);
				renderTarget->update();
			}
		}
	
#ifdef IMPOSTOR_FILE_SAVE
		//Save RTT to file with respecting the temp dir
		renderTarget->writeContentsToFile(tempdir + fileNamePNG);

		//Load the render into the appropriate texture view
		texture = TextureManager::getSingleton().load(fileNamePNG, "BinFolder", TEX_TYPE_2D, MIP_UNLIMITED);
#else
		texture = renderTexture;
#endif
	}
	

	entity->setVisible(oldVisible);
	entity->setRenderQueueGroup(oldRenderQueueGroup);
	entity->setRenderingDistance(oldMaxDistance);
	sceneMgr->removeSpecialCaseRenderQueue(group->geom->getRenderQueue() + 1);
	// Restore original state
	sceneMgr->setSpecialCaseRenderQueueMode(OldSpecialCaseRenderQueueMode); 

	//Re-enable mipmapping
	mm->setDefaultTextureFiltering(oldMinFilter, oldMagFilter, oldMipFilter);

	//Re-enable fog
	sceneMgr->setFog(oldFogMode, oldFogColor, oldFogDensity, oldFogStart, oldFogEnd);

	//Re-enable both scene lightning and disabled individual lights
	sceneMgr->setAmbientLight(oldAmbientColour);
	for (std::vector<Ogre::MovableObject*>::const_iterator I = lightStore.begin(); I != lightStore.end(); ++I) {
		(*I)->setVisible(true);
	}

	//Delete camera
	renderTarget->removeViewport(0);
	renderCamera->getSceneManager()->destroyCamera(renderCamera);
	
	//Delete scene node
	node->detachAllObjects();
	if (oldSceneNode) {
		oldSceneNode->attachObject(entity);
	}
#ifdef IMPOSTOR_FILE_SAVE
	//Delete RTT texture
	assert(!renderTexture.isNull());
	String texName2(renderTexture->getName());

	renderTexture.setNull();
	if (TextureManager::getSingletonPtr())
		TextureManager::getSingleton().remove(texName2);
#endif
}
Пример #4
0
//-----------------------------------------------------------------------
void CompositorInstance::createResources()
{
static size_t dummyCounter = 0;
    freeResources();
    /// Create temporary textures
    /// In principle, temporary textures could be shared between multiple viewports
    /// (CompositorChains). This will save a lot of memory in case more viewports
    /// are composited.
    CompositionTechnique::TextureDefinitionIterator it = mTechnique->getTextureDefinitionIterator();
    while(it.hasMoreElements())
    {
        CompositionTechnique::TextureDefinition *def = it.getNext();
        /// Determine width and height
        size_t width = def->width;
        size_t height = def->height;
		uint fsaa = 0;
		bool hwGammaWrite = false;

		deriveTextureRenderTargetOptions(def->name, &hwGammaWrite, &fsaa);

        if(width == 0)
            width = static_cast<size_t>(
				static_cast<float>(mChain->getViewport()->getActualWidth()) * def->widthFactor);
        if(height == 0)
			height = static_cast<size_t>(
				static_cast<float>(mChain->getViewport()->getActualHeight()) * def->heightFactor);
        /// Make the tetxure
		RenderTarget* rendTarget;
		if (def->formatList.size() > 1)
		{
			String MRTbaseName = "c" + StringConverter::toString(dummyCounter++) + 
				"/" + def->name + "/" + mChain->getViewport()->getTarget()->getName();
			MultiRenderTarget* mrt = 
				Root::getSingleton().getRenderSystem()->createMultiRenderTarget(MRTbaseName);
			mLocalMRTs[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)
			{

				TexturePtr tex = TextureManager::getSingleton().createManual(
					MRTbaseName + "/" + StringConverter::toString(atch),
					ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME, TEX_TYPE_2D, 
					(uint)width, (uint)height, 0, *p, TU_RENDERTARGET ); 
				
				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);
				mLocalTextures[mrtLocalName] = tex;
				
			}

			rendTarget = mrt;
		}
		else
		{
			String texName =  "c" + StringConverter::toString(dummyCounter++) + 
				"/" + def->name + "/" + mChain->getViewport()->getTarget()->getName();
			
			// 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 = TextureManager::getSingleton().createManual(
				texName, 
				ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME, TEX_TYPE_2D, 
				(uint)width, (uint)height, 0, def->formatList[0], TU_RENDERTARGET, 0,
				hwGammaWrite, fsaa); 

			rendTarget = tex->getBuffer()->getRenderTarget();
			mLocalTextures[def->name] = tex;
		}
        
        
        /// Set up viewport over entire texture
        rendTarget->setAutoUpdated( false );

        Camera* camera = mChain->getViewport()->getCamera();

        // Save last viewport and current aspect ratio
        Viewport* oldViewport = camera->getViewport();
        Real aspectRatio = camera->getAspectRatio();

        Viewport* v = rendTarget->addViewport( camera );
        v->setClearEveryFrame( false );
        v->setOverlaysEnabled( false );
        v->setBackgroundColour( ColourValue( 0, 0, 0, 0 ) );

        // Should restore aspect ratio, in case of auto aspect ratio
        // enabled, it'll changed when add new viewport.
        camera->setAspectRatio(aspectRatio);
        // Should restore last viewport, i.e. never disturb user code
        // which might based on that.
        camera->_notifyViewport(oldViewport);
    }
    
}