//----------------------------------------------------------------------- void CompositorChain::setCompositorEnabled(size_t position, bool state) { CompositorInstance* inst = getCompositor(position); if (!state && inst->getEnabled()) { // If we're disabling a 'middle' compositor in a chain, we have to be // careful about textures which might have been shared by non-adjacent // instances which have now become adjacent. CompositorInstance* nextInstance = getNextInstance(inst, true); if (nextInstance) { CompositionTechnique::TargetPassIterator tpit = nextInstance->getTechnique()->getTargetPassIterator(); while(tpit.hasMoreElements()) { CompositionTargetPass* tp = tpit.getNext(); if (tp->getInputMode() == CompositionTargetPass::IM_PREVIOUS) { if (nextInstance->getTechnique()->getTextureDefinition(tp->getOutputName())->pooled) { // recreate nextInstance->freeResources(false, true); nextInstance->createResources(false); } } } } } inst->setEnabled(state); }
//----------------------------------------------------------------------- void CompositorInstance::_compileTargetOperations(CompiledState &compiledState) { /// Collect targets of previous state if(mPreviousInstance) mPreviousInstance->_compileTargetOperations(compiledState); /// Texture targets CompositionTechnique::TargetPassIterator it = mTechnique->getTargetPassIterator(); while(it.hasMoreElements()) { CompositionTargetPass *target = it.getNext(); TargetOperation ts(getTargetForTex(target->getOutputName())); /// Set "only initial" flag, visibilityMask and lodBias according to CompositionTargetPass. ts.onlyInitial = target->getOnlyInitial(); ts.visibilityMask = target->getVisibilityMask(); ts.lodBias = target->getLodBias(); /// Check for input mode previous if(target->getInputMode() == CompositionTargetPass::IM_PREVIOUS) { /// Collect target state for previous compositor /// The TargetOperation for the final target is collected seperately as it is merged /// with later operations mPreviousInstance->_compileOutputOperation(ts); } /// Collect passes of our own target collectPasses(ts, target); compiledState.push_back(ts); } }
//--------------------------------------------------------------------- bool CompositorManager::isInputPreviousTarget(CompositorInstance* inst, const Ogre::String& localName) { CompositionTechnique::TargetPassIterator tpit = inst->getTechnique()->getTargetPassIterator(); while(tpit.hasMoreElements()) { CompositionTargetPass* tp = tpit.getNext(); if (tp->getInputMode() == CompositionTargetPass::IM_PREVIOUS && tp->getOutputName() == localName) { return true; } } return false; }
//--------------------------------------------------------------------- bool CompositorManager::isInputPreviousTarget(CompositorInstance* inst, TexturePtr tex) { CompositionTechnique::TargetPassIterator tpit = inst->getTechnique()->getTargetPassIterator(); while(tpit.hasMoreElements()) { CompositionTargetPass* tp = tpit.getNext(); if (tp->getInputMode() == CompositionTargetPass::IM_PREVIOUS) { // Don't have to worry about an MRT, because no MRT can be input previous TexturePtr t = inst->getTextureInstance(tp->getOutputName(), 0); if (!t.isNull() && t.get() == tex.get()) return true; } } return false; }
//----------------------------------------------------------------------- void CompositorInstance::_compileOutputOperation(TargetOperation &finalState) { /// Final target CompositionTargetPass *tpass = mTechnique->getOutputTargetPass(); /// Logical-and together the visibilityMask, and multiply the lodBias finalState.visibilityMask &= tpass->getVisibilityMask(); finalState.lodBias *= tpass->getLodBias(); if(tpass->getInputMode() == CompositionTargetPass::IM_PREVIOUS) { /// Collect target state for previous compositor /// The TargetOperation for the final target is collected seperately as it is merged /// with later operations mPreviousInstance->_compileOutputOperation(finalState); } /// Collect passes collectPasses(finalState, tpass); }
//--------------------------------------------------------------------- void CompositorInstance::deriveTextureRenderTargetOptions( const String& texname, bool *hwGammaWrite, uint *fsaa) { // search for passes on this texture def that either include a render_scene // or use input previous bool renderingScene = false; CompositionTechnique::TargetPassIterator it = mTechnique->getTargetPassIterator(); while (it.hasMoreElements()) { CompositionTargetPass* tp = it.getNext(); if (tp->getOutputName() == texname) { if (tp->getInputMode() == CompositionTargetPass::IM_PREVIOUS) { // this may be rendering the scene implicitly // Can't check mPreviousInstance against mChain->_getOriginalSceneCompositor() // at this time, so check the position CompositorChain::InstanceIterator instit = mChain->getCompositors(); renderingScene = true; while(instit.hasMoreElements()) { CompositorInstance* inst = instit.getNext(); if (inst == this) break; else if (inst->getEnabled()) { // nope, we have another compositor before us, this will // be doing the AA renderingScene = false; } } if (renderingScene) break; } else { // look for a render_scene pass CompositionTargetPass::PassIterator pit = tp->getPassIterator(); while(pit.hasMoreElements()) { CompositionPass* pass = pit.getNext(); if (pass->getType() == CompositionPass::PT_RENDERSCENE) { renderingScene = true; break; } } } } } if (renderingScene) { // Ok, inherit settings from target RenderTarget* target = mChain->getViewport()->getTarget(); *hwGammaWrite = target->isHardwareGammaEnabled(); *fsaa = target->getFSAA(); } else { *hwGammaWrite = false; *fsaa = 0; } }