x
Yes
No
Do you want to visit DriveHQ English website?
Inicio
Características
Precios
Prueba gratuita
Software cliente
Acerca de nosotros
Servidor de archivos
|
Solución de copias de seguridad
|
Servidor FTP
|
Servidor de correo electrónico
|
Alojamiento web
|
Software cliente
Servidor de archivos
Solución de copia de seguridad
Servidor FTP
Servidor de correo electrónico
Alojamiento web
Software cliente
DeferredShading.h - Hosted on DriveHQ Cloud IT Platform
Arriba
Subir
Descargar
Compartir
Publicar
Nueva carpeta
Nuevo archivo
Copiar
Cortar
Eliminar
Pegar
Clasificación
Actualizar
Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\sample_include\DeferredShading.h
Girar
Efecto
Propiedad
Historial
/** Implementation of a Deferred Shading engine in OGRE, using Multiple Render Targets and HLSL/GLSL high level language shaders. // W.J. :wumpus: van der Laan 2005 // Deferred shading renders the scene to a 'fat' texture format, using a shader that outputs colour, normal, depth, and possible other attributes per fragment. Multi Render Target is required as we are dealing with many outputs which get written into multiple render textures in the same pass. After rendering the scene in this format, the shading (lighting) can be done as a post process. This means that lighting is done in screen space. Adding them requires nothing more than rendering a screenful quad; thus the method allows for an enormous amount of lights without noticable performance loss. Little lights affecting small area ("Minilights") can be even further optimised by rendering their convex bounding geometry. This is also shown in this demo by 6 swarming lights. The paper for GDC2004 on Deferred Shading can be found here: http://www.talula.demon.co.uk/DeferredShading.pdf ******************************************************************************* Copyright (c) W.J. van der Laan Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ******************************************************************************* */ #ifndef H_WJ_DeferredShadingSystem #define H_WJ_DeferredShadingSystem #include "OgreCompositorInstance.h" #include "OgreSceneManager.h" #include "OgreSceneNode.h" #include "OgreMaterial.h" class MLight; class MaterialGenerator; /** System to manage Deferred Shading for a camera/render target. */ class DeferredShadingSystem: public Ogre::CompositorInstance::Listener { public: DeferredShadingSystem(Ogre::Viewport *vp, Ogre::SceneManager *sm, Ogre::Camera *cam); ~DeferredShadingSystem(); enum DSMode { DSM_SINGLEPASS = 0, // Single pass + two lights DSM_MULTIPASS = 1, // Multi pass DSM_SHOWCOLOUR = 2, // Show diffuse (for debugging) DSM_SHOWNORMALS = 3, // Show normals (for debugging) DSM_SHOWDSP = 4, // Show depth and specular channel (for debugging) DSM_COUNT = 5 }; /** Set rendering mode (one of DSMode) */ void setMode(DSMode mode); /** Activate or deactivate system */ void setActive(bool active); /** Create a new MiniLight */ MLight *createMLight(); /** Destroy a MiniLight */ void destroyMLight(MLight *m); /** Update fat (origin) render target */ void update(); /// Visibility mask for scene static const Ogre::uint32 SceneVisibilityMask = 0x00000001; /// Visibility mask for post-processing geometry (lights, unlit particles) static const Ogre::uint32 PostVisibilityMask = 0x00000002; /** @copydoc CompositorInstance::Listener::notifyMaterialSetup */ virtual void notifyMaterialSetup(Ogre::uint32 pass_id, Ogre::MaterialPtr &mat); protected: Ogre::Viewport *mViewport; Ogre::SceneManager *mSceneMgr; Ogre::Camera *mCamera; // Fat render target Ogre::MultiRenderTarget *rttTex; // Filters Ogre::CompositorInstance *mInstance[DSM_COUNT]; // Active/inactive bool mActive; DSMode mCurrentMode; std::set
mLights; Ogre::TexturePtr mTexture0, mTexture1; MaterialGenerator *mLightMaterialGenerator; void createResources(); void initialiseLightGeometry(); void setupMaterial(const Ogre::MaterialPtr &mat); }; #endif
DeferredShading.h
Dirección de la página
Dirección del archivo
Anterior
7/35
Siguiente
Descargar
( 4 KB )
Comments
Total ratings:
0
Average rating:
No clasificado
of 10
Would you like to comment?
Join now
, or
Logon
if you are already a member.