/****************************************************************************** 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. ******************************************************************************/ #include "DeferredShading.h" #include "OgreConfigFile.h" #include "OgreStringConverter.h" #include "OgreException.h" #include "OgreHardwarePixelBuffer.h" #include "OgreRoot.h" #include "OgreRenderSystem.h" #include "OgreMaterialManager.h" #include "OgreEntity.h" #include "OgreSubEntity.h" #include "OgreRoot.h" #include "OgreCompositor.h" #include "OgreCompositorManager.h" #include "OgreCompositorChain.h" #include "OgreCompositorInstance.h" #include "OgreCompositionTechnique.h" #include "OgreCompositionPass.h" #include "OgreCompositionTargetPass.h" #include "MLight.h" #include "LightMaterialGenerator.h" #include "OgreHighLevelGpuProgram.h" #include "OgreHighLevelGpuProgramManager.h" using namespace Ogre; /// XXX make this a .compositor script void createPostFilters() { /** Postfilter for rendering to fat render target. Excludes skies, backgrounds and other unwanted objects. */ CompositorPtr comp7 = CompositorManager::getSingleton().create( "DeferredShading/Fat", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME ); { CompositionTechnique *t = comp7->createTechnique(); { CompositionTargetPass *tp = t->getOutputTargetPass(); tp->setInputMode(CompositionTargetPass::IM_NONE); tp->setVisibilityMask(DeferredShadingSystem::SceneVisibilityMask); /// Clear { CompositionPass *pass = tp->createPass(); pass->setType(CompositionPass::PT_CLEAR); pass->setClearColour(ColourValue(0,0,0,0)); } /// Render geometry { CompositionPass *pass = tp->createPass(); pass->setType(CompositionPass::PT_RENDERSCENE); pass->setFirstRenderQueue(RENDER_QUEUE_1); pass->setLastRenderQueue(RENDER_QUEUE_9); } } } /** Postfilter doing full deferred shading with two lights in one pass */ CompositorPtr comp = CompositorManager::getSingleton().create( "DeferredShading/Single", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME ); { CompositionTechnique *t = comp->createTechnique(); { CompositionTargetPass *tp = t->getOutputTargetPass(); tp->setInputMode(CompositionTargetPass::IM_NONE); tp->setVisibilityMask(DeferredShadingSystem::PostVisibilityMask); /// Render skies { CompositionPass *pass = tp->createPass(); pass->setType(CompositionPass::PT_RENDERSCENE); pass->setFirstRenderQueue(RENDER_QUEUE_SKIES_EARLY); pass->setLastRenderQueue(RENDER_QUEUE_SKIES_EARLY); } /// Render ambient pass { CompositionPass *pass = tp->createPass(); pass->setType(CompositionPass::PT_RENDERQUAD); pass->setMaterialName("DeferredShading/Post/Single"); pass->setIdentifier(1); } /// Render overlayed geometry { CompositionPass *pass = tp->createPass(); pass->setType(CompositionPass::PT_RENDERSCENE); pass->setFirstRenderQueue(RENDER_QUEUE_1); pass->setLastRenderQueue(RENDER_QUEUE_9); } } } /** Postfilter doing full deferred shading with an ambient pass and multiple light passes */ CompositorPtr comp2 = CompositorManager::getSingleton().create( "DeferredShading/Multi", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME ); { CompositionTechnique *t = comp2->createTechnique(); { CompositionTargetPass *tp = t->getOutputTargetPass(); tp->setInputMode(CompositionTargetPass::IM_NONE); tp->setVisibilityMask(DeferredShadingSystem::PostVisibilityMask); /// Render skies { CompositionPass *pass = tp->createPass(); pass->setType(CompositionPass::PT_RENDERSCENE); pass->setFirstRenderQueue(RENDER_QUEUE_SKIES_EARLY); pass->setLastRenderQueue(RENDER_QUEUE_SKIES_EARLY); } /// Render ambient pass { CompositionPass *pass = tp->createPass(); pass->setType(CompositionPass::PT_RENDERQUAD); pass->setMaterialName("DeferredShading/Post/Multi"); pass->setIdentifier(1); } /// Render overlayed geometry { CompositionPass *pass = tp->createPass(); pass->setType(CompositionPass::PT_RENDERSCENE); pass->setFirstRenderQueue(RENDER_QUEUE_1); pass->setLastRenderQueue(RENDER_QUEUE_9); } } } /** Postfilter that shows the normal channel */ CompositorPtr comp3 = CompositorManager::getSingleton().create( "DeferredShading/ShowNormal", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME ); { CompositionTechnique *t = comp3->createTechnique(); { CompositionTargetPass *tp = t->getOutputTargetPass(); tp->setInputMode(CompositionTargetPass::IM_NONE); { CompositionPass *pass = tp->createPass(); pass->setType(CompositionPass::PT_RENDERQUAD); pass->setMaterialName("DeferredShading/Post/ShowNormal"); pass->setIdentifier(1); } } } /** Postfilter that shows the depth and specular channel */ CompositorPtr comp4 = CompositorManager::getSingleton().create( "DeferredShading/ShowDepthSpecular", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME ); { CompositionTechnique *t = comp4->createTechnique(); { CompositionTargetPass *tp = t->getOutputTargetPass(); tp->setInputMode(CompositionTargetPass::IM_NONE); { CompositionPass *pass = tp->createPass(); pass->setType(CompositionPass::PT_RENDERQUAD); pass->setMaterialName("DeferredShading/Post/ShowDS"); pass->setIdentifier(1); } } } /** Postfilter that shows the depth and specular channel */ CompositorPtr comp5 = CompositorManager::getSingleton().create( "DeferredShading/ShowColour", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME ); { CompositionTechnique *t = comp5->createTechnique(); { CompositionTargetPass *tp = t->getOutputTargetPass(); tp->setInputMode(CompositionTargetPass::IM_NONE); { CompositionPass *pass = tp->createPass(); pass->setType(CompositionPass::PT_RENDERQUAD); pass->setMaterialName("DeferredShading/Post/ShowColour"); pass->setIdentifier(1); } } } } DeferredShadingSystem::DeferredShadingSystem( Viewport *vp, SceneManager *sm, Camera *cam ): mSceneMgr(sm), mViewport(vp), mCamera(cam), mLightMaterialGenerator(0) { for(int i=0; isetVisibilityMask(mSceneMgr->getVisibilityMask() & ~PostVisibilityMask); // Default to normal deferred shading mode setMode(mCurrentMode); setActive(true); } DeferredShadingSystem::~DeferredShadingSystem() { // Delete mini lights for(std::set::iterator i=mLights.begin(); i!=mLights.end(); ++i) { delete (*i); } Ogre::CompositorChain *chain = Ogre::CompositorManager::getSingleton().getCompositorChain(mViewport); for(int i=0; i_removeInstance(mInstance[i]); delete mLightMaterialGenerator; } void DeferredShadingSystem::setMode(DSMode mode) { for(int i=0; isetEnabled(mActive); else mInstance[i]->setEnabled(false); } mCurrentMode = mode; } void DeferredShadingSystem::setActive(bool active) { mActive = active; setMode(mCurrentMode); } void DeferredShadingSystem::createResources(void) { Ogre::CompositorManager &compMan = Ogre::CompositorManager::getSingleton(); // Create 'fat' render target unsigned int width = mViewport->getActualWidth(); unsigned int height = mViewport->getActualHeight(); PixelFormat format = PF_FLOAT16_RGBA; //PixelFormat format = PF_SHORT_RGBA; mTexture0 = TextureManager::getSingleton().createManual("RttTex0", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, width, height, 0, format, TU_RENDERTARGET ); mTexture1 = TextureManager::getSingleton().createManual("RttTex1", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, width, height, 0, format, TU_RENDERTARGET ); //assert(mTexture0->getFormat() == format); //assert(mTexture1->getFormat() == format); rttTex = Ogre::Root::getSingleton().getRenderSystem()->createMultiRenderTarget("MRT"); rttTex->bindSurface(0, mTexture0->getBuffer()->getRenderTarget()); rttTex->bindSurface(1, mTexture1->getBuffer()->getRenderTarget()); rttTex->setAutoUpdated( false ); // Setup viewport on 'fat' render target Viewport* v = rttTex->addViewport( mCamera ); v->setClearEveryFrame( false ); v->setOverlaysEnabled( false ); v->setBackgroundColour( ColourValue( 0, 0, 0, 0) ); compMan.addCompositor(v, "DeferredShading/Fat"); // Create lights material generator setupMaterial(MaterialManager::getSingleton().getByName("DeferredShading/LightMaterialQuad")); setupMaterial(MaterialManager::getSingleton().getByName("DeferredShading/LightMaterial")); if(Root::getSingleton().getRenderSystem()->getName()=="OpenGL Rendering Subsystem") mLightMaterialGenerator = new LightMaterialGenerator("glsl"); else mLightMaterialGenerator = new LightMaterialGenerator("hlsl"); // Create filters mInstance[DSM_SINGLEPASS] = compMan.addCompositor(mViewport, "DeferredShading/Single"); mInstance[DSM_MULTIPASS] = compMan.addCompositor(mViewport, "DeferredShading/Multi"); mInstance[DSM_SHOWNORMALS] = compMan.addCompositor(mViewport, "DeferredShading/ShowNormal"); mInstance[DSM_SHOWDSP] = compMan.addCompositor(mViewport, "DeferredShading/ShowDepthSpecular"); mInstance[DSM_SHOWCOLOUR] = compMan.addCompositor(mViewport, "DeferredShading/ShowColour"); // Add material setup callback for(int i=0; iaddListener(this); } void DeferredShadingSystem::setupMaterial(const MaterialPtr &mat) { for(unsigned short i=0; igetNumTechniques(); ++i) { Pass *pass = mat->getTechnique(i)->getPass(0); pass->getTextureUnitState(0)->setTextureName(mTexture0->getName()); pass->getTextureUnitState(1)->setTextureName(mTexture1->getName()); } } MLight *DeferredShadingSystem::createMLight() { MLight *rv = new MLight(mLightMaterialGenerator); rv->setVisibilityFlags(PostVisibilityMask); mLights.insert(rv); return rv; } void DeferredShadingSystem::destroyMLight(MLight *m) { mLights.erase(m); delete m; } void DeferredShadingSystem::update() { rttTex->update(); } void DeferredShadingSystem::notifyMaterialSetup(uint32 pass_id, MaterialPtr &mat) { /// Local pass identifier 1 is the render quad pass if(pass_id == 1) { setupMaterial(mat); } }