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| CompositorManager2 (RenderSystem *renderSystem) |
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| ~CompositorManager2 () |
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void | _notifyBarriersDirty () |
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void | _releaseManualHardwareResources () |
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void | _restoreManualHardwareResources () |
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void | _swapAllFinalTargets () |
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void | _update () |
| Will call the renderSystem which in turns calls _updateImplementation. More...
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void | _updateImplementation () |
| This should be called by the render system to perform the actual compositor manager update. More...
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void | addListener (CompositorWorkspaceListener *listener) |
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CompositorNodeDef * | addNodeDefinition (const String &name) |
| Returns a new node definition. The name must be unique, throws otherwise. More...
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CompositorShadowNodeDef * | addShadowNodeDefinition (const String &name) |
| Returns a new node definition. The name must be unique, throws otherwise. More...
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CompositorWorkspace * | addWorkspace (SceneManager *sceneManager, const CompositorChannelVec &externalRenderTargets, Camera *defaultCam, IdString definitionName, bool bEnabled, int position=-1, const UavBufferPackedVec *uavBuffers=0, const ResourceStatusMap *initialLayouts=0, const Vector4 &vpOffsetScale=Vector4::ZERO, uint8 vpModifierMask=0x00, uint8 executionMask=0xFF) |
| Overload that allows having multiple external input/outputs. More...
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CompositorWorkspace * | addWorkspace (SceneManager *sceneManager, TextureGpu *finalRenderTarget, Camera *defaultCam, IdString definitionName, bool bEnabled, int position=-1, const UavBufferPackedVec *uavBuffers=0, const ResourceStatusMap *initialLayouts=0, const Vector4 &vpOffsetScale=Vector4::ZERO, uint8 vpModifierMask=0x00, uint8 executionMask=0xFF) |
| Main function to start rendering. More...
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CompositorWorkspaceDef * | addWorkspaceDefinition (const String &name) |
| Returns a new workspace definition. More...
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void | connectOutput (CompositorNode *finalNode, size_t inputChannel) |
| The final rendering is done by passing the RenderWindow to one of the input channels. More...
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void | createBasicWorkspaceDef (const String &workspaceDefName, const ColourValue &backgroundColour, IdString shadowNodeName=IdString()) |
| Utility helper to create a basic workspace to get you out of the rush. More...
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BarrierSolver & | getBarrierSolver () |
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CompositorPassProvider * | getCompositorPassProvider () const |
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size_t | getFrameCount () const |
| Returns how many times _update has been called. More...
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const CompositorNodeDef * | getNodeDefinition (IdString nodeDefName) const |
| Returns the node definition with the given name. Throws if not found. More...
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CompositorNodeDef * | getNodeDefinitionNonConst (IdString nodeDefName) const |
| @See getNodeDefinition. More...
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const CompositorNodeDefMap & | getNodeDefinitions () const |
| Returns a const iterator to all existing definitions. More...
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TextureGpu * | getNullShadowTexture (PixelFormatGpu format) |
| Get an appropriately defined 'null' texture, i.e. More...
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size_t | getNumWorkspaces () const |
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RenderSystem * | getRenderSystem () const |
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const CompositorShadowNodeDef * | getShadowNodeDefinition (IdString nodeDefName) const |
| Returns the node definition with the given name. Throws if not found. More...
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CompositorShadowNodeDef * | getShadowNodeDefinitionNonConst (IdString nodeDefName) const |
| @See getShadowNodeDefinition. More...
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v1::Rectangle2D * | getSharedFullscreenQuad () const |
| Returns a shared fullscreen rectangle/triangle useful for PASS_QUAD passes. More...
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v1::Rectangle2D * | getSharedFullscreenTriangle () const |
| Returns a shared fullscreen rectangle/triangle useful for PASS_QUAD passes. More...
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CompositorWorkspaceDef * | getWorkspaceDefinition (IdString name) const |
| Returns the workspace definition with the given name. Throws if not found. More...
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CompositorWorkspaceDef * | getWorkspaceDefinitionNoThrow (IdString name) const |
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bool | hasNodeDefinition (IdString nodeDefName) const |
| Returns true if a node definition with the given name exists. More...
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bool | hasShadowNodeDefinition (IdString nodeDefName) const |
| Returns true if a shadow node definition with the given name exists. More...
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bool | hasWorkspaceDefinition (IdString name) const |
| Returns true if a workspace definition with the given name exists. More...
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void | operator delete (void *ptr) |
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void | operator delete (void *ptr, const char *, int, const char *) |
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void | operator delete (void *ptr, void *) |
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void | operator delete[] (void *ptr) |
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void | operator delete[] (void *ptr, const char *, int, const char *) |
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void * | operator new (size_t sz) |
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void * | operator new (size_t sz, const char *file, int line, const char *func) |
| operator new, with debug line info More...
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void * | operator new (size_t sz, void *ptr) |
| placement operator new More...
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void * | operator new[] (size_t sz) |
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void * | operator new[] (size_t sz, const char *file, int line, const char *func) |
| array operator new, with debug line info More...
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void | removeAllNodeDefinitions () |
| Removes all node defs. More...
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void | removeAllShadowNodeDefinitions () |
| Removes all shadow nodes defs. More...
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void | removeAllWorkspaceDefinitions () |
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void | removeAllWorkspaces () |
| Removes all workspaces. Make sure you don't hold any reference to a CompositorWorkpace! More...
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void | removeListener (CompositorWorkspaceListener *listener) |
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void | removeNodeDefinition (IdString nodeDefName) |
| Removes the node definition with the given name. Throws if not found. More...
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void | removeShadowNodeDefinition (IdString nodeDefName) |
| Removes the node definition with the given name. Throws if not found. More...
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void | removeWorkspace (CompositorWorkspace *workspace) |
| Removes the given workspace. Pointer is no longer valid after this call. More...
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void | removeWorkspaceDefinition (IdString name) |
| Removes the workspace definition with the given name. Throws if not found. More...
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void | setCompositorPassProvider (CompositorPassProvider *passProvider) |
| Sets a custom pass provider in order to implement custom passes in your nodes. More...
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void | validateAllNodes () |
| Calls. More...
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Main system for managing Render Targets through the use of nodes.
All applications must at least define a workspace definition and create a workspace instance in order to start rendering.
- If you wish to change the definitions, you should destroy all instances first. In theory many changes can actually happen in real time without any harm, but that depends on how the code was written and thus the behavior is undefined.
- A node has inputs (textures), local textures, and outputs. It can also directly global textures that are defined in a workspace definition. There a few basic rules: Global Textures use the "global_" prefix. For example "global_myRT" is a global texture. Trying to create a Local texture with that name will throw. Global Textures can't be used as node input nor output. Textures that came as Input can be used as Output. A node may have no Input nor Output. Shadow Nodes can't have input, but can have output to be used with other nodes.
- Shadow Nodes are particular case of Nodes which are used for rendering shadow maps, and can only be references from a PASS_SCENE object; and will be executed when that pass is. After the pass is executed, its output can be used for other regular Nodes (i.e. for postprocessing), which enables the possibility of easily creating RSM (Reflective Shadow Maps) for Global Illumination calculations.
- For more information
- See also
- CompositorNode &
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CompositorShadowNode
CompositorWorkspace* Ogre::CompositorManager2::addWorkspace |
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SceneManager * |
sceneManager, |
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TextureGpu * |
finalRenderTarget, |
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Camera * |
defaultCam, |
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IdString |
definitionName, |
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bool |
bEnabled, |
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int |
position = -1 , |
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const UavBufferPackedVec * |
uavBuffers = 0 , |
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const ResourceStatusMap * |
initialLayouts = 0 , |
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const Vector4 & |
vpOffsetScale = Vector4::ZERO , |
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uint8 |
vpModifierMask = 0x00 , |
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uint8 |
executionMask = 0xFF |
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) |
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Main function to start rendering.
Creates a workspace instance based on a workspace definition.
viewportModifier controls how to stretch the viewport in each pass, vpModifierMask controls which passes will ignore the stretching, and executionMask controls which passes get skipped.
All passes have a default executionMask = 0xFF vpModifierMask = 0xFF except for clear passes which default to executionMask = 0x01 vpModifierMask = 0x00
The reasoning behind this is that often you want to clear the whole renderTarget the first time (it's GPU-friendly to discard the entire buffer; aka vpModifierMask = 0), but the second time you don't want the clear to be executed at all to prevent overwritting the contents from the first pass (executionMask = 1).
Example, stereo (split screen):
Render Eye0 to the left side of the screen m_workspaceEye0 = mgr->addWorkspace( sceneManager, renderTarget, eyeCamera0, "MainWorkspace", true, -1, Vector4( 0, 0, 0.5f, 1 ), 0x01, 0x01 ); Render Eye1 to the right side of the screen m_workspaceEye1 = mgr->addWorkspace( sceneManager, renderTarget, eyeCamera1, "MainWorkspace", true, -1, Vector4( 0.5f, 0, 0.5f, 1 ), 0x02, 0x02 );
Example, split screen, multiplayer, 4 players (e.g. Mario Kart (R)-like games)
for( int i=0; i<4; ++i )
{
Vector4 vpModifier( (i % 2) * 0.5f, (i >> 1) * 0.5f, 0.25f, 0.25f );
m_workspace[i] = mgr->addWorkspace( sceneManager, renderTarget,
playerCam[i], "MainWorkspace", true,
-1, vpModifier,
(1 << i), (1 << i) );
}
- Parameters
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sceneManager | The SceneManager this workspace will be associated with. You can have multiple scene managers, each with multiple workspaces. Those workspaces can be set to render to the same final render target, regardless of scene manager (or not). |
finalRenderTarget | The final RT where the workspace will be rendered to. Usually the RenderWindow. We need this pointer in order to correctly create RTTs that depend on the final target's width, height, gamma & fsaa settings. This pointer will be used for "connectOutput" channels ( |
- See also
- CompositorWorkspaceDef::connectOutput) In theory if none of your nodes use width & height relative to final RT & you don't use connectOutput, this pointer could be null. Although it's not recommended nor explicitly supported.
- Parameters
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defaultCam | Default camera to use when a camera name wasn't specified explicitly in a pass definition (i.e. PASS_SCENE passes). This pointer can be null if you promise to use all explicit camera names in your passes (and those cameras have already been created) |
definitionName | The unique name of the workspace definition |
bEnabled | True if this workspace should start enabled, false otherwise. |
position | If there are multiple workspaces, specifies the order in which this compositor should be updated. i.e. "0" means this new workspace gets updated first. Note that subsequent calls will place other workspaces to be updated first. Typically you will want to update workspace that renders to the RenderWindow last (depending on what you do with RTs, some OSes, like OS X, may not like it). Defaults to -1; which means update last. |
uavBuffers | Array of UAV Buffers that will be exposed to compositors, via the 'connect_buffer_external' script keyword, or the call CompositorWorkspaceDef::connectExternalBuffer |
vpOffsetScale | The viewport of every pass from every node will be offseted and scaled by the following formula: left += vpOffsetScale.x; top += vpOffsetScale.y; width *= vpOffsetScale.z; height *= vpOffsetScale.w; This affects both the viewport dimensions as well as the scissor rect. |
vpModifierMask | An 8-bit mask that will be AND'ed with the viewport modifier mask of each pass from every node. When the result is zero, the previous parameter "viewportModifier" isn't applied to that pass. |
This is useful when you want to apply a pass (like Clear) to the whole render target and not just to the scaled region.
- Parameters
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executionMask | An 8-bit mask that will be AND'ed with the execution mask of each pass from every node. When the result is zero, the pass isn't executed. See remarks on how to use this for efficient Stereo or split screen. |
This is useful when you want to skip a pass (like Clear) when rendering the second eye (or the second split from the second player).