DriveHQ Start Menu
Cloud Drive Mapping
Folder Sync
True Drop Box
FTP/SFTP Hosting
Group Account
Team Anywhere
DriveHQ Start Menu
Online File Server
My Storage
|
Manage Shares
|
Publishes
|
Drop Boxes
|
Group Account
WebDAV Drive Mapping
Cloud Drive Home
|
WebDAV Guide
|
Drive Mapping Tool
|
Drive Mapping URL
Complete Data Backup
Backup Guide
|
Cloud-to-Cloud Backup
|
DVR/Camera Backup
FTP, Email & Web Service
FTP/SFTP Hosting
|
Email Hosting
|
Web Hosting
|
Webcam Hosting
Other Products & Services
Team Anywhere
|
Connect to Remote PC
|
Cloud Surveillance
|
Virtual CCTV NVR
Quick Links
Security and Privacy
Customer Support
Service Manual
Use Cases
Group Account
Online Help
Support Forum
Contact Us
About DriveHQ
Sign Up
Login
Features
Business Features
Online File Server
FTP Hosting
Cloud Drive Mapping
Cloud File Backup
Email Backup & Hosting
Cloud File Sharing
Folder Synchronization
Group Management
True Drop Box
Full-text Search
AD Integration/SSO
Mobile Access
Personal Features
Personal Cloud Drive
Backup All Devices
Mobile APPs
Personal Web Hosting
Sub-Account (for Kids)
Home/PC/Kids Monitoring
Other Features
Team Anywhere (Remote Desktop Service)
CameraFTP Cloud Surveillance
Software
DriveHQ Drive Mapping Tool
DriveHQ FileManager
DriveHQ Online Backup
DriveHQ Team Anywhere for Windows (Beta)
DriveHQ Mobile Apps
Pricing
Business Plans & Pricing
Personal Plans & Pricing
Price Comparison with Others
Feature Comparison with Others
Install Mobile App
Sign up
Creating account...
Invalid character in username! Only 0-9, a-z, A-Z, _, -, . allowed.
Username is required!
Invalid email address!
E-mail is required!
Password is required!
Password is invalid!
Password and confirmation do not match.
Confirm password is required!
I accept
Membership Agreement
Please read the Membership Agreement and check "I accept"!
Free Quick Sign-up
Sign-up Page
Log in
Signing in...
Username or e-mail address is required!
Password is required!
Keep me logged in
Quick Login
Forgot Password
Up
Upload
Download
Share
Publish
New Folder
New File
Copy
Cut
Delete
Paste
Rate
Upgrade
Rotate
Effect
Edit
Slide
History
/** 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
Page URL
File URL
Prev
7/35
Next
Download
( 4 KB )
Note: The DriveHQ service banners will NOT be displayed if the file owner is a paid member.
Comments
Total ratings:
0
Average rating:
Not Rated
Would you like to comment?
Join DriveHQ
for a free account, or
Logon
if you are already a member.