OGRE Demo_Compositor

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转自:http://blog.csdn.net/pizi0475/article/details/5389428

没有任何效果的截图:




参考《Pro OGRE 3D Programming》Chapter 12: Ogre 2D and Compositing 

HDR效果截图,注意fps数的变化,相当大啊:



ogrenew/Samples/Media/materials/scripts/Examples.compositor文件中
 
HDR

除了rt_full,每个target都有对应的一个material脚本

// HDR
compositor HDR
{
    
// floating point only for now
    technique
    {
        
// Temporary textures
        
// Fullsize HDR render target, used as tone mapping source
        texture rt_full target_width target_height PF_FLOAT16_RGB
        
// Targets used for luminance evaluation (3x3 downsample, point filtering)
        texture rt_lum0 1 1 PF_FLOAT16_RGB
        texture rt_lum1 
4 4 PF_FLOAT16_RGB
        texture rt_lum2 
16 16 PF_FLOAT16_RGB
        texture rt_lum3 
64 64 PF_FLOAT16_RGB
        texture rt_lum4 
128 128 PF_FLOAT16_RGB
        
// Bright-pass filtered target (tone mapped)
        texture rt_brightpass 128 128 PF_R8G8B8
        
// Bloom filter targets
        texture rt_bloom0 128 128 PF_R8G8B8
        texture rt_bloom1 
128 128 PF_R8G8B8


        target rt_full
        {
            
// No input, render differently
            input none

            
// Use float target HDR material scheme (unclamped shaders)
            material_scheme HDR

            pass clear
            {
            }

            pass render_scene
            {
            }

        }

        
// Downsample the original HDR scene to extract luminence value
        target rt_lum4
        {
            input none
            pass render_quad // hew:告诉渲染器把这个通路渲染到整个目标矩形区域中来
                             // hew:instruct the Compositor to render this pass to a full-target quad
            {
                
// Downsample using a 2x2 filter and convert to greyscale
                material Ogre/Compositor/HDR/Downsample2x2Luminence
                input 
0 rt_full
                identifier 
994
            }
        }
        target rt_lum3
        {
            input none
            pass render_quad
            {
                
// Downsample using a 3x3 filter
                material Ogre/Compositor/HDR/Downsample3x3
                input 
0 rt_lum4
                identifier 
993
            }
        }
        target rt_lum2
        {
            input none
            pass render_quad
            {
                
// Downsample using a 3x3 filter
                material Ogre/Compositor/HDR/Downsample3x3
                input 
0 rt_lum3
                identifier 
992
            }
        }
        target rt_lum1
        {
            input none
            pass render_quad
            {
                
// Downsample using a 3x3 filter
                material Ogre/Compositor/HDR/Downsample3x3
                input 
0 rt_lum2
                identifier 
991
            }
        }
        target rt_lum0
        {
            input none
            pass render_quad
            {
                
// Downsample using a 3x3 filter
                material Ogre/Compositor/HDR/Downsample3x3
                input 
0 rt_lum1
                identifier 
990
            }
        }


        target rt_brightpass
        {
            input none
            pass render_quad
            {
                
// Downsample using a 3x3 filter, hi-pass and tone map
                material Ogre/Compositor/HDR/Downsample3x3Brightpass
                input 
0 rt_full
                input 
1 rt_lum0
                identifier 
800
            }
        }

        target rt_bloom1
        {
            input none
            pass render_quad
            {
                
// Blur horizontally
                material Ogre/Compositor/HDR/GaussianBloom
                input 
0 rt_brightpass
                identifier 
701
            }
        }
        target rt_bloom0
        {
            input none
            pass render_quad
            {
                
// Blur horizontally
                material Ogre/Compositor/HDR/GaussianBloom
                input 
0 rt_bloom1
                identifier 
700
            }
        }


        
// Final output combines tone mapping of the original scene, with an
        
// exposure setting passed in as a GPU parameter, and an additive bloom
        
// effect
        target_output
        {
            input none
            pass render_quad
            {
                material Ogre
/Compositor/HDR/ToneMapping
                input 
0 rt_full
                input 
1 rt_bloom0
                input 
2 rt_lum0
            }
        }


    }

}



看完了书上的介绍还是很迷糊

DxSDK里面有个HDRPipeline的例子,结合那个看看

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