当前位置: 首页>>代码示例>>C++>>正文


C++ CompositionTargetPass类代码示例

本文整理汇总了C++中CompositionTargetPass的典型用法代码示例。如果您正苦于以下问题:C++ CompositionTargetPass类的具体用法?C++ CompositionTargetPass怎么用?C++ CompositionTargetPass使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了CompositionTargetPass类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: getCompositor

//-----------------------------------------------------------------------
void CompositorChain::setCompositorEnabled(size_t position, bool state)
{
	CompositorInstance* inst = getCompositor(position);
	if (!state && inst->getEnabled())
	{
		// If we're disabling a 'middle' compositor in a chain, we have to be
		// careful about textures which might have been shared by non-adjacent
		// instances which have now become adjacent. 
		CompositorInstance* nextInstance = getNextInstance(inst, true);
		if (nextInstance)
		{
			CompositionTechnique::TargetPassIterator tpit = nextInstance->getTechnique()->getTargetPassIterator();
			while(tpit.hasMoreElements())
			{
				CompositionTargetPass* tp = tpit.getNext();
				if (tp->getInputMode() == CompositionTargetPass::IM_PREVIOUS)
				{
					if (nextInstance->getTechnique()->getTextureDefinition(tp->getOutputName())->pooled)
					{
						// recreate
						nextInstance->freeResources(false, true);
						nextInstance->createResources(false);
					}
				}

			}
		}

	}
    inst->setEnabled(state);
}
开发者ID:MrLobo,项目名称:El-Rayo-de-Zeus,代码行数:32,代码来源:OgreCompositorChain.cpp

示例2: fixCompositorClearColor

void TerrainManager::fixCompositorClearColor()
{
	// hack
	// now with extensive error checking
	if (CompositorManager::getSingleton().hasCompositorChain(gEnv->mainCamera->getViewport()))
	{
		//	//CompositorManager::getSingleton().getCompositorChain(gEnv->ogreCamera->getViewport())->getCompositor(0)->getTechnique()->getOutputTargetPass()->getPass(0)->setClearColour(fade_color);
		CompositorInstance *co = CompositorManager::getSingleton().getCompositorChain(gEnv->mainCamera->getViewport())->_getOriginalSceneCompositor();
		if (co)
		{
			CompositionTechnique *ct = co->getTechnique();
			if (ct)
			{
				CompositionTargetPass *ctp = ct->getOutputTargetPass();
				if (ctp)
				{
					CompositionPass *p = ctp->getPass(0);
					if (p)
					{
						p->setClearColour(fade_color);
					}
				}
			}
		}
	}
}
开发者ID:KinaMarie,项目名称:rigs-of-rods,代码行数:26,代码来源:TerrainManager.cpp

示例3: CreateTextureDef

void HDRCompositor::CalculateKey(void)
{
	CompositionTargetPass *tp;
	CompositionPass *pass;

	CreateTextureDef("Key",1,1,PF_FLOAT16_RGB);

	tp = m_HDRTechnique->createTargetPass();
	tp->setInputMode(CompositionTargetPass::IM_NONE);
	tp->setOutputName("Key");
	
	pass = tp->createPass();
	pass->setType(CompositionPass::PT_RENDERQUAD);
	if(m_AutoKeying)
	{
		pass->setMaterialName("AutoKey");
		pass->setInput(0,"Luminance");
	}
	else
	{
		pass->setIdentifier(MID_KEY);
		pass->setMaterialName("ManualKey");
//		GpuProgramParameters::RealConstantEntry* entry = pass->getMaterial()->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->getNamedRealConstantEntry("Key");
//		if(entry)
//			entry->val[0] = m_Key;
	}
	
}
开发者ID:dhwanivakhariya,项目名称:stuntrally,代码行数:28,代码来源:HDRCompositor.cpp

示例4: createOriginalScene

//-----------------------------------------------------------------------
void CompositorChain::createOriginalScene()
{
    /// Create "default" compositor
    /** Compositor that is used to implicitly represent the original
        render in the chain. This is an identity compositor with only an output pass:
    compositor Ogre/Scene
    {
        technique
        {
            target_output
            {
				pass clear
				{
					/// Clear frame
				}
                pass render_scene
                {
					visibility_mask FFFFFFFF
					render_queues SKIES_EARLY SKIES_LATE
                }
            }
        }
    };
    */

	mOriginalSceneScheme = mViewport->getMaterialScheme();
	String compName = "Ogre/Scene/" + mOriginalSceneScheme;
	CompositorPtr scene = CompositorManager::getSingleton().getByName(compName, ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME);
	if (scene.isNull())
	{
		scene = CompositorManager::getSingleton().create(compName, ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME);
		CompositionTechnique *t = scene->createTechnique();
		t->setSchemeName(StringUtil::BLANK);
		CompositionTargetPass *tp = t->getOutputTargetPass();
		tp->setVisibilityMask(0xFFFFFFFF);
		{
			CompositionPass *pass = tp->createPass();
			pass->setType(CompositionPass::PT_CLEAR);
		}
		{
			CompositionPass *pass = tp->createPass();
			pass->setType(CompositionPass::PT_RENDERSCENE);
			/// Render everything, including skies
			pass->setFirstRenderQueue(RENDER_QUEUE_BACKGROUND);
			pass->setLastRenderQueue(RENDER_QUEUE_SKIES_LATE);
		}


		/// Create base "original scene" compositor
		scene = CompositorManager::getSingleton().load(compName,
			ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME);



	}
	mOriginalScene = OGRE_NEW CompositorInstance(scene->getSupportedTechnique(), this);
}
开发者ID:dryadf68116,项目名称:vuforia-gamekit-integration,代码行数:58,代码来源:OgreCompositorChain.cpp

示例5: Release

void HDRCompositor::Create(void)
{
	Release();

	m_Compositor = CompositorManager::getSingleton().create("HDR", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);

	m_HDRTechnique = m_Compositor->createTechnique();

	//render scene
	CreateTextureDef("Scene",0,0,PF_FLOAT16_RGB);
		
	CompositionTargetPass *tp = m_HDRTechnique->createTargetPass();
	tp->setInputMode(CompositionTargetPass::IM_PREVIOUS);
	tp->setOutputName("Scene");

	RenderDownSample();

    CalculateLuminance();
	
	CalculateKey();

	if(m_GlareType || m_StarType)
	{
		BrightPass();
	
		if(m_GlareType)
			BuildGlare();

		if(m_StarType)
			BuildStar();
	}

	if(m_ToneMapper == TM_REINHARDLOCAL)
		BuildScales();

	FinalRendering();

	Viewport* const vp = m_Window->getViewport(0);
	Ogre::CompositorInstance* const instance = CompositorManager::getSingleton().addCompositor(vp, "HDR");

	if(instance)
		instance->addListener(this);

	notifyViewportSize(vp->getActualWidth(), vp->getActualHeight());

	Enable(m_Enable);
}
开发者ID:amireh,项目名称:Elementum,代码行数:47,代码来源:HDRCompositor.cpp

示例6: while

//---------------------------------------------------------------------
bool CompositorManager::isInputPreviousTarget(CompositorInstance* inst, const Ogre::String& localName)
{
    CompositionTechnique::TargetPassIterator tpit = inst->getTechnique()->getTargetPassIterator();
    while(tpit.hasMoreElements())
    {
        CompositionTargetPass* tp = tpit.getNext();
        if (tp->getInputMode() == CompositionTargetPass::IM_PREVIOUS &&
            tp->getOutputName() == localName)
        {
            return true;
        }

    }

    return false;

}
开发者ID:Gerviba,项目名称:MuOnline,代码行数:18,代码来源:OgreCompositorManager.cpp

示例7: preViewportUpdate

//-----------------------------------------------------------------------
void CompositorChain::preViewportUpdate(const RenderTargetViewportEvent& evt)
{
	// Only set up if there is at least one compositor enabled, and it's this viewport
    if(evt.source != mViewport || !mAnyCompositorsEnabled)
        return;

	// set original scene details from viewport
	CompositionPass* pass = mOriginalScene->getTechnique()->getOutputTargetPass()->getPass(0);
	CompositionTargetPass* passParent = pass->getParent();
	if (pass->getClearBuffers() != mViewport->getClearBuffers() ||
		pass->getClearColour() != mViewport->getBackgroundColour() ||
		passParent->getVisibilityMask() != mViewport->getVisibilityMask() ||
		passParent->getMaterialScheme() != mViewport->getMaterialScheme() ||
		passParent->getShadowsEnabled() != mViewport->getShadowsEnabled())
	{
		// recompile if viewport settings are different
		pass->setClearBuffers(mViewport->getClearBuffers());
		pass->setClearColour(mViewport->getBackgroundColour());
		passParent->setVisibilityMask(mViewport->getVisibilityMask());
		passParent->setMaterialScheme(mViewport->getMaterialScheme());
		passParent->setShadowsEnabled(mViewport->getShadowsEnabled());
		_compile();
	}

	Camera *cam = mViewport->getCamera();
	if (cam)
	{
		/// Prepare for output operation
		preTargetOperation(mOutputOperation, mViewport, cam);
	}
}
开发者ID:MrLobo,项目名称:El-Rayo-de-Zeus,代码行数:32,代码来源:OgreCompositorChain.cpp

示例8: while

//-----------------------------------------------------------------------
void CompositorInstance::_compileTargetOperations(CompiledState &compiledState)
{
    /// Collect targets of previous state
	if(mPreviousInstance)
	    mPreviousInstance->_compileTargetOperations(compiledState);
    /// Texture targets
    CompositionTechnique::TargetPassIterator it = mTechnique->getTargetPassIterator();
    while(it.hasMoreElements())
    {
        CompositionTargetPass *target = it.getNext();
        
        TargetOperation ts(getTargetForTex(target->getOutputName()));
        /// Set "only initial" flag, visibilityMask and lodBias according to CompositionTargetPass.
        ts.onlyInitial = target->getOnlyInitial();
        ts.visibilityMask = target->getVisibilityMask();
        ts.lodBias = target->getLodBias();
		ts.shadowsEnabled = target->getShadowsEnabled();
        /// Check for input mode previous
        if(target->getInputMode() == CompositionTargetPass::IM_PREVIOUS)
        {
            /// Collect target state for previous compositor
            /// The TargetOperation for the final target is collected seperately as it is merged
            /// with later operations
            mPreviousInstance->_compileOutputOperation(ts);
        }
        /// Collect passes of our own target
        collectPasses(ts, target);
        compiledState.push_back(ts);
    }
}
开发者ID:masonh,项目名称:marblemax,代码行数:31,代码来源:OgreCompositorInstance.cpp

示例9: isInputToOutputTarget

//---------------------------------------------------------------------
bool CompositorManager::isInputToOutputTarget(CompositorInstance* inst, const Ogre::String& localName)
{
    CompositionTargetPass* tp = inst->getTechnique()->getOutputTargetPass();
    CompositionTargetPass::PassIterator pit = tp->getPassIterator();

    while(pit.hasMoreElements())
    {
        CompositionPass* p = pit.getNext();
        for (size_t i = 0; i < p->getNumInputs(); ++i)
        {
            if (p->getInput(i).name == localName)
                return true;
        }
    }

    return false;

}
开发者ID:Gerviba,项目名称:MuOnline,代码行数:19,代码来源:OgreCompositorManager.cpp

示例10: _compileOutputOperation

//-----------------------------------------------------------------------
void CompositorInstance::_compileOutputOperation(TargetOperation &finalState)
{
    /// Final target
    CompositionTargetPass *tpass = mTechnique->getOutputTargetPass();
    
    /// Logical-and together the visibilityMask, and multiply the lodBias
    finalState.visibilityMask &= tpass->getVisibilityMask();
    finalState.lodBias *= tpass->getLodBias();
    
    if(tpass->getInputMode() == CompositionTargetPass::IM_PREVIOUS)
    {
        /// Collect target state for previous compositor
        /// The TargetOperation for the final target is collected seperately as it is merged
        /// with later operations
        mPreviousInstance->_compileOutputOperation(finalState);
    }
    /// Collect passes
    collectPasses(finalState, tpass);
}
开发者ID:brock7,项目名称:TianLong,代码行数:20,代码来源:OgreCompositorInstance.cpp

示例11: _init

        void _init(void)
        {
            CompositorPtr compositor = CompositorManager::getSingleton().create(
                _theType(), ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
			CompositionTechnique *t;
            CompositionTechnique::TextureDefinition *td;
            CompositionTargetPass *tp;
            CompositionPass *pass;

            t = compositor->createTechnique();
            td = t->createTextureDefinition("scene");
            td->width.viewport = 1;
            td->height.viewport = 1;
            td->format = PF_X8R8G8B8;
            td = t->createTextureDefinition("heat");
            td->width.viewport = 0.5;
            td->height.viewport = 0.5;
            td->format = PF_X8R8G8B8;

            tp = t->createTargetPass();
            tp->setInputMode(CompositionTargetPass::IM_PREVIOUS);
            tp->setOutputName("scene");

            tp = t->createTargetPass();
			tp->setInputMode(CompositionTargetPass::IM_NONE);
            tp->setOutputName("heat");
            pass = tp->createPass();
            pass->setType(CompositionPass::PT_RENDERQUAD);
            pass->setMaterialName("PostFilters/HeatVision/LightToHeat");
            pass->setInput(0, "scene");
            pass->setIdentifier(0xDEADBADE);

            tp = t->getOutputTargetPass();
			tp->setInputMode(CompositionTargetPass::IM_NONE);
            pass = tp->createPass();
            pass->setType(CompositionPass::PT_RENDERQUAD);
            pass->setMaterialName("PostFilters/HeatVision/Blur");
            pass->setInput(0, "heat");
        }
开发者ID:brock7,项目名称:TianLong,代码行数:39,代码来源:WXHeatVisionPostFilter.cpp

示例12: isSupported

//-----------------------------------------------------------------------
bool CompositionTechnique::isSupported(bool acceptTextureDegradation)
{
	// A technique is supported if all materials referenced have a supported
	// technique, and the intermediate texture formats requested are supported
	// Material support is a cast-iron requirement, but if no texture formats 
	// are directly supported we can let the rendersystem create the closest 
	// match for the least demanding technique
	

    // Check output target pass is supported
    if (!mOutputTarget->_isSupported())
    {
        return false;
    }

    // Check all target passes is supported
    TargetPasses::iterator pi, piend;
    piend = mTargetPasses.end();
    for (pi = mTargetPasses.begin(); pi != piend; ++pi)
    {
        CompositionTargetPass* targetPass = *pi;
        if (!targetPass->_isSupported())
        {
            return false;
        }
    }

    TextureDefinitions::iterator i, iend;
    iend = mTextureDefinitions.end();
	TextureManager& texMgr = TextureManager::getSingleton();
    for (i = mTextureDefinitions.begin(); i != iend; ++i)
    {
		TextureDefinition* td = *i;

		// Firstly check MRTs
		if (td->formatList.size() > 
			Root::getSingleton().getRenderSystem()->getCapabilities()->getNumMultiRenderTargets())
		{
			return false;
		}


		for (PixelFormatList::iterator pfi = td->formatList.begin(); pfi != td->formatList.end(); ++pfi)
		{

			// Check whether equivalent supported
			if(acceptTextureDegradation)
			{
				// Don't care about exact format so long as something is supported
				if(texMgr.getNativeFormat(TEX_TYPE_2D, *pfi, TU_RENDERTARGET) == PF_UNKNOWN)
				{
					return false;
				}
			}
			else
			{
				// Need a format which is the same number of bits to pass
				if (!texMgr.isEquivalentFormatSupported(TEX_TYPE_2D, *pfi, TU_RENDERTARGET))
				{
					return false;
				}
			}
		}

		//Check all render targets have same number of bits
		if( !Root::getSingleton().getRenderSystem()->getCapabilities()->
			hasCapability( RSC_MRT_DIFFERENT_BIT_DEPTHS ) && !td->formatList.empty() )
		{
			PixelFormat nativeFormat = texMgr.getNativeFormat( TEX_TYPE_2D, td->formatList.front(),
																TU_RENDERTARGET );
			size_t nativeBits = PixelUtil::getNumElemBits( nativeFormat );
			for( PixelFormatList::iterator pfi = td->formatList.begin()+1;
					pfi != td->formatList.end(); ++pfi )
			{
				PixelFormat nativeTmp = texMgr.getNativeFormat( TEX_TYPE_2D, *pfi, TU_RENDERTARGET );
				if( PixelUtil::getNumElemBits( nativeTmp ) != nativeBits )
				{
					return false;
				}
			}
		}
	}
	
	// Must be ok
	return true;
}
开发者ID:JangoOs,项目名称:kbengine_ogre_demo,代码行数:87,代码来源:OgreCompositionTechnique.cpp

示例13: _init

        void _init(void)
        {
            CompositorPtr compositor = CompositorManager::getSingleton().create(
                _theType(), ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
			CompositionTechnique *t;
            CompositionTechnique::TextureDefinition *td;
            CompositionTargetPass *tp;
            CompositionPass *pass;

            t = compositor->createTechnique();
            td = t->createTextureDefinition("scene");
            td->width.viewport = 1;
            td->height.viewport = 1;
            td->format = PF_X8R8G8B8;
            td = t->createTextureDefinition("blur0");
            td->width.viewport = 0.5;
            td->height.viewport = 0.5;
            td->format = PF_X8R8G8B8;
            td = t->createTextureDefinition("blur1");
            td->width.viewport = 0.5;
            td->height.viewport = 0.5;
            td->format = PF_X8R8G8B8;

            tp = t->createTargetPass();
            tp->setInputMode(CompositionTargetPass::IM_PREVIOUS);
            tp->setOutputName("scene");

            tp = t->createTargetPass();
			tp->setInputMode(CompositionTargetPass::IM_NONE);
            tp->setOutputName("blur0");
            pass = tp->createPass();
            pass->setType(CompositionPass::PT_RENDERQUAD);
            pass->setMaterialName("PostFilters/Floodlighting/DownSample");
            pass->setInput(0, "scene");

            tp = t->createTargetPass();
			tp->setInputMode(CompositionTargetPass::IM_NONE);
            tp->setOutputName("blur1");
            pass = tp->createPass();
            pass->setType(CompositionPass::PT_RENDERQUAD);
            pass->setMaterialName("PostFilters/Floodlighting/BlurHorizontal");
            pass->setInput(0, "blur0");

            tp = t->createTargetPass();
			tp->setInputMode(CompositionTargetPass::IM_NONE);
            tp->setOutputName("blur1");
            pass = tp->createPass();
            pass->setType(CompositionPass::PT_RENDERQUAD);
            pass->setMaterialName("PostFilters/Floodlighting/BlurVertical");
            pass->setInput(0, "blur0");

            tp = t->getOutputTargetPass();
			tp->setInputMode(CompositionTargetPass::IM_NONE);
            pass = tp->createPass();
            pass->setType(CompositionPass::PT_RENDERQUAD);
            pass->setMaterialName("PostFilters/Floodlighting/Blend");
            pass->setInput(0, "scene");
            pass->setInput(1, "blur1");
            pass->setIdentifier(0xDEADBADE);

            mBlurAmount = 0.2f;
            mShineAmount = 0.3f;
            // receive default parameters from material script
            if (!pass->getMaterial().isNull())
            {
                GpuProgramParametersSharedPtr parameters = pass->getMaterial()->getTechnique(0)->getPass(0)->getFragmentProgramParameters();
#if OGRE_VERSION >= 0x010300
                const GpuConstantDefinition* def;
                
                def = parameters->_findNamedConstantDefinition("blur_amount");
                if (def)
                    parameters->_readRawConstants(def->physicalIndex, 1, &mBlurAmount);
                def = parameters->_findNamedConstantDefinition("shine_amount");
                if (def)
                    parameters->_readRawConstants(def->physicalIndex, 1, &mShineAmount);
#else
                GpuProgramParameters::RealConstantEntry* entry;

                entry = parameters->getNamedRealConstantEntry("blur_amount");
                if (entry && entry->isSet)
                    mBlurAmount = entry->val[0];

                entry = parameters->getNamedRealConstantEntry("shine_amount");
                if (entry && entry->isSet)
                    mShineAmount = entry->val[0];
#endif
            }
        }
开发者ID:brock7,项目名称:TianLong,代码行数:88,代码来源:WXFloodlightingPostFilter.cpp

示例14: refreshCompositor


//.........这里部分代码省略.........
		mGBufferLogic = new GBufferLogic();
		mGBufferLogic->setApp(this);
		cmp.registerCompositorLogic("GBuffer", mGBufferLogic);
	}

	if (cmp.getByName("Motion Blur").isNull())
	{
		// Motion blur has to be created in code
		CompositorPtr comp3 = cmp.create(
			"Motion Blur", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);

		CompositionTechnique *t = comp3->createTechnique();
		t->setCompositorLogicName("Motion Blur");
		{
			CompositionTechnique::TextureDefinition *def = t->createTextureDefinition("scene");
			def->width = 0;
			def->height = 0;
			def->formatList.push_back(PF_R8G8B8);
		}
		{
			CompositionTechnique::TextureDefinition *def = t->createTextureDefinition("sum");
			def->width = 0;
			def->height = 0;
			def->formatList.push_back(PF_R8G8B8);
		}
		{
			CompositionTechnique::TextureDefinition *def = t->createTextureDefinition("temp");
			def->width = 0;
			def->height = 0;
			def->formatList.push_back(PF_R8G8B8);
		}
		/// Render scene
		{
			CompositionTargetPass *tp = t->createTargetPass();
			tp->setInputMode(CompositionTargetPass::IM_PREVIOUS);
			tp->setOutputName("scene");
		}
		/// Initialisation pass for sum texture
		{
			CompositionTargetPass *tp = t->createTargetPass();
			tp->setInputMode(CompositionTargetPass::IM_PREVIOUS);
			tp->setOutputName("sum");
			tp->setOnlyInitial(true);
		}
		/// Do the motion blur
		{
			CompositionTargetPass *tp = t->createTargetPass();
			tp->setInputMode(CompositionTargetPass::IM_NONE);
			tp->setOutputName("temp");
			{ CompositionPass *pass = tp->createPass();
			pass->setType(CompositionPass::PT_RENDERQUAD);
			pass->setMaterialName("Ogre/Compositor/Combine");
			pass->setIdentifier(120);
			pass->setInput(0, "scene");
			pass->setInput(1, "sum");
			}
		}
		/// Copy back sum texture
		{
			CompositionTargetPass *tp = t->createTargetPass();
			tp->setInputMode(CompositionTargetPass::IM_NONE);
			tp->setOutputName("sum");
			{ CompositionPass *pass = tp->createPass();
			pass->setType(CompositionPass::PT_RENDERQUAD);
			pass->setMaterialName("Ogre/Compositor/Copyback");
			pass->setInput(0, "temp");
开发者ID:jacobgogogo,项目名称:stuntrally,代码行数:67,代码来源:BaseApp_Effects.cpp

示例15: compName

//-----------------------------------------------------------------------
void CompositorChain::createOriginalScene()
{
    /// Create "default" compositor
    /** Compositor that is used to implicitly represent the original
        render in the chain. This is an identity compositor with only an output pass:
    compositor Ogre/Scene
    {
        technique
        {
            target_output
            {
    			pass clear
    			{
    				/// Clear frame
    			}
                pass render_scene
                {
    				visibility_mask FFFFFFFF
    				render_queues SKIES_EARLY SKIES_LATE
                }
            }
        }
    };
    */

    // If two viewports use the same scheme but differ in settings like visibility masks, shadows, etc we don't
    // want compositors to share their technique.  Otherwise both compositors will have to recompile every time they
    // render.  Thus we generate a unique compositor per viewport.
    String compName("Ogre/Scene/");
    compName += StringConverter::toString((intptr_t)mViewport);

    mOriginalSceneScheme = mViewport->getMaterialScheme();
    CompositorPtr scene = CompositorManager::getSingleton().getByName(compName, ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME);
    if (scene.isNull())
    {
        scene = CompositorManager::getSingleton().create(compName, ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME);
        CompositionTechnique *t = scene->createTechnique();
        t->setSchemeName(StringUtil::BLANK);
        CompositionTargetPass *tp = t->getOutputTargetPass();
        tp->setVisibilityMask(0xFFFFFFFF);
        {
            CompositionPass *pass = tp->createPass();
            pass->setType(CompositionPass::PT_CLEAR);
        }
        {
            CompositionPass *pass = tp->createPass();
            pass->setType(CompositionPass::PT_RENDERSCENE);
            /// Render everything, including skies
            pass->setFirstRenderQueue(RENDER_QUEUE_BACKGROUND);
            pass->setLastRenderQueue(RENDER_QUEUE_SKIES_LATE);
        }


        /// Create base "original scene" compositor
        scene = CompositorManager::getSingleton().load(compName,
                ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME);



    }
    mOriginalScene = OGRE_NEW CompositorInstance(scene->getSupportedTechnique(), this);
}
开发者ID:nezticle,项目名称:ogre,代码行数:63,代码来源:OgreCompositorChain.cpp


注:本文中的CompositionTargetPass类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。