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Ogre Compositor解析
阅读量:5920 次
发布时间:2019-06-19

本文共 18664 字,大约阅读时间需要 62 分钟。

Compositor脚本与类型

  我们先看下面一张基本的Compositor的脚本图:

  上面就是一个Composition资源.在解析时,主要是使用CompositionPass, CompositionTargetPass, CompositionTechnique, Compositor,而在渲染时,使用RenderSystemOperation, TargetOperation, CompositorInstance, CompositionChain.管理Composition用CompositionManage.

Compositor主要类型说明.

CompositionPass:

  一次渲染环境设置,包含基本渲染设置,根据PassType不同,生成不同的RenderSystemOperation,主要有如下几种:RSClearOperation, RSStencilOperation, RSSetSchemeOperation, RSRestoreSchemeOperation, RSQuadOperation, RenderSystemOperation.下面以opengl的API举例.

  当PassType为PT_CLEAR,对应RSClearOperation,用到的属性为mClearBuffers, mClearColour, mClearDepth, mClearStencil.在opengl中,对应操作FFP的API是glClear(color|depth,stencil).

enum PassType        {            PT_CLEAR,           /// Clear target to one colour            PT_STENCIL,         /// Set stencil operation            PT_RENDERSCENE,     /// Render the scene or part of it            PT_RENDERQUAD,      /// Render a full screen quad            PT_RENDERCUSTOM     /// Render a custom sequence        };
PassType

  当PassType为PT_RENDERSCENE时,用到属性mFirstRenderQueue,mLastRenderQueue

  当PassType为PT_STENCIL,用到mStencilCheck, mStencilFunc, mStencilRefValue, mStencilMask, mStencilFailOp, mStencilDepthFailOp, mStencilPassOp, mStencilTwoSidedOperation, mStencilReadBackAsTexture,属性虽然多,但是对应Opengl里FFP的API就是void glStencilFunc (GLenum func, GLint ref, GLuint mask);void glStencilOp (GLenum fail, GLenum zfail, GLenum zpass),glStencilMask,前面二个函数还有一个区别正反面的版本,上面的属性就是对这几个函数的封装.

  上面的几种一般不用,下面这种是很常用的.

  当PassType为PT_RENDERQUAD时,用到属性mMaterial, mInputs, mQuadLeft, Top, Right, Bottom.不同于上面一般对应的是FFP(固定管线功能),这个操作主要是取出mMaterial里的VP,FP,根据自己编写的VP与FP来渲染,其中mInput是VP与FP要用到的纹理.输出到CompositionTargetPass对应的mOutputName.

CompositionTargetPass:

  对应上面的图,一个CompositionTargetPass包含一些基本设置与一个或多个CompositionPass,对应生成CompositorInstance::TargetOperation.如果说CompositionPass是渲染的环境参数设置,而CompositionTargetPass就是在一个或多个CompositionPass渲染前的特定渲染环境参数设置.

  CompositionTargetPass与CompositionPass在资源文件里,都有一个input,但是他们之间的含义是不同的,在CompositionPass里的input是对应的纹理里的着色器代码要用到的纹理编号,而在CompositionTargetPass里input表示一个CompositionTargetPass::InputMode枚举.

  InputMode枚举只有二个值,一个是IM_NONE,一个是IM_PREVIOUS,对应上图第一个target就是IM_PREVIOUS,后面的都是IM_NONE.其中IM_PREVIOUS表示当前窗口内容,而IM_NONE表示清空当前窗口.

enum InputMode        {            IM_NONE,        /// No input            IM_PREVIOUS     /// Output of previous Composition in chain        };
InputMode

  其中mOutputName对应CompositionTechnique里的mTextureDefinitions里的纹理,CompositionTargetPass包含的CompositionPass最后渲染的内容就保存在这个纹理中.CompositionTargetPass所对应的RenderTarget也是这个纹理.

CompositionTechnique:

  对应上面的图,一个CompositionTechnique包含多个CompositionTargetPass,在CompositionTargetPass前,我们可以看到一些纹理说明与设置,这里的纹理与一般的不同纹理不同,我们后面可以看到,在这里CompositionTechnique::TextureDefinition生成的纹理都指定了TextureUsage为TU_RENDERTARGET,指定这个是说明这是一个每桢更新的纹理,同时会附带一个RenderTexture(RenderTarget的派生类)对象,就是说,每定义一个TextureDefinition,就生成一个RenderTarget,如果TextureDefinition对应有多个PixelFormat,那么对应的RenderTexture为MultiRenderTarget.

  CompositionTechnique保存多个或一个CompositionTargetPass和一个mOutputTarget(也为CompositionTargetPass类型),也就是上图中最后一个CompositionTargetPass,针对这个处理后面会看到有些不同.  

class TextureDefinition : public CompositorInstAlloc        {        public:            String name;            //Texture definition being a reference is determined by these two fields not being empty.            String refCompName; //If a reference, the name of the compositor being referenced            String refTexName;  //If a reference, the name of the texture in the compositor being referenced            size_t width;       // 0 means adapt to target width            size_t height;      // 0 means adapt to target height            float widthFactor;  // multiple of target width to use (if width = 0)            float heightFactor; // multiple of target height to use (if height = 0)            PixelFormatList formatList; // more than one means MRT            bool fsaa;          // FSAA enabled; true = determine from main target (if render_scene), false = disable            bool hwGammaWrite;  // Do sRGB gamma correction on write (only 8-bit per channel formats)             uint16 depthBufferId;//Depth Buffer's pool ID. (unrelated to "pool" variable below)            bool pooled;        // whether to use pooled textures for this one            TextureScope scope; // Which scope has access to this texture            TextureDefinition() :width(0), height(0), widthFactor(1.0f), heightFactor(1.0f),                 fsaa(true), hwGammaWrite(false), depthBufferId(1), pooled(false), scope(TS_LOCAL) {}        };
TextureDefinition

Compositor:

  CompositionTechnique列表.对应CompositorInstance,分别处理资源与渲染.

  其中mGlobalTextures与mGlobalMRTs分别是CompositionTechnique里的TextureDefinition列表集合,TextureDefinition如果PixelFormat只有一个,加入mGlobalTextures中,如果有多个,加入mGlobalMRTs中.

CompositorInstance:

  Compositor的操纵类,Compositor对应资源文件里相应结构.而CompositorInstance是对Compositor数据渲染化.CompositorInstance用对应Compositor最合适的CompositionTechnique进行处理.

  TargetOperation定义在此类中,用于设置可视化mask,lod bias level, shadow enable, material scheme等.

class TargetOperation        {        public:            TargetOperation()            {             }            TargetOperation(RenderTarget *inTarget):                target(inTarget), currentQueueGroupID(0), visibilityMask(0xFFFFFFFF),                lodBias(1.0f),                onlyInitial(false), hasBeenRendered(false), findVisibleObjects(false),                 materialScheme(MaterialManager::DEFAULT_SCHEME_NAME), shadowsEnabled(true)            {             }            /// Target            RenderTarget *target;            /// Current group ID            int currentQueueGroupID;            /// RenderSystem operations to queue into the scene manager, by            /// uint8            RenderSystemOpPairs renderSystemOperations;            /// Scene visibility mask            /// If this is 0, the scene is not rendered at all            uint32 visibilityMask;                        /// LOD offset. This is multiplied with the camera LOD offset            /// 1.0 is default, lower means lower detail, higher means higher detail            float lodBias;                        /** A set of render queues to either include or exclude certain render queues.            */            typedef std::bitset
RenderQueueBitSet; /// Which renderqueues to render from scene RenderQueueBitSet renderQueues; /** @see CompositionTargetPass::mOnlyInitial */ bool onlyInitial; /** "Has been rendered" flag; used in combination with onlyInitial to determine whether to skip this target operation. */ bool hasBeenRendered; /** Whether this op needs to find visible scene objects or not */ bool findVisibleObjects; /** Which material scheme this op will use */ String materialScheme; /** Whether shadows will be enabled */ bool shadowsEnabled; };
TargetOperation

  RenderSystemOperation类也定义在这个类中,不同RenderSystemOperation的子类对应不同的渲染API或参数设置,如glClear, glStencilFunc这些.

class _OgreExport RenderSystemOperation : public CompositorInstAlloc        {        public:            virtual ~RenderSystemOperation();            /// Set state to SceneManager and RenderSystem            virtual void execute(SceneManager *sm, RenderSystem *rs) = 0;        };
RenderSystemOperation

  CompositorInstance负责Composition操作,主要包含把CompositionTargetPass转化成TargetOperation,把CompositionPass转化成RenderSystemOperation.

CompositorChain:

  CompositorChain实现接口RenderTargetListener,Viewport::Listener,这样就可以监听Viewport与RenderTarget,在CompositionChain初始化时,CompositorChain会增加对应Viewport与对应Viewport的RenderTarget的监视.

  这样,在Root更新RenderTarget(一般和主视图关联)时,RenderTarget更新前会先通知CompositorChain, CompositorChain生成的RenderTarget最终替换前RenderTarget(一般和主视图关联).

  CompositorChain对应一个Viewport对应,通过addCompositor注册compositor到viewport对应的CompositorChain,在第一个compositor注册到Viewport时,生成CompositorChain,注册CompositorChain到对应Viewport与Viewport的RenderTarget.

  CompositorChain负责渲染.其中定义了RQListener,注册当前CompositionChain到当前场景.截获场景更新.

class _OgreExport RQListener: public RenderQueueListener        {        public:            RQListener() : mOperation(0), mSceneManager(0), mRenderSystem(0), mViewport(0) {}            /** @copydoc RenderQueueListener::renderQueueStarted            */            virtual void renderQueueStarted(uint8 queueGroupId, const String& invocation, bool& skipThisInvocation);            /** @copydoc RenderQueueListener::renderQueueEnded            */            virtual void renderQueueEnded(uint8 queueGroupId, const String& invocation, bool& repeatThisInvocation);            /** Set current operation and target. */            void setOperation(CompositorInstance::TargetOperation *op,SceneManager *sm,RenderSystem *rs);            /** Notify current destination viewport. */            void notifyViewport(Viewport* vp) { mViewport = vp; }            /** Flush remaining render system operations. */            void flushUpTo(uint8 id);        private:            CompositorInstance::TargetOperation *mOperation;            SceneManager *mSceneManager;            RenderSystem *mRenderSystem;            Viewport* mViewport;            CompositorInstance::RenderSystemOpPairs::iterator currentOp, lastOp;        };
RQListener

  注意每个CompositionTechnique一般第一个是InputMode为IM_PREVIOUS的CompositionTargetPass,在CompositionChain中,就是上一个CompositionTechnique最后一个为mOutputTarget(上图最后一个为target_out)的CompositionTargetPass.这样通过CompositionChain就可以把每个CompositionTechnique的渲染组合起来.

Compositor渲染流程

  上面是各个Compositor类的说明,我们从下面来看下,Ogre如何组织这些类进行渲染.

  1.资源文件解析.当ResourceGroupManager::initialiseResourceGroup后,对文件解析,解析成多个结点,对Compositor节点解析.具体参照CompositorTranslator, CompositionTechniqueTranslator, CompositionTargetPassTranslator, CompositionPassTranslator.解析完后Compositor内部数据Technique,TargetPass,Pass已经生成.

class _OgreExport CompositorTranslator : public ScriptTranslator    {    protected:        Compositor *mCompositor;    public:        CompositorTranslator();        void translate(ScriptCompiler *compiler, const AbstractNodePtr &node);    };    class _OgreExport CompositionTechniqueTranslator : public ScriptTranslator    {    protected:        CompositionTechnique *mTechnique;    public:        CompositionTechniqueTranslator();        void translate(ScriptCompiler *compiler, const AbstractNodePtr &node);    };    class _OgreExport CompositionTargetPassTranslator : public ScriptTranslator    {    protected:        CompositionTargetPass *mTarget;    public:        CompositionTargetPassTranslator();        void translate(ScriptCompiler *compiler, const AbstractNodePtr &node);    };    class _OgreExport CompositionPassTranslator : public ScriptTranslator    {    protected:        CompositionPass *mPass;    public:        CompositionPassTranslator();        void translate(ScriptCompiler *compiler, const AbstractNodePtr &node);    };
Compositor Translator

  2.在用户创建场景时,调用CompositorManage注册Compositor到对应Viewport中,首先得到与一个与Viewport对应的CompositorChain对象(有则返回,无则新增),并且添加对Viewport与此对应Viewport的RenderTarget的监听.并对CompositorChain对象进行相关初始化,以及根据传入的Compositor生成一一对应的CompositorInstance对象.

CompositorChain::CompositorChain(Viewport *vp):    mViewport(vp),    mOriginalScene(0),    mDirty(true),    mAnyCompositorsEnabled(false){    assert(vp);    mOldClearEveryFrameBuffers = vp->getClearBuffers();    vp->addListener(this);    createOriginalScene();    vp->getTarget()->addListener(this);}
CompositorChain Init

  3.当我们通过CompositorManage设置某个Compositor启用后,对应的OgreCompositorInstance调用createResources,根据Compositor里的Technique得到mTextureDefinitions,也就是第一张图上面的三个Texture定义,填充对应mLocalTextures与mLocalMRTs数据,这些Textur创建如前面指出过,都是TU_RENDERTARGET用途,附加一个对应RenderTexture.

  在这里,大家可以参看一下RTT相关,在OpenGL中,相关实现方法有很多,PBuffer,FBO,Copy.在这里,根据大家选择RTT模式,在后台生成RenderTexture不同子类如GLPBRenderTexture,GLFBORenderTexture,GLCopyingRenderTexture.如果硬件允许,尽量选择FBO.其中FBO具体用法可以参看 .

  假定使用opengl,FBO渲染,可以看下GLFBORenderTexture相关接口.大家可以看下opengl API如glFramebufferTexture,glBindFramebufferEXT的使用.

class _OgreGLExport GLFBORenderTexture: public GLRenderTexture    {    public:        GLFBORenderTexture(GLFBOManager *manager, const String &name, const GLSurfaceDesc &target, bool writeGamma, uint fsaa);        virtual void getCustomAttribute(const String& name, void* pData);        /// Override needed to deal with multisample buffers        virtual void swapBuffers();        /// Override so we can attach the depth buffer to the FBO        virtual bool attachDepthBuffer( DepthBuffer *depthBuffer );        virtual void detachDepthBuffer();        virtual void _detachDepthBuffer();    protected:        GLFrameBufferObject mFB;    };
GLFBORenderTexture

  4.Root更新RenderTarget时,对应RenderTarget在更新前,查找监听本RenderTarget的CompositorChain对象,第一次重构CompositorChain时会首先调用_complie完成对之上所有CompositorInstance对象按顺序链接成链表,并把对应链表从前按后调用CompositorInstance::_compileTargetOperations填充到CompositorChain里的TargetOperation列表对象mCompiledState中.其中最后一个CompositorInstance中的OutputTargetPass(特殊的CompositionTargetPass)没放入上面,而是单独保存在mOutputOperation.

  其中CompositorInstance里Technique每个CompositionTargetPass生成一个对应的TargetOperation对象,根据CompositionTargetPass的outputName传入TargetOperation的RenderTarget,还需要注意你生成第一个CompositionTargetPass(上图第一个CompositionTargetPass,InputMode为IM_PREVIOUS),会引发链接上一个CompositorInstance调用_compileOutputOperation到TargetOperation中.

  这个过程比较容易理解,一个CompositorInstance,一般一个Pass要求是当前桢缓冲内容,后面是Pass合成,最后是输出Pass,那么在CompositorInstance链接表,后一个Pass要求的输出就是前一个Pass的最后输出.

  TargetOperation对应一个CompositionTargetPass,包含方案,是否生成阴影等,其中CompositionTargetPass下的CompositionPass包含当前渲染环境设置,包含清空缓冲区,设置模板缓冲,或者对应上面最常用的PT_RENDERQUAD里针对着色器设置正确的纹理,所以在TargetOperation生成后,还需要针对CompositionTargetPass里的CompositionPass生成对应的RenderSystemOperation,如同CompositionPass类的说明,相应过程参照CompositorInstance::collectPasses.

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();        ts.materialScheme = target->getMaterialScheme();        /// 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 separately as it is merged            /// with later operations            mPreviousInstance->_compileOutputOperation(ts);        }        /// Collect passes of our own target        collectPasses(ts, target);        compiledState.push_back(ts);    }}
_compileTargetOperations

  5.在主视图中的RenderTarget开始调用preRenderTargetUpdate,检测到CompositorChain,针对mCompiledState里的所有TargetOperation中的RenderTarget更新开始,  

  在这过程中,注意CompositorChain::RQListener这个对象,在TargetOperation中的RenderTarget更新之前,会把当前场景与TargetOperation中的RenderSystemOperation都关联到CompositorChain::RQListener中,并把CompositorChain::RQListener注册到当前场景(SceneManager::addRenderQueueListener).记住这步,后面会转到这个地方.  

void CompositorChain::preTargetOperation(CompositorInstance::TargetOperation &op, Viewport *vp, Camera *cam){    if (cam)    {        SceneManager *sm = cam->getSceneManager();        /// Set up render target listener        mOurListener.setOperation(&op, sm, sm->getDestinationRenderSystem());        mOurListener.notifyViewport(vp);        /// Register it        sm->addRenderQueueListener(&mOurListener);        /// Set whether we find visibles        mOldFindVisibleObjects = sm->getFindVisibleObjects();        sm->setFindVisibleObjects(op.findVisibleObjects);        /// Set LOD bias level        mOldLodBias = cam->getLodBias();        cam->setLodBias(cam->getLodBias() * op.lodBias);    }    // Set the visibility mask    mOldVisibilityMask = vp->getVisibilityMask();    vp->setVisibilityMask(op.visibilityMask);    /// Set material scheme     mOldMaterialScheme = vp->getMaterialScheme();    vp->setMaterialScheme(op.materialScheme);    /// Set shadows enabled    mOldShadowsEnabled = vp->getShadowsEnabled();    vp->setShadowsEnabled(op.shadowsEnabled);    /// XXX TODO    //vp->setClearEveryFrame( true );    //vp->setOverlaysEnabled( false );    //vp->setBackgroundColour( op.clearColour );}
preTargetOperation

  6.在第五步中,针对mCompiledState的每个TargetOperation中的RenderTarget渲染都会对SceneManager注册通道监听事件,那么在每次RenderTarget更新中的通道事件中,到第五步的RQListener开始调用renderQueueStarted方法,在这方法里,调用flushUpTo,这个方法里,根据TargetOperation里的RenderSystemOperation列表,针对当前场景与RenderSystem(gl,dx,gles)进行渲染设置.具体设置可以看RenderSystemOperation子类的execute方法.在这里,我们假设使用opengl,FBO渲染,那么TargetOperation里的RenderTarget.Update最终会指向glBindFramebufferEXT(前面初始化RenderTarget时会调用glFramebufferTexture).是不是很熟悉了.

  感觉有必要单独说下CompositorChain::RQListener::flushUpTo,参数id表示当前的RenderQueueGroupID,ogre从小到大渲染,意思在渲染所有通道组时,每次进通道组,也就是进flushUpTo中,id是从小到大的,在方法里,我们检查RenderSystemOperation 的最小渲染通道是否小于或等于当前的RenderQueueGroupID,如果是才执行.其中pass render_scene这种如果没有设置material_scheme,则只会改变当前TargetOperation 的currentQueueGroupID为pass->getLastRenderQueue() + 1与renderQueues (当前TargetOperation影响的RenderQueueGroupID),否则不仅改变currentQueueGroupID与renderQueues,还会添加一个RSSetSchemeOperation,一个RSRestoreSchemeOperation. 注意pass render_custom与pass render_scene一样,currentQueueGroupID受本身pass影响,而pass clear,render_quad,stencil不会改变currentQueueGroupID.

void CompositorChain::RQListener::flushUpTo(uint8 id){    /// Process all RenderSystemOperations up to and including render queue id.    /// Including, because the operations for RenderQueueGroup x should be executed    /// at the beginning of the RenderQueueGroup render for x.    while(currentOp != lastOp && currentOp->first <= id)    {        currentOp->second->execute(mSceneManager, mRenderSystem);        ++currentOp;    }}
flushUpTo

  7.当mCompiledState中的TargetOperation渲染完成后,然后到了主视图的RenderTarget中的preViewportUpdate更新mOutputOperation,前面说过,这也是一个TargetOperation,但是不会在RenderTarget中的preRenderTargetUpdate那里调用更新,mOutputOperation本身的RenderTarget为空,而和主视图RenderTarget共用一个viewport.这个效果就是mOutputOperation的更新就是主视图的RenderTarget更新(设置viewport,会把viewport中的RenderTarget 放入渲染中,详见RenderSystem::_setRenderTarget ).

  如上CompositorChain最后的渲染效果会放入到主视图的RenderTarget,我们看到的就是经过CompositorChain后的效果.  

  如果上面流程不清楚,请看.

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